Pactmasters that fall into the category of the overmind are exceptional creatures of metal power—psion uncarnates, powerful cerebrelith demons, beholders, gemstone dragons and more. They hold ancient secrets and powers that have long been forgotten before the oldest of dragons hatched from their eggs. An ocean of bottomless psionic potential, these patron’s interests and desires are utterly alien and abstract to your understanding.
Patrons of this sort are often blessed with a powerful level of foresight, peering into the future even against the whims of gods. It is possible you were chosen, rather than seeking this creature out, even if you are unsure of why you were chosen.
Patron Spells
1st-Level Warlock (The Overmind) Feature
You gain patron spells at the warlock levels listed. These spells do not count against your spells known.
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 |
Overmind’s Blast
1st-Level Warlock (The Overmind) Feature
When you cast your eldritch blast spell, you can choose to change the damage type to psychic. When you score a critical hit against a creature with your eldritch blast and deal psychic damage, that creature is
Charmed by you for 1 minute or until you or your companions deal any damage to it.
Mind Awoken
1st-Level Warlock (The Overmind) Feature
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
1st-Level Warlock (The Overmind) Feature
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.
Pact Focus: Eldritch Orb
3rd-Level Warlock (The Overmind) Feature
Dedicated to the Overmind, you can select this option instead of one of the pact foci available to all warlocks when you gain the option to choose one at 3rd level.
Your patron gives you a crystal ball enchanted with psionic energy. The orb acts as a spellcasting focus for your Warlock spells while within 5 feet of you, even if you are not touching it. It floats no more than 5 feet from you, and you can control its location as a free action on your turns. It cannot be moved more than 5 feet away from you or else it becomes a mundane object until it is returned within 5 feet of you.
The orb has a number of charges equal to your Charisma modifier. As a bonus action on your turn, you can expend any number of charges from the orb to add a that number to the attack roll of a warlock spell you cast or half that number to the spell save DC of a warlock spell you cast. Your orb regains all charges when you finish a short or long rest. Alternatively, you can spend 5 charges from the orb to cast the scrying spell. If you do so, the charges do not recharge until you finish a long rest.
As a bonus action on your turn, you can shunt your orb to an extradimensional space or recall it from such a space. You can transform one magical orb into your pact orb by performing a special ritual over the course of 1 hour, which can be done during a short or long rest. You can then dismiss the orb, shunting it into an extradimensional space, and it appears whenever you create your pact orb thereafter. You can’t affect an artifact or a sentient orb in this way. The orb ceases being your pact orb if you die, if you perform the 1-hour ritual on a different orb, or if you use a 1-hour ritual to break your bond to it. The orb appears at your feet if it is in the extradimensional space when the bond breaks.
Synaptic Blast
6th-Level Warlock (The Overmind) Feature
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
10th-Level Warlock (The Overmind) Feature
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
14th-Level Warlock (The Overmind) Feature
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.
Comments