Warlock - Eldritch

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Warlock - Eldritch


Eldritch Features

Level Features
1st Expanded Spell List, Alien Mind, Call of Madness
6th Outer Babbling
10th Soul Beyond the Stars
14th Maddening Presence

Expanded spell list

Eldritch 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 Spell
1st Disguise Self, Silent Image
2nd Detect Thoughts, Crown of Madness*
3rd Sending, Slow
4th Confusion, Evard's Black Tentacles
5th Dominate Person, Modify Memory

*If you pick this spell, you can keep it active using your bonus action, instead of your action.)

Alien Mind

The alien knowledge of your patron allows you to change the way you cast your spells. At 1st level, you can use your intelligence modifiers instead of your charisma modifier when casting your warlock spells. In addition, you learn to speak, read, and write Deep Speech if you don't already know it.

Call of Madness

The aberrant presence that your patron gives you allows you to probe into the minds of other creatures. At 1st level, you can telepathically speak to any creature you know is within 120 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, unless it is a Gibbering Mouther.

Outer Babbling

The incoherent babbling of the beasts of your patron has infused itself into your soul. At 6th level you gain resistance to psychic damage. In addition, whenever a creature you can see, and can hear you starts its turn within 10 feet of you, you can use your reaction to force the target to make an intelligence saving throw against your warlock spell save DC or suffer one of the following effects: (roll a d8 for the effect)

d8 Effect
1 or 2 The creature can't take reactions until the end of it's next turn
3 or 4 The creature can only use either an action or a bonus action that turn, but not both. And if it attacks using its action it can only attack once on that turn
5 or 6 The creature uses all of its movement to move in a randomly determined direction
7 or 8 The creature uses its action on that turn to make a melee attack against a randomly determined creature within its reach or does nothing with its action if it can't make such an attack

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. When you reach 10th level in this class, the range of this ability becomes 30 feet.

Soul Beyond the Stars

As you become more like your patron and his kin you gain affinity to their aberrant and horrifying abilities lessening some of their worst effects on you. At 10th level, you gain immunity to the charmed condition and to effects that reduce your intelligence. In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Once per long rest, you can use your reaction when you take psychic damage to become immune to psychic damage for 1 minute.

Maddening Presence

At 14th level you master the unfathomable abilities of your patron and gain the ability to tap into his presence. As a bonus action, for 1 minute you assume the form of your patron. During this transformation you gain the following benefits:

  • The first critical hit against you while tansformed is considered a normal hit
  • You have advantage on all charisma (persuasion) checks for interacting with aberrations while transformed
  • If you start your turn turn within 30 ft of a creature, you can use your action to force them to succeed on an intelligence saving throw against your spell save DC or take 4d10 psychic damage, or half of that damage when they succeed. When they fail they cannot take reactions until the end of your next turn

You can use this feature a number of times equal to one third of your proficiency bonus rounded down, and you regain all the uses of it on a long rest.

 

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