Warlock
Base Class: Warlock

The Writhing Essence is a pervasive, cosmic force that defies comprehension, flowing through the fabric of reality itself. Its warlocks become conduits for its boundless chaotic energy, bearing powers that stretch the limits of mortal understanding. The Writhing Essence does not think or scheme; it merely is.

Those chosen by the The Writhing Essence find themselves grappling with powers that oscillate between creation and destruction, never fully in control. The Essence’s energy sporadically overflows, leaving a trail of bewildering phenomena in its wake

Writhing Essence Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Writhing Essence table, you thereafter always have the listed spells prepared.

Warlock Level Spells
3 Detect Thoughts, Dissonant Whispers, Zone of Truth, Chromatic Orb
5 Blink, Hypnotic Pattern
7 Black Tentacles, Phantasmal Killer
9 Animate Objects, Telekinesis

Level 3: Eldritch Magic Surge

You can feel eldritch energy building up inside you, seeking release. Once per turn, when you cast a warlock spell or hit a target with Eldritch Blast, you have the change to trigger a Chaos Magic Surge. Roll on the corresponding Chaos Magic Surge table to determine the effect.

Additionally, once per short rest, the first time you roll a 1 on an ability check, roll on a Chaos Magic Surge table. Surges that occur this way are rolled from the levelled spell table as 1st level spells.

Chaos Surge: Eldritch Bast

Your patron's unstable essence infuses your spells with chaos. Once per turn, when you hit a target with Eldritch Blast, the target of the blast is subject to an effect from the Chaos Surge: Eldritch Bast table. Roll 1d100 to determine the effects

Roll (1d100) Effect
1–3 A surge of aberrant energy disturbs your psyche. You take 1d6 psychic damage at the start of each of your turns until you use an Action to steady your mind, ending this effect.
4–6 The chaotic energy warps unpredictably and heals the target rather than harming it. The target regains hit points equal to the amount of damage the blast would have dealt.
7–9 The target glimpses the secrets of your mind. For 1 minute, it has advantage on attack rolls against you. It can repeat a Wisdom saving throw at the end of each of its turns to end this effect early.
10–12 A concussive shockwave blasts you and the target apart. You and the target are each pushed 5 feet away from each other. Both must succeed on a DC 13 Dexterity saving throw or fall Prone.
13–15 Your essence is laid bare. The target must make a Wisdom saving throw. On a failure, it is Frightened of you for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success.
16–18 Viscous tar coats the ground within 20 feet of the target. This area becomes difficult terrain for 1 minute.
19–21 Eldritch corruption taints the target’s life force. If it dies within 1 minute and failed a Charisma saving throw when struck, it rises as a Specter under the GM’s control at the start of the next round.
22–24 The blast forks unexpectedly. Another random creature within 15 feet of the target is hit, taking half the original damage.
25–27 A hazy duplicate of the target appears. The first time a creature attacks the target before your next turn, it must succeed on a Wisdom saving throw or strike the illusion instead, wasting the attack.
28–30 A shadowy rift distorts space, causing you and the target to swap places.
31–33 Non-Euclidean geometry warps the area. Each creature within 10 feet of the target must make a Wisdom save or be affected as if by Confusion until the start of your next turn.
34–36 The target’s voice warps. On its next turn, it cannot cast spells with verbal components as only incomprehensible shrieks emerge. This lasts until the end of its next turn.
37–39 The blast’s essence warps. Treat this Eldritch Blast as a Chaos Bolt cast at 1st level.
40–42 Spectral chains form between you and the target. Until the end of your next turn, you take half of any damage dealt to the target. If the target drops to 0 hit points in this time, the chains vanish harmlessly.
43–45 You glean a skill from the target’s mind. Choose one skill in which the target is proficient; you gain proficiency in that skill for 1 hour.
46–48 Your features shift as if affected by Disguise Self. For 1 hour, you look identical to the target, though your statistics remain unchanged.
49–51 Space distorts. All creatures within 20 feet of the target (including it) randomly swap positions, as determined by the GM.
52–54 A gravity well forms around the target. Each creature within 15 feet must succeed on a Strength save or be pulled 10 feet closer to the target.
55–57 Space tears. The target is teleported 30 feet in a random direction (GM’s choice). If unsafe, place it in the nearest safe location.
58–60 A rift to a harmless demiplane opens. The target must succeed on a Charisma save or be banished as per Banishment, returning at the start of its next turn.
61–63 Eldritch chains restrain the target. It is Restrained for up to 1 minute or until it succeeds on a Strength save at the end of its turn, ending the effect.
64–66 The target’s flesh crystallizes. Until the end of your next turn, its speed is halved, it can’t take reactions, but gains 1d10 temporary hit points.
67–69 Residual energy infuses you. You gain temporary hit points equal to the damage dealt by the blast.
70–72 Gravity distorts. The target is hurled 1d6×10 feet upward. It may take falling damage as per Falling if it cannot prevent the fall.
73–75 Arcane potential builds within you. On your next turn, you can cast Chaos Bolt as a Bonus Action.
76–78 Volatile energy engulfs the target. The next time it moves before the end of your next turn, it takes 2d10 thunder damage.
79–81 Alien whispers flood the target’s mind. It must make an Intelligence save or be Stunned until the end of your next turn.
82–84 If the target fails a Charisma save, a shadowy echo of it appears, using the Shadow stat block. It fights for you for two rounds before disappearing.
85–87 The target perceives everyone as hostile. Until the end of your next turn, it behaves as if affected by Enemies Abound.
88–90 Whispers fill the area within 10 feet of the target for 1 minute. Any creature of your choice starting its turn there must succeed on a Wisdom save or be Incapacitated until the start of its next turn.
91–93 The target flickers through time. On its next turn, it must roll a d6 and subtract the result from all attack rolls and saving throws.
94–96 A slick coating forms at the target’s feet. Until the end of your next turn, whenever it tries to move, it must succeed on a Dexterity save or fall Prone and have its movement reduced to 0.
97–99 The target crystallizes into reflective stone. Until the start of your next turn, it is Petrified and has resistance to all damage.
100 You seize control of the essence within you. Choose any one effect from this table to unleash.

