Otherworldy Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Elder Brain
Your patron may live deep in the underdark, reside in the plane of madness, or it could be traveling aboard a Nautiloid. You have bound yourself to the central of the Illithid hive mind, and have potentially even become apart of it yourself.
The reason why your mind was not harvested immediately is unknown. Perhaps the Elder Brain's plan requires someone who can more easily blend in, or you are being used to lure in more creatures to feed upon. No matter the reason, you have undergone a mental change that has allowed you to access a bit of power from the Illithid hive mind.
Elder Brain Features
| Warlock level | Feature |
|---|---|
| 1st | Expanded Spell list, Bonus Proficiencies, Hunger of the Mind |
| 6th | One with the Hive, Psionic Control |
| 10th | Mind Blast |
| 14th | Extract Brain |
Elder Brain Spells
The Elder Brain 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 | Command, Sanctuary |
| 2nd | Detect Thoughts, Invisibility |
| 3rd | Clairvoyance, Fear |
| 4th | Confusion, Hallucinatory Terrain |
| 5th | Modify Memory, Telekinesis |
Bonus Proficiencies
At 1st level, you have gained the knowledge of how to protect yourself, as well as the colony. You gain proficiency in medium armor and shields.
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Hunger of the Mind
At 1st level, you have been touched the shared knowledge of a mind flayer hive. With this gift comes the curse of a hunger to consume others. When you go near others, you can extend psionic tentacles from your face similar to those of a mind flayer. The tentacles last for 1 minute or until you are incapacitated
As a bonus action, you can attempt to use your psionic tentacles to grapple a target. When the target is grappled, your tentacles squeeze and the target takes 1d4 psychic damage. When you reach 10th level in this class, the damage increases to 2d4. Whenever you attempt an Athletics check to grapple a target, you may use Charisma instead of Strength.
As a bonus action on your turn, you can squeeze the target again. You can summon your spectral tentacles a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
One With the Hive
At 6th level, you have adapted to the added strain that being mentally connected to the elder brain and the mind flayer hive mind puts on a creatures psyche. You gain resistance to psychic damage.
Psionic Control
At 6th level, you have mastered your new found psychic abilities to interact with the real world, and those in it using your mind. You learn the mage hand cantrip, and when you cast it, the spectral hand can be invisible. You can cast this spells you can ignore the somatic and verbal components.
Mind Blast
At 10th level, your mind further transforms and you get closer to being one with your elder brain patron, and you have learned to use your psionic abilities in combat. As an action, you launch a psychic blast towards a target. The target must succeed on an Intelligence saving throw or be incapacitated until the end of your next turn and take 2d12 psychic damage. On a successful save, the creature takes half as much damage, and is not incapacitated.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Extract Brain
At 14th level, you have fully been accepted into a mind flayer colony, and share the hunger for sentient minds at your brethren have. When you hit you a creature with a melee attack, you can use this feature to latch on to the target and attempt to devour their brain, and the target takes 8d10 psychic damage.
If the target is reduced to 0 you regain hitpoints equal to the damage dealt. If the target is not reduced to 0, you regain hitpoints equal to half the damage dealt. Once you use this feature, you can't use it again until you finish a long rest.