Base Class: Warlock
A Figment's form is nebulous and amorphous and those who follow these entities follow this rule by coming from all walks of life, cultures, and histories. Being born through the mind of a god or equally powerful being, a Figment could be just as much a daydream as it could be a nightmare through which its followers can perform terrifying or amazing acts of magic. They are fabled to have powers that are as limited as the beings they were wrought from. Dark or light, lawful or chaotic, travelers should be must be wary when a Figment crosses their path. However, for those seeking their boon, finding a Figment willing to imbue them with its blessings it a life-changing event. Each figment is unique and has a hyper-specialized Aspect which is considered its Domain; Lim-Loriel is known throughout the realms as a bringer of light and goodness, whereas The Shahderhünd is seen as an omen of times of great strife.
FIGMENT EXPANDED SPELLS
The Figment 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.
Spell Level Spells
1st Dissonant Whispers, Blur
2nd Phantasmal Force, Mirror Image
3rd Hypnotic Pattern, Major Image
4th Phantasmal Killer, Mental Prison
5th Feeblemind, Synaptic Static
GAZE UPON MADNESS
Starting at 1st level, the madness given to you by The Figment bleeds from you into the world around you. As a bonus action, you can make every creature within a 15-foot radius around you make an Intelligence saving throw against you warlock spell save DC. On a failed save, the creatures become infected with the same madness you suffer from for 2 minutes.
Once you use this feature, you cannot use it again until you complete a short rest.
BRINGER OF INSANITY
Starting at 6th level, you can pick 3 types of short-term madness or 1 type of long-term madness from the chart (or create one). You can use a bonus action to inflict 1 of the chosen effects upon a creature in sight within 150 feet. The creature must make an Intelligence saving throw against your warlock spell save DC or be affected for 1d6 days.
You gain the ability to choose another Madness at 9th level, 14th level, 17th level, and 20th level. If you so chose, you can exchange 3 or you short-term madnesses for 1 long-term madness.
Once you use this feature, you must complete a short or long rest before being able to use it again.
MANIA WITHIN MAGIC
Beginning at 10th level, the madness within you begins to affect your spellcasting and the power you wield through it allows you to alter spells to better fit your desires. You gain the following abilities:
- Projectile spells that target 1 or more creature no longer need a clear line of trajectory.
- You can use your bonus action to spare 1 or more creature from an area of effect from a spell you cast as well as being able to move the spells for its duration.
- All enchantment spells are infected with your madness which lasts for the duration of the spell.
- Divination spells, while effective, will be diluted with information from related topics of the chosen one.
- All creatures and objects Summoned by you will infect all who come into contact with them with your madness for 1 minute.
- You madness leeches at the minds of those around you causing all targeted illusions to draw from, and twist, the memories of the target or targets.
Using any of these effects up to 3 times within a day requires a long rest before being available again.
You gain advantage on casting Illusion and Enchanting that target creatures besides yourself.
HERALD OF THE BROKEN MIND
Starting at 14th level, you have pushed your skill with insanity to the point of artistry. You can now cast Gaze Upon Madness at will and now has increased to a 50-foot radius. In place of a short rest, you can now meditate and confer with your patron, gaining incite on a topic of your choice, as long as it pertains to them or their Domain once a week. You have gained the ability to take a minor form of your patron using an action and while doing so, all creatures within 30-feet must make an Intelligence saving throw or be affected for short-term or long-term madness for 1d10+5 days or chose a single creature to permanently go mad if so chosen or until dispelled by a remove curse spell depending on the effect. You can use you Mania Within Magic feature up to 7 times in a day.
You gain the ability to cast Astral Projection and Truesight 1 time each day without expending a spell slot. You must complete a long rest before being able to use them again.
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Posted Feb 24, 2020Was Blur really meant to be a 1st level spell?