That Which Is Beyond
Your patron is defined by its sheer incomprehensibility to the mortal mind, an existence that is the very anathema of sanity itself, where any attempt to truly describe its nature is the gibbering of a mad man.
The most tame examples of these may have names or euphemisms that mortals know them as, while others may be concepts that most mortal minds remain blissfully incapable of knowing the existence of.
The patron need not be aware of your existence or invested in it for their power to have effected you, fundamentally warping your mind and granting you powers. Most that would have this opportunity have their mind shattered, left tattered and insane by the experience, but you've managed to hang onto some semblence of sanity and wield the power grafted into your mind.
That Which is Beyond Expanded Spells
| Spell Level | AI Spells |
|---|---|
| 1st | dissonant whispers, hideous laughter |
| 2nd | detect thoughts, psychic drainK |
| 3rd | delve mind, sending |
| 4th | black tentaclesSRD, summon aberration |
| 5th | dominate person, synaptic static |
Opened Mind
Starting at 1st level, you mind has interacted with something that is incompatible to a mortal understanding, forcing it to be opened and adapted to new ideas and powers. You gain the ability to communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Psychic Onslaught
Additionally at 1st level, when targeting a creature with a Warlock spell or attack roll, you can use your Telepathic Intrusion on them as a bonus action, assaulting them on both a physical and psychic level. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest. You can only use Telepathic Intrusion through this feature under the conditions it sets, unless you obtain it from another source.
Telepathic Intrusion
Psionic Power
- Casting Time: 1 Action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You assault the mind of a creature you can see directly. The target must succeed on a Wisdom saving throw, or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw.
Gibbering Terror
Starting at 6th level, when you use the Telepathic Intrusion power, you always add the Terrifying modifier, causing the target to be frightened of you until the end of your next turn if it fails its saving throw.
When they fail the saving throw by 5 or more, they additionally lose the ability to speak while frightened in this way, gibbering in fear and confusion.
Alien Mind
Additionally at 6th level, you have advantage on saving throws against being magically charmed or frightened.
Rebound Intrusion
Starting at 10th level, if a creature attempts to read your mind, you can make a Wisdom saving throw against the effect even if it would normally not allow a save. If it would normally allow a save, you have advantage on the save. If you succeed the save, you can instead read their mind, as if by the detect thoughts spell (this effect doesn’t require concentration, but lasts only until the end of your next turn, and targets only the creature that attempted to read your mind).
Additionally, you gain resistance to psychic damage, and when a creature deals psychic damage to you, it takes an equal amount of psychic damage.
Unleashed Psyche
Starting at 14th level, you gain enough mental control to form the twisted nightmares that dwell within your mind into the world. As an action, targeting a point within 60 feet you spawn a malignant otherworldly nightmare, taking the form of a twisted aberration of terror.
The first time a creature other than you is within 20 feet of it during their turn (including starting their turn there), they must make a Wisdom saving throw. On failure they take 4d8 psychic damage and become frightened of it.
The spawned nightmare lasts until the start of your turn, when it fades away unless at least one creature has failed their saving throw against its effect, in which case it persists for another round (indefinitely until no creatures fail their saving throw against it, after which it fades away at the start of your next turn). Once you use this ability, you can’t do so until you finish a short or long rest.
That Which Lies Beyond Familiar
Insert Familiar here.
Ancient Intelligence Invocations
Psionic Intrusion
Prerequisite: 7th level
You gain 2 psi points you can use to apply Telepathy Discipline modifiers to your Telepathic Intrusion. You regain these psi points on a short or long rest.