Chaos Surge: Levelled Spell

Your patron's unstable essence infuses your spells with chaos. Once per turn, when you cast a Warlock spell, roll a d20. On a result of 11 or higher, you trigger a Chaos Magic Surge form the Chaos Surge: Levelled Spell table. Roll 1d100 to determine the effects.

 

Roll (1d100) Effect
1–3 You immediately cast Arms of Hadar as a Warlock spell without expending a spell slot, as the Writhing Essence attempts to transcend your physical form.
4–6 The temperature within 20 feet of you plummets. Each creature in that area must make a Constitution saving throw or gain one level of Exhaustion.
7–9 A random creature within 30 feet of you is engulfed in purple and black flames for 1d4 rounds. At the start of each of its turns, it must succeed on a Dexterity saving throw or take 1d6 fire damage.
10–12 An aura of anti-magic emanates from you in a 10-foot radius for 1 minute, affecting all creatures within it, including yourself, as if under Antimagic Field.
13–15 You cast Confusion centered on yourself without expending a spell slot, as the Writhing Essence spills out from your mind.
16–18 For the next 5 minutes, any spell you cast that deals damage has its damage type determined by rolling a d6: 1–fire, 2–cold, 3–lightning, 4–acid, 5–poison, 6–necrotic.
19–21 Muffled whispers echo in the air. Until the end of your next turn, creatures within 10 feet of you must make a Charisma saving throw before casting a spell. On a failure, the spell fizzles, wasting the casting.
22–24 An aura of abyssal energy surrounds you for 1 minute. Any creature that starts its turn within 5 feet of you takes 1d6 necrotic damage.
25–27 Your form becomes ethereal for a moment, allowing you to phase through solid objects as if affected by Etherealness for 12 seconds (2 rounds).
28–30 You manifest as an aspect of the Essence within. Each creature within 30 feet must succeed on a Charisma saving throw or be Frightened of you for 1 round.
31–33 Dozens of eyes sprout across your skin. You have advantage on Perception and Intimidation checks, but disadvantage on all other Charisma checks for 1 hour.
34–36 Your voice takes on undeniable authority. For the next hour, you have advantage on all Charisma checks.
37–39 A temporal anomaly delays your spell’s effect. The spell you just cast takes effect at the start of your next turn instead of now.
40–42 Time hiccups in your vicinity. You can choose one creature you can see; that creature must succeed on a Charisma saving throw or its next attack roll is made with disadvantage, as if it acted a split second too late.
43–45 You briefly flicker out of existence. For the next 18 seconds (3 rounds), you vanish and reappear at the start of each of your turns as if under Blink.
46–48 You may transfer one condition affecting you to a creature within 30 feet. That creature must fail a Wisdom saving throw or suffer the same condition.
49–51 Your skin becomes translucent and chitinous for 1 minute, revealing muscles and veins beneath. Your AC increases by 1d4 during this time.
52–54 You gain deep insight into the minds around you. Until you take a long rest, you add 2d6 to Insight checks but take 1d6 psychic damage each time you do so.
55–57 Time becomes non-linear for an instant, causing 6 seconds to pass in a flash. The GM determines the exact outcome.
58–60 A cloud of bioluminescent spores swirls within 10 feet of you. Creatures of your choice in the area must make a Constitution saving throw or be Poisoned until the end of their next turn.
