Warlock Otherworldly Patron: The Aberration
While most warlocks who delve into the Far Realm choose to deal with a Great Old One, there are other denizens of that dread place that are at times stranger and more mind-bending. Making a pact with the Aberration is to surrender your sanity in return for the power to distort reality to your will, even as your grasp upon it shatters.
An aberrant patron also does not always have to be a mind-shattering entity from beyond the stars; they might be the mindflayer colony of which you are a gifted thrall, or a powerful beholder who has taken you into its employ, such as the Xanathar of Waterdeep.
Expanded Spell List
The Aberration lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | Bane, Chaos Bolt |
| 2nd | Detect Thoughts, Dragon’s Breath |
| 3rd | Bestow Curse, Slow |
| 4th | Giant Insect, Ploymorph |
| 5th | Rary’s Telepathic Bond, Telekinesis |
Grasp on Reality
Starting at 1st level, your patron grants you telekinetic powers. You learn the mage hand cantrip, which counts as a warlock cantrip for you but does not count against the number of warlock cantrips you know. When you cast this cantrip, you do not require verbal or somatic components, and the hand you create is invisible.
Seen it All
From 1st level, the otherworldly nature of your patron has numbed your mind to hostile influences. As an action on your turn, you may immediately end one effect on yourself that is causing you to suffer the charmed or frightened condition.
Greater Telekinesis
At 6th level, your patron improves your telekinetic abilities, enabling you to move your entire body through the air. As a bonus action on your turn, you begin hovering a few inches above the ground, and you remain so for up to 10 minutes as though you were maintaining concentration on a spell. For the duration, you gain the following benefits:
- You may move laterally and jump as normal, though this does not count as flight or a hover ability. You do not touch the ground while moving, ignoring terrain effects such as caltrops and the difficult terrain created by the entangle spell.
- You may move across liquid surfaces just like solid ground.
- You can still fall, but you suffer half the usual damage from doing so.
- You can spend 5 feet of movement to get up from being prone, instead of half your total.
Once you have used this ability, you may not do so again until you have completed a short or long rest.
Aberrant Resistance
Beginning at 10th level, you gain resistance to psychic damage, and you have advantage on saving throws against magical effects that attempt to change your shape against your will, such as the polymorph spell.
Grasp of the Many-Handed
At 14th level, you learn to divide your telekinetic powers across the battlefield. When a creature fails its saving throw against a spell you cast, or when you hit it with a spell attack roll, you may move that creature up to 10 feet in any direction. You may affect each creature no more than once per turn with this feature.