The Overmind

Your patron is being of immense mental energy, holding power through their thoughts alone. They hold ancient secrets and powers that have been long forgotten before the oldest of dragons hatched. An ocean of bottomless psionic potential, this being's interests and desires are utterly alien and abstract to your understanding. It is possible you were chosen, rather than seeking them out, even if you are unsure of why you were chosen.
 
Restriction: Psionic
Any who pledge to this patron are psionically awakened. In additional, your spells count as psionic powers rather than arcane spells.
 

Overmind Patrons

Udu, the Corruptor
Patron Alignment: Chaotic Evil
  Patron Description: Udu is a powerful cerebrilith demon that has gained power through mental domination over other demons and mortal races alike. The massive creature rules over the 922nd layer of the Abyss, letting its psionic presence leak out to other layers to corrupt the denizens there.
  Patron Goals: Udu seeks total corruption and enslavement of other demonkind, establishing himself as the true king of demons. He makes pacts with mortals who seek similar means, claiming their souls upon death as payment to grow his strength.
  Patron's Wrath Damage Types: Fire, Force, Psychic

Patron Spells

You gain patron spells at the warlock levels listed.
Warlock Level Spells
1st charm person, dreadful whispers
3rd agonizing rebuke, alter self
5th anonymous interaction, detect interference
7th induce despair, visions of paradise
9th awaken, dominate person

 

Mind Awoken

At 1st level, you learn the mind thrust and mystic hand psionic talents. They count as warlock cantrips for you, but they don't count against your number of cantrips known. In addition, you can telepathically speak to any creature you share a language with that you can see within 30 feet of you. That creature is unable to respond in this way unless they also possess telepathy.
 

Mindpool

Also at 1st level, you gain the ability to channel pure mental energy to channel powerful psionics. You have a pool of d6s that you can spend to fuel these psionics. The number of dice in the pool equals 1 + your warlock level.
  As a bonus action, when you cast a warlock spell or an Overmind ability, you may roll dice from this pool and deal additional psychic damage equal to the result. You gain temporary hit points equal to the psychic damage dealt. If the spell deals damage to multiple targets, this extra damage is only applied to the first creature dealt damage. The maximum number of dice you can spend at once with this feature is equal to your choice of your Charisma modifier (minimum of one).
  Your pool regains all expended dice when you finish a long rest.
 

Synaptic Blast

Starting at 6th level, as an action, you can release a cone of psychic energy that disrupts the brain waves of creatures caught within it. Each creature in a 30-foot cone must make an Intelligence saving throw against your spell save DC. On a failure, a creature takes psychic damage equal to your warlock level + your Charisma modifier and is stunned for 1 minute. On a success, a creature takes half as much damage and is not stunned. A stunned creature can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on a success.
  Once you use this feature, you can't use it again until you finish a short or long rest.
 

Psionic Drain

Beginning at 10th level, you can feed off the psionic energies of creatures you have weakened. As an action, you can cause 1 creature that is stunned by you to take psychic damage equal to your warlock level. You then regain hit points equal to the amount of damage dealt. This damage does not allow the creature to make another saving throw against that effect.
  You may only use this feature once on each creature you have stunned, becoming able to use it on them again once they finish a long rest.
 

Uncarnate

Starting at 14th level, the energy you control allows you to avoid the pain of death. When you are reduced to 0 hit points, even if you would otherwise be killed outright, you can instead have your body burst into psionic energy as your soul leaps out. Your soul has a fly speed equal to twice your movement speed, is invisible, is immune to all damage, and cannot attack, cast spells, or use abilities. You immediately take an extra turn. At the beginning of your next turn, your body snaps back to this realm, forming around your soul. You are conscious with 1 hit point in the space your soul had been. Once you use this feature, you can't use it again until you finish a long rest.

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