Base Class: Warlock
You have been touched by an entity so alien that it does not understand the fundamental laws of your reality - morality, language, matter, time... these aspects of the Prime Material Plane lie beyond its experiences. This unfathomable entity yearns for one thing above all others - to know, and to understand. It has chosen to bond with you, and through you it inspires a thirst for knowledge and a hunger for information and understanding. Only the strongest minds of this plane can be touched by this incomprehensible presence and not have their sanity shattered. By giving in to its needs and its influences, it imparts mysterious powers, and informs the one it bonds with of untold secrets even it may not truly comprehend.
Driven by Thought
This patron only reaches out to the strongest of mind. Your spellcasting ability is Intelligence (INT) instead of Charisma (CHA).
Expanded Spell List
The Insatiable Mind 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.
Insatiable Mind Expanded Spells
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3rd |
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5th |
Thirst for Truth
Starting at 1st level, your patron's need for information may be translated into a presence that compels others to tell the truth. As an action, you may force a single non-hostile creature to make a Charisma saving throw against your warlock spell save DC. On a failed save, the creature cannot reveal any false or misleading information in answer to any question that you ask, for the next 10 minutes. This effect ends immediately if any hostile action is taken by you against the affected target while it is active.
Once you use this feature, you can't use it again until you finish a short or long rest.
No Secrets
Starting at 6th level, you may tap into extraplanar knowledge to immediately understand a foe's strengths and weaknesses. Whenever a target of one of your spells succeeds on a saving throw, you may use your reaction to immediately learn if that creature has any damage immunities, resistances, or vulnerabilities, as well as any status immunities. If the creature is hidden from divination magic, you sense that it has no such qualities.
Once you use this feature, you can't use it again until you finish a short or long rest.
Expedited Scripts
Starting at 10th level, you gain the ability to read and write in all languages that have a written form, though you do not gain the ability to speak or understand them verbally. Any language you are already proficient in may be read incredibly quickly with full comprehension, allowing you to absorb the knowledge of a written page with just a glance, consuming and understanding the contents of an entire book or tome within just a few minutes. Learning new languages also takes you one quarter the standard time frame, and you have advantage on all proficiency checks required to decipher runes, codes, ciphers, or other written mysteries.
Gibbering Mind
At 14th level, you gain the ability to shatter the sanity of an enemy by imparting upon it an incomprehensible truth of the universe, sending it into a fit of crazed hysteria. When you use this ability as an action, the targeted creature must make a Charisma saving throw or be permanently afflicted with an effect similar to the spell confusion and will act randomly on each of its turns (per the table on p.225 of the PHB). While affected, the creature is incapable of speaking or understanding any languages and cannot cast spells or using spell-like effects even if it rolls the "act normally" option for the round.
This effect does not require concentration and has no maximum duration, but the affected creature may attempt another Charisma saving throw at the end of each of its turns to break the effect. The creature has disadvantage on this saving throw if you can still see it. If the victim of this ability remains affected by it for a full minute without resisting, the effect becomes permanent and may only thereafter be removed by use of a greater restoration or wish spell. You know if the creature has succeeded at their saving throw, no matter how far away they are, and regardless of whether or not you can see them. You may cancel this effect at any time as an incidental action.
Once you use this feature, you can't use it again until you finish a short or long rest.
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Posted Oct 17, 2019well done