61–63 Gravity shifts for you. You can walk on walls and ceilings as if they were the ground for the next 10 minutes.
64–66 Your body becomes fluid and malleable. For 1 hour, you can move through gaps as small as 1 inch wide without squeezing.
67–69 Your form grows shadowy and insubstantial for 1 minute. You have resistance to nonmagical damage but vulnerability to radiant damage during this time.
70–72 You hear the final thoughts of a humanoid corpse within 30 feet. You may ask it one yes-or-no question, which it must truthfully answer to the best of its knowledge.
73–75 Black tentacles sprout from your back for 1 minute. You can use them to make up to 4 melee attacks on your turn (reach 10 ft., 1d8 bludgeoning damage each).
76–78 Black flames wreathe your hands. The next creature you touch takes 1d8 necrotic damage per the level of the spell slot expended.
79–81 Eldritch power surges through you. Your spell save DC increases by 1d6 for the next minute.
82–84 Wisps of shadow coil around your feet. For the next minute, when a creature misses you with an attack, you may use your reaction to force it to make a Wisdom saving throw or be Frightened of you until its next turn.
85–87 You perceive time differently. Until the end of your next turn, any spell cast within 20 feet of you that normally requires an Action now requires only a Bonus Action.
88–90 A whispering wind encircles you for 1 minute, granting you a flying speed of 20 feet per level of the spell slot expended.
91–93 The Writhing Essence strengthens your magic. Your next spell cast within 1 minute requires no spell slot.
94–96 Reality bends around you for a heartbeat, slowing time. You may immediately take an additional turn after this one.
97–99 Fate twists. The next time you roll a 1 on a d20 test, you may treat it as if you rolled a 20.
100 You seize control of the eldritch energies. Choose any one effect from this table to unleash.

Level 6: Form Chaos

You gain the ability to subtly manipulate your surges of eldritch energy. You gain resistance to Psychic damage, and once per short rest, when a Chaos Magic Surge is triggered, you can choose to re-roll the surge effect, choosing either one of the results.

Level 10: Whispers of the Void

You learn to harness the whispers of The Writhing Essence to distract and disorient your foes. When a creature targets you with an attack, you can use your Reaction to force it to make a Wisdom saving throw against your warlock spell save DC. On a failed save, the attack misses, and the creature is confused for one minute, as if affected by the Confusion spell. The creature can repeat the Wisdom save at the beginning of each of their subsequent turns, ending the effect on a success. You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a Long Rest.

Level 14: Herald of the Essence

You gain the ability to unleash and control The Essence within you. As an Action, you envelop yourself in a shroud of chaotic magic for 1 minute. While in this form, you gain the following benefits:

  • You gain Resistance to all damage and Immunity to psychic damage.
  • You can communicate telepathically with any creature within 120 feet that you can see.
  • You can move through other creatures and objects as if they were Difficult Terrain.

You must finish a Long Rest before you can use this feature again.

Warlock Patron: The Writhing Essence Image

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