Warlock
Base Class: Warlock

In the inscrutable realms of the Aethres, there exist many beings who defy conventional explanation. Some realms are composed of subtle consciousness, and these beings that exist in those realms are often as fleeting as a thought itself. This cannot be said of The High Mind, who is a "being" consisting of several unified minds, typically but not completely those of the Elan. Those researchers who possess some spark of psionic power, and are able to contemplate the true depth of the many fields of consciousness may even find ways to make contact with The High Mind, and if they are able to discern its will, they may reach a mutually beneficial arrangement with the entity. When this occurs, these researchers become empowered with psionic capability, and are often driven by a need to learn more and more. This need to discover is fueled by the will of The High Mind, who seeks to eventually know all things through knowledge and shared experience. 

(New Pact Boon) Pact of the Talented

The High Mind and several other entities like it with powerful aberrant minds are capable of bestowing psionic power to those who seek to align with their intense telepathic communication techniques. This takes the place of the Pact Boon in the Warlock's life, as they must train themselves in the safe and proper usage of their psionic gifts for every bit as long as other Boon users would train in utilizing their abilities. You gain Psionic Talent.

Starting at 1st-level you harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

You can use your Psionic Talent die in the following ways:

Psionic Moment of Discovery. You can briefly unlock the ability to cast a mind-oriented spell you don’t already know. After meditating for 10 minutes (which can be done during a rest), roll your Psionic Talent die, and choose a Wizard or Cleric spell of a level for which you have spell slots and that is in the school of divination or enchantment. You know the chosen spell for a number of minutes equal to the number you rolled. If the spell may be performed as a ritual and you can complete it in the number of minutes that you would know it, you may cast it as a ritual.

Psychic Cantrip. When you cast a cantrip, you can cast it with no material or somatic components. Additionally, if the cantrip deals damage, after you roll damage dice, you may then roll your Psionic Talent die. If you do, you may choose to replace any one of the damage dice with the number rolled on your Psionic Talent die. If another ability allows you to roll your Psionic Talent die and replace damage dice, such as that granted by the Wild Talent feat, you can roll your Psionic Talent die once after damage is rolled, and you may choose to use the number rolled on the die in place of one additional damage die.

Telepathic Speech. You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.

New Eldritch Invocations:

Talent's Edge: when you take a short rest, if you no longer have your Psionic Talent Die available, you may restore your Psionic Talent Die to its starting size. You may use this feature once before you must finish a long rest to use it again.

Vicious Mind (requires 6th level): you now gain the ability to add psychic influence to all attacks you issue forth. Whenever you roll damage for a weapon or spell attack, you may add 1d4 Psychic damage to the total damage you deal with that roll. If the attack or spell would have multiple individual attacks on multiple targets such as the damage of Eldritch Blast or Scorching Ray, you choose one of those targets to receive the bonus damage from this feature.

Expanded Spell List

The High 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.

1st-     Detect Magic, Identify

2nd-    Augury, Detect Thoughts

3rd-    Clairvoyance, Sending

4th-    Confusion, Divination

5th-    Dominate Person, Telepathic Bond

High Awareness

At 1st level, you become possessed of preternatural, heightened awareness. You cannot be surprised, your passive Investigation and Perception scores both improve by +2, and you may cast your choice of Detect Poison and Disease, or Detect Evil and Good once without using a spell slot. You must complete a long rest before you can cast one of these spells from this feature again.

Inscrutable Mind

At 6th level, your mind is in touch with powerful higher intelligence that creates dramatic repercussions for those who would interfere with your pursuit of knowledge. Whenever you succeed at a saving throw with which you are proficient, if it was caused by another creature's spell or feature, you can use your reaction to inflict neurological pain and psionic punishment against your would-be attacker as 3d6 psychic damage. If you expend a Warlock spell slot when using this reaction, you may increase this damage by 1d6 for each spell level of the spell slot expended.

Psionic Fealty

At 10th level, your mind is possessed of powerful and intricate energies which reinforce your mental magic in astonishing ways. If a spell you cast would allow a creature to make a saving throw at the end of each of its turns, that creature has disadvantage on all such saving throws. Targets of your Enchantment spells typically have their eyes glow dimly in a continuous manner once you affect creatures with this ability, but you can also negate this visual effect at will.

Psyche Restructuring

At 14th level, you have aligned your mind in as many ways as possible with the mental "conduits" used by The High Mind. You can utilize this knowledge to be able to also align other minds into the attuned patterns that allow for those beings to become able to telepathically communicate with The High Mind. These creatures become much easier for you to ply with supernatural charm and suggestion, and you become able to rewrite their minds with relative ease.

You learn the Modify Memory spell. When you cast this spell using a Warlock spell slot, creatures you are fighting do not gain advantage on saves against this spell, and your influence is so thorough that Remove Curse and Greater Restoration do not undo its effects. Nothing short of a Wish spell will undo this effect for its duration. If you expend an additional Warlock spell slot to cast this spell, thus expending two spell slots to cast it, your target has disadvantage on the Wisdom saving throw for this spell.

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