Warlock
Base Class: Warlock

An Aboleth has given you one of its eyes as a relic and token of its patronage, providing the warlock's power and letting the Aboleth view the world from afar. The eye is held in a neckless (Inside a cage-like locket, from time to time it will glow softly and start looking around), focus orb (The eye is covered in a layered of hard but wet material, from time to time it will glow softly and start looking around), staff heading (Floats a few mm off the end of the staff but never more or less, from time to time it will glow softly and start looking around) or other arcane focus related object.

It shares it's mind probing abilities with you for the price of being able to 'watch over' your life and the promise of your memories and knowledge when you die (which it will get one way or the other).

Expanded Spell List

The Eye of the Aboleth 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.

Great Old One Expanded Spells
Spell Level Spells

1st

sleep, command

2nd

detect thoughts, hold person

3rd

clairvoyance, water breathing

4th

dominate beast, control water

5th

dominate person, modify memory

Intruding Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. This also allows you to gain advantage on one Deception, Intimidation, or Persuasion check, this is done by you clouding a persons' judgement, enhancing subconscious fears, or increase attraction or closeness respectively.

What lurks beneath

At 6th level, you learn to open a small rift into the Elemental plane of Water letting through the tentacle of an Aboleth. A tentacle erupts from the portal in an empty 5 ft. space. The tentacle lasts 1 minute and can be moved to another empty spot within sight and 30 ft. You can command it to attack as a bonus action and use your movement action to move it. It can be summoned once per short rest and requires concentration. It can perform a melee attack, adding your spell modifier to the attack roll. On a hit, deal 2d6 BLDG damage and the target rolls a Strength saving throw. On fail take 1d6 extra damage and lose 10ft. of movement until the end of its next turn. On save take normal 2D6 damage. 

10% it's a poisonous tentacle, 1-10 on a d100. If the tentacle is poisonous replace the strength saving throw with this. Target rolls a Constitution saving throw, on a fail, take 2D6 poison damage and lose 10ft. of movement until the end of its next turn. On save take half damage.

You also can probe deep into the desires of other creatures a number of times per day equal to half your Charisma modifier rounded up. Roll a spell attack using Charisma, and on a 15 or above, you learn their deepest desires. From 7-14, you learn only their surface-level desires at that moment. Otherwise, it simply fails. You may use this ability on the same creature only once per long rest.

Knowledge Theif

Starting at 10th level, as an action, you can attack the very minds of your enemies. Make a spell attack roll against an enemy you can see. A hit causes them to take 4d6 damage and they also lose their reaction until their next turn. If the creature dies from the damage of this ability, you gain hit points equal to the damage done by this ability, and you gain all knowledge this creature possessed as if it was from your own memory

Skill Stealer: After consuming someone's memories there is a chance (25% 1-25 on D100) to gain proficiency in a skill they knew. They can add their proficiency modifier to that skill. This lasts 24 hours

Random skill Table*

Spell Stealer, Pact of the Tome*: After consuming someone with memories of magic there is a chance (D100) to copy that spell into your Book of Shadows for later use. You can choose up to 5 random, unrevealed spells to attempt to copy. The chance varies from spell levels, 1-5, better odds at learning a lower-level spell. That's due to the fact that they are complex and hard to memorize. You either learn the spell, gain a one time use of it in your Book of Shadows or don't learn anything at all.

 

Spell Level

Chance to learn

1st

1-40= One-time use

41-75= Fails

76-100= Learn the spell

2nd

1-40= One-time use

41-80= Fails

81-100= Learn the spell

3rd

1-30= One-time use

31-85= Fails

86-100= Learn the spell

4th

1-30= One-time use

31-90= Fails

91-100= Learn the spell

5th

1-25= One-time use

26-95= Fails

96-100= Learn the spell

Enslavement

At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. Touch an incapacitated humanoid, the target is magically charmed by you until you die or until you are on a different plane of existence from the target. The charmed target is under your control and can’t take reactions, and you and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can roll a Wisdom saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Warlock.

Max Humanoids Enslaved at a time = 2

Your patron protects you, making you immune to the effects of charm, and frightened. You are also resistant to Psychic damage.

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