Base Class: Warlock
The Collective is a consciousness greater than any single mind, offering its power to those willing to open themselves to its influence. Warlocks who serve the Collective learn to weaponize thought itself, unleashing devastating psychic force while assaulting the minds of those who stand against them. The Collective does not merely grant knowledge or spells; it teaches its servants to perceive the minds of others as interconnected structures that can be pierced, disrupted, and ultimately broken.
Level 3: Collective Force
The Collective lends you a fraction of its immense psychic power. When you deal damage to a creature with a Warlock spell or Eldritch Blast, you can deal additional psychic damage equal to your Charisma modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
Level 3: Psychic Rupture
You can tear at the mind of a creature with concentrated psychic force. As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw against your Warlock spell save DC. On a failed save, it takes 3d8 psychic damage and is pushed up to 10 feet away from you. On a successful save, it takes half as much damage and isn't pushed. You can use this feature once without expending a spell slot, and you regain the ability to do so when you finish a Short or Long Rest. You can also use this feature by expending a Warlock spell slot.
Level 6: Fractured Mind
Your attacks can leave cracks in the minds of those you assault. When you deal psychic damage to a creature, you can force it to make a Wisdom saving throw against your Warlock spell save DC. On a failed save, the creature becomes mentally fractured until the start of your next turn. While mentally fractured, it has disadvantage on the next saving throw it makes against one of your spells or Warlock features. Once a creature succeeds on a saving throw against this feature, it is immune to this feature until the start of your next turn.
Level 10: Psychic Backlash
The Collective lashes out through you when another creature attempts to harm you. When a creature you can see within 60 feet of you deals damage to you, you can use your reaction to force that creature to make an Intelligence saving throw against your Warlock spell save DC. On a failed save, the creature takes psychic damage equal to 4d8 and has disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, it takes half as much psychic damage and suffers no other effect. You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses when you finish a Long Rest.
Level 14: Collective Annihilation
You unleash the destructive will of the Collective upon the minds of your enemies. As an action, choose a point you can see within 120 feet of you. Psionic energy erupts in a 20-foot-radius sphere centered on that point. Each creature of your choice in the area must make an Intelligence saving throw against your Warlock spell save DC. On a failed save, a creature takes 10d8 psychic damage and is stunned until the end of your next turn. On a successful save, it takes half as much damage and isn't stunned. A creature that succeeds on this saving throw is immune to the stunning effect of this feature for 24 hours, but can still take damage from it. Once you use this feature, you can't use it again until you finish a Long Rest.
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