My Documents
Become a Patron!
# The Overmind ___ Your patron is an ancient, powerful intelligence residing in the far reaches of the multiverse, perhaps an elder brain hidden safely away in a massive, spacefaring illithid city traveling the depths of wildspace. In exchange for a sliver of your patron’s untapped psionic power, you serve as their eyes and ears, reporting back on developments in yet another world ripe for future conquest. ## Expanded Spell List The Overmind 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. ### The Overmind Expanded Spells | Spell Level | Spells | |:---:|:-----------| | 1st | _command_, _dissonant whispers_ | | 2nd | _detect thoughts_, _mind thrust_ | | 3rd | _nondetection_, _sending_ | | 4th | _confusion_, _intellect fortress_ | | 5th | _dominate person_, _telepathic bond_ | ## Psionic Talent 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. ### Psionic Talent Options You can use your Psionic Talent die in the following ways: **Psychic Interference.** You can tap into your psionic power to interfere with an enemy’s assault. When a creature within 30 feet of you that you can see makes an attack roll, you can use your reaction to roll your Psionic Talent die and reduce the attack roll by the number rolled on your die. **Sense Thoughts.** You can form a telepathic connection between your mind and the mind of another, giving you insight into their reasoning and emotional state. When you make a Deception, Intimidation, or Persuasion check, you can roll your Psionic Talent die and add the number you rolled to the check. **Telepathic Hub.** You can use your psychic abilities to establish telepathic communication between yourself and others. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose a number of creatures that you can see, up to the number rolled. For 1 hour, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other. \columnbreak ### 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, 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). ### Psi Replenishment As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest. ## Psychic Strike At 6th level, you have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a warlock spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn. ## Psionic Defenses Starting at 10th level, the psionic power that ebbs and flows through your body grants you a number of defensive capabilities. You have resistance to psychic damage. In addition, you can use your bonus action to surround yourself with a psionic shield and roll your Psionic Talent die. You gain the following benefits until the start of your next turn: * You gain a +2 bonus to Armor Class. * Any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect you from area effects, such as the explosion of a fireball. * When a creature deals damage to you, you can use your reaction to deal psychic damage to that creature equal to twice your Charisma modifier. Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again. \pagebreak ## Mind Blast At 14th level, you have learned to further focus your psionic power to augment the effectiveness of your spells. When you deal damage to a creature with your Psychic Strike, you can force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes extra psychic damage equal to half your level and is stunned until the end of your next turn. Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.
> ##### Fan Content Policy > This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. \pagebreak # Credits ___ This homebrew monster was created by **The Okayest DM**: * Reddit: [Okayest-DM](https://www.reddit.com/user/Okayest-DM) * Patreon: [OkayestDM](https://www.patreon.com/OkayestDM)