Base Class: Warlock
Created with the "Hunt for the Thessalhydra" one shot in mind. After running it my players wanted to continue in the same setting, so I thought I would make Eleven as an NPC, a decided she should be a warlock. Due to her psychic abilities, she needed a different patron with different spells associated with it. So I created the Mindflayer as her patron, giving her access to psychic spells that fit better.
Some of the features are similar to existing patron features, just with some reflavouring.
The Demogorgon's are the same creatures from the one shot campaign, NOT the normal Demogorgon.
Expanded Spell List
Your connection to the Upside Down and the Mindflayer 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.
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Mindflayer Expanded Spells |
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Spell Level |
Spells |
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1st |
Dissonant Whispers, Catapult |
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2nd |
Locate Object, Zone of Truth |
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3rd |
Sending, Tongues |
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4th |
Locate Creature, Confusion |
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5th |
Telekinesis, Geas |
Bonus Cantrips
At 1st level, you learn the Vicious Mockery and Thaumaturgy cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Psychic Shield
Starting at 1st level, you can create a psychic shield around yourself for protection. As a bonus action, you create an invisible field around yourself that seems to push things away from you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10ft of you, it takes psychic damage equal to your warlock level + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Psychic Advantage
Starting at 6th level, your link to the Upside Down and the Mindflayer gives you better psychic control. You have resistance to psychic damage, and when you cast a spell that deals psychic damage, you can add your Charisma modifier to the total damage of that spell.
Summon Demogorgon’s
Starting at 10th level, you can break the Mindflayers control over some of his minions. Using your action, you can open a rift into the Upside Down, bringing forth two Demogorgon’s that last while you concentrate, for up to an hour. The Demogorgon’s appear in two unoccupied spaces you can see within 60ft and are sent back to the Upside Down once they reach 0 hit points or when the ability ends. Roll a single initiative for both Demogorgon’s, which have their own turns. When you summon them and each of your turns thereafter, you can issue a verbal command to them (requiring no action on your part), telling them what they must do on their next turn. If you issue no command, they spend their turn attacking any creature within reach that has attacked them.
At the end of each of the Demogorgon’s turns, they make a Charisma saving throw. They have disadvantage on this saving throw if you say their name. On a failed save, the Demogorgon’s continue to obey you. On a successful save, your control of the Demogorgon’s ends and you lose concentration. If you stop concentrating on the ability before it reaches its full duration, the uncontrolled Demogorgon’s do not disappear for 1d6 rounds if they still have hit points.
Into the Upside Down
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the Upside Down. The creature disappears and hurtles through the cold desolate landscape of the Upside Down, encountering the Mindflayer in the process. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target then suffers 10d10 psychic damage as it reels from its horrific encounter with the Mindflayer in the Upside Down, unless the target is from the Upside Down itself.
Once you use this feature, you can’t use it again until you finish a long rest.
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