Base Class: Warlock
The Elder Orb Patron that you have signed a pact with is an ancient, immortal beholder. In order to have survived over the ages, the Elder Orb has always needed to stay ten steps ahead of its adversaries. Because of this, the constant gathering of information to confirm its various suspicions and paranoia was of the utmost importance. The vast knowledge your patron has gathered over the ages has amplified its power well beyond that of other beholders. In exchange for the opportunity to learn some of the Elder Orb's ancient secrets, you have agreed to serve your patron as a hunter of knowledge.
Expanded Spell List
The Elder Orb lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
[Note: This expanded spell list includes spells of 6th level and higher. There seems to be a bug, where adding them to the spell list does not make them appear as Mystic Arcanum options. However, if you make a homebrew copy of these spells and add the Warlock tag, they will be available as options.]
| Spell Level | Spells |
|---|---|
| 1st | Command, Identify |
| 2nd | Locate Object, Zone of Truth |
| 3rd | Clairvoyance, Speak With Plants |
| 4th | Divination, Locate Creature |
| 5th | Dominate Person, Legend Lore |
| 6th | Contingency |
| 7th | Magnificent Mansion |
| 8th | Antimagic Field |
| 9th | Wish |
Hunter of Knowledge
Starting at 1st level, you gain proficiency in the Investigation skill if you are not already proficient, and you choose one of your skill proficiencies, doubling your proficiency bonus for that skill. When you make an Intelligence (Investigation) check, you can choose to roll an additional d20 prior to learning the result of your initial roll. You choose which of the d20s is used for the Intelligence (Investigation) check, but you cannot do so again until you complete a short or long rest. Your initiative rolls also benefit from your intelligence modifier.
Magical Rays
Starting at 6th level, you have learned how to produce magical rays of energy similar to those of your patron. As a bonus action on your turn, you gaze upon a target within 90 feet and hit them with a magical ray. The target must make a saving throw against a random magical effect (roll 2d6 and choose your preferred result) using your spell DC. When you fall unconscious, all of your active magical effects end early.
1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 hour or until you harm the target.
2. Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw or be paralyzed for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the target can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Telekinetic Ray. The targeted creature must succeed on a Strength saving throw or you can move the target up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of your next turn.
6. Sleep Ray. The targeted creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
This feature can be used a number of times equal to your Intelligence modifier (minimum of one), and all charges are recovered after you complete a long rest.
Every Eventuality
Starting at 10th level, the paranoia of your patron has begun to rub off on you. Predicting the actions of your adversaries, you can use your reaction to add your Intelligence modifier (minimum of 1) to your AC for a single attack or to a Dexterity saving throw, and you cannot be surprised while you are conscious.
Superior Intellect
Starting at 14th level, the studies you've undertaken with the guidance of your patron has pushed your intellectual potential beyond the ordinary limits. You are proficient with Intelligence saving throws, and your Intelligence score increases by 2. Your maximum for this score is now 22.
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