Warlock
Base Class: Warlock

When you choose this subclass for your Warlock, you might have an omnipotent entity invade their mind, or maybe have your Warlock allow the omnipotent entity inside willingly, in the process giving them heightened ability to force their influence and the ability of their inhabitor on other creatures, willingly or not. Prominent omnipotent entities consist of Vecna from Stranger Things, the Formics from Ender’s Game, the Kraul from Dungeons and Dragons, and the Zerg from Starcraft.

Level 3: Level 3: Hive Mind Spells

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

Fiend Spells
Warlock Level Spells
3 Charm Person, Command, Friends, Hold Person, Levitate
5 Bestow Curse, Hypnotic Pattern
7 Blight, Charm Monster
9 Dominate Person, Telekinesis

Level 3: Level 3: Virulent Charm

Creatures do not gain Advantage on saving throws against any Charm Person spell that you cast as a result of you or your allies fighting it.

Additionally, while a creature is under the effect of a Charm Person spell that you cast, you can take a Magic action to target another Humanoid you can see within 30 feet of you or within 30 feet of a creature already Charmed by the spell. The target must succeed on a Wisdom saving throw or fall under the effect of the same Charm Person spell for its duration.

Level 6: Level 6: Durable Hold

Your control over your magic grows stronger. Your concentration on any Hive Mind spell or enchantment spell you have cast cannot be broken as a result of taking damage.

Level 10: Level 10: Heightened Telekinesis

When you cast the Telekinesis spell, you can modify it so that it doesn’t require concentration. If you do so, the spell is cast without a spell slot, and you choose one of the following effects for the duration of the spell:

Manipulate. You can exert your will on one creature or object that you can see within range of the spell using only a Bonus Action instead of a Magic action, though you cannot do both in the same turn.

Slam. Whenever you move a creature or object using this spell, you can move it up to 60 feet rather than 30 feet. If you move a creature or object in such a way that it would collide with another creature or object, you can choose to use any remaining movement to deal 1d6 Bludgeoning damage to the target for every 10 feet of movement used.

Crush. When you move a creature or object using the spell, you can deal 3d10 Force damage and give the target the Prone condition.

Once you modify this spell in this way, you can’t do so again until you finish a long rest.

Level 10: Level 10: Irresistible Charm

Creatures that are immune to the Charmed condition are not immune to the Charmed condition of the spells you cast, but rather gain advantage on saving throws against them.

Level 14: Level 14: Virulent Dominance

Your Virulent Charm grows stronger. Creatures do not gain Advantage on saving throws against any Dominate Person spell that you cast as a result of you or your allies fighting it.

Additionally, while a creature is under the effect of a Dominate Person spell that you cast, you can take a Magic action to target another Humanoid you can see within 30 feet of you or within 30 feet of a creature already Charmed by the spell. The target must succeed on a Wisdom saving throw or fall under the effect of the same Dominate Person spell for its duration.

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