Warlock
Base Class: Warlock

Warlocks of the Flumph are rarely so on purpose, and they are never bonded to living flumphs. Warlocks of the Flumphs are the disastrous result of a flumph's soul binding itself to another soul. Warlocks of the Flumph often show a certain clumsiness and 'floatiness' usually attributed to the peaceful aberrations.

Expanded Spell List

The Flumph 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.

Archfey Expanded Spells
Spell Level Spells

1st

identify, sleep

2nd

arcanist's magic aura, detect thoughts

3rd

clairvoyance, stinking cloud

4th

arcane eye, vitriolic sphere

5th

cloudkill, telepathic bond

There's a Flumph in my Head

Starting at 1st level, the flumph soul bonded to you lends the protection it wielded in life to your aid. You are immune to effects which would read your mind or sense your emotions.

Additionally, you have advantage on saving throws against spells and effects which would deal psychic damage to you.

Thought Snacker

Starting at 6th level, your own psychic powers begin to strengthen alongside those of the lingering flumph's. Now, when you cast detect thoughts, you can select up to three creatures at once and move the spell's foci from any of those three to other creatures at will, similar to how the spell already works.

Furthermore, when you attempt to probe their minds, you may probe any number of the 3 creatures' minds at once. If a creature fails the save against the probe, you may use your bonus action to deal an amount of psychic damage equal to your proficiency modifier to one of the probed creatures every turn so long as the spell stays active on that creature.

Should the spell end, you can't deal more damage this way until you recast and reprobe.

Should any creature succeed on breaking the probe with competing intelligence or you move your focus from a creature after probing, the creature in question is immune to the effects of that particular casting of detect thoughts.

Hungry Minds

Beginning at 10th level, the flumph's hunger for psychic energy has set root in you. You have resistance to psychic damage as you absorb most that comes to you like a hearty snack.

Additionally, when you deal psychic damage, you feel revitalized and heal for 1d4. This healing cannot be increased in any way, and you cannot heal this way more than once in a single turn from psychic damage dealt by the same spell or effect.

Thought Feaster

Starting at 14th level, your ever increasing hunger for thoughts leaves terrible scars on the minds of your victims. Now when dealing damage to creatures using your 'thought snacker' trait, you may either target up to 3 probed creatures for an amount of psychic damage equal to your prof. mod., or you may still target only one and instead deal 1d8 + your prof. mod. in psychic damage.

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