The Cosmic Terror
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Cosmic Terror might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
Subclass Features
As a Warlock of the Cosmic Terror, you gain the following features.
1 Demands
Magic drawn from the Cosmic Terror is incomprehensibly traumatic for the mind to endure. To maintain sanity you’ve developed a number of coping mechanisms to give your mind an edge.
Maintain Constant Pursuit of Knowledge. Gather information and use it to your advantage. Surpass psychological barriers to uncover what is concealed and discover even the most unspeakable, unfathomable truths. Better to know too much than to go insane while wondering.
Expand your Circle of Influence. Seek power, wealth, alliances, etc. Arm yourself with anything you can control and keep on it an iron grasp.
Fear the Void. Know that nowhere is truly safe from your patron and teach others to know it too. Shining a light on the inevitability of impending doom with others diminishes the loneliness of apodictic insignificance.
1 Patron Spells
Add the following pact spells to the warlock spell list.
| Warlock Level |
Spells | |
|---|---|---|
| 1st | Dissonant Whispers | Tasha’s Hideous Laughter* |
| 3rd | Detect Thoughts | Phantasmal Force |
| 5th | Clairvoyance | Sending |
| 7th | Dominate Beast | Evard’s Black Tentacles |
| 9th | Dominate Person | Telekinesis |
- Instead of percieving everything as funny, the target percieves everything as horrifyingly paralyzing. This does not affect the conditions administered by the spell.
1 Psychic Leak
Your alien knowledge gives you the ability to touch the minds of other creatures. You can 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.
Additionally, you can use a bonus action to force a target of your telepathy to make a Wisdom save against your spell save DC or become frightened of you for 1 minute. They can repeat the save at the start of every subsequent turn. You regain the use of this ability on a long rest.
2 Patron Invocations
Add the following invocations to your list of Eldritch Invocation options.
Vulture's Eye
Paranoia clutches and binds itself to your mind, heightening your senses. You gain proficiency in the Investigation and Perception skills.
Eldritch Tendrils
The sinister and warped appendages of something impossible burst from you, trampling the insignificant. You can cast Arms of Hadar at will, without expending a spell slot.
Jaws of Impending Doom
Prerequisite: 5th-level
You’ve learned to summon a portion of some bewitched domain for brief instances, and expose your enemies to a fraction of it. You can cast Hunger of Hadar without expending a spell slot. You can't do so again until you finish a long rest.
The Unnameable
Prerequisite: 7th-level
Just as you’ve seen horrors incomprehensible to the human mind, your patron has granted you access to subject others to similar realizations. You can cast Phantasmal Killer without expending a spell slot. You can't do so again until you finish a long rest.
Cosmic Insight
Prerequisite: 7th-level
Your connection to a cosmic entity grants you access to immense knowledge beyond mortal comprehension. You can cast Divination without expending a spell slot. You can't do so again until you finish a long rest.
Extrasensory Despair
Prerequisite: 9th-level
You have managed to conjure a rudimentary image of some portion of your patron for your enemy to gaze upon. You can spend one hit die to cast Mental PrisonXGE at 6th level without expending a spell slot. You can't do so again until you finish a long rest.
6 Curator of Terror
You have learned horrid methods of amplifying existing fears, and expose fears in people they did not know they had. You can use a free action to prevent a creature with the frightened condition from taking the attack, grapple, disarm, cast a spell, or dodge action while it remains frightened. You can use this ability a number of times equal to your spellcasting ability modifier.
Additionally, creatures within 10 feet of you have disadvantage on saving throws against spells and abilities you cast that apply the frightened condition, and you can use an action instead of a bonus action to target an additional creature with Psychic Leak.
10 Dominate Xenophobe
You gain the ability to infect a humanoid's psyche with the mind-melting magic of your patron, a witness to the same existential torment you've endured up to this point. You can use your action to touch an incapacitated humanoid who is hostile towards you. That creature must make a charisma saving throw or be charmed by you until you use this feature again. Once this ability ends, the creature knows it was charmed, but cannot intuit who charmed it of its own volition.
While you and your thrall are on the same plane of existance, you can both communicate telepathically and gain immunity to psychic damage
Once you use this feature, you cannot use it again until you finish a long rest