The Elder Elemental Eye Profession in Zoetrope | World Anvil

The Elder Elemental Eye

Warlock Subclass (Source: Player's Handbook)
This is a re-working of The Great Old One. It is as follows:
You heard a faint calling whispering in your broken mind, faintly at first but ever louder as you began to heed the things it told you and crave the things it promised you. It may have been a long struggle or the decision of an instant, but you opened yourself to the influence of a great and elder evil locked away beyond time and space. An evil so potent that even chained by the collective power of many other gods and entities great and small, still it manages to find cracks in its prison to worm through, to find purchase in minds like yours, to continue to work towards its dreadful and perhaps inevitable purpose. You have come to know this shadowy patron as the Elder Elemental Eye, though perhaps in your lucid moments you have some inkling that this is simply one of countless names, one of countless facets.
Terms and Conditions Apply
You may only enter this subclass if you are evil. If you do enter this subclass, know that your patron will grant you great power, and as the connection to him is tenuous there will be stretches of time when you hear him not and are left to your own devices. But woe upon you if when next the dark tendrils of his presence reach your mind, you have not used your time well to serve his interests.
If the next level you would take is the 6th, 10th, or 14th level of warlock and you are no longer evil, you cannot take that level. if you no longer have the Indefinite Madness Commandment of Service acquired at 1st level, to take that level you must submit to gain this Indefinite Madness again. If at the discretion of the DM you have not done sufficient service to your patron since the last level you gained an Otherworldly Patron feature, you may not take that level until such a time as you have.
 
Mind of Madness
To take your 1st level in this class, you must accept the following Indefinite Madness (i.e. a flaw):
Commandment of Service: “I must do whatever is necessary to open the way for the Elder Elemental Eye.”
When you take your 6th, 10th, or 14th level in this class you may (but do not have to) take another Indefinite Madness by rolling on the Indefinite Madness table in chapter 8 of the Dungeon Master's Guide or discuss an alternative with your DM. A Greater Restoration spell or more powerful magic can rid you of an Indefinite Madness, but as some of your class features are based on how many flaws you have you may not want to do this.
Starting at 1st level, you gain a new resource called madness dice, which are initially d6s. A madness dice is expended when you use it. Your maximum number of madness dice is equal to the number of flaws you have, and you regain all of your expended madness dice when you finish a short or long rest. Your madness dice become d8s when you take your 6th level in this class, d10s when you take your 10th level of this class, and d12s when you take your 14th level of this class.
Whenever you inflict psychic damage on another creature, you may spend any number of your madness dice to roll them and add the total to the psychic damage inflicted. Additionally, some of the benefits of your Crazy Dangerous class feature are activated or augmented via the spending of madness dice.
 
Expanded Spells
The Elder Elemental Eye 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
1
Chaos Bolt, Dissonant Whispers
2
Alter Self, Detect Thoughts
3
Bestow Curse, Nondetection
4
Arcane Eye, Confusion
5
Planar Binding, Summon Elemental
 
Crazy Dangerous
Starting at 1st level, you gain Mind Sliver as a free cantrip that does not count against your limit. You may cast it as an action at will, without need of a spellcasting focus or spell components. You may not replace this cantrip with another.
Additionally, your thoughts can't be read by telepathy or other means unless you allow it. If an attempt is made to read your thoughts you may spend any number of your madness dice to mount a psychic assault against the creature attempting to read your thoughts. If you do, that creature must make an Intelligence saving throw against DC 12 + half your warlock level (rounded down) or take an amount of psychic damage equal to the roll of the expended madness dice.
Starting at 6th level, when any creature other than yourself within a 30-foot radius of you suffers psychic damage, you may spend any number of madness dice to increase the psychic damage they take by an amount equal to the roll of the expended madness dice. Additionally, if you would fail a saving throw you may spend one of your madness dice to increase your saving throw result by the amount rolled.
Starting at 10th level, you gain immunity to psychic damage. Additionally, when an attack roll is made against you, as a reaction you may spend one of your madness dice to increase your AC against that attack by the amount rolled.
Starting at 14th level, if a creature targets you with an attack or ability that does psychic damage, you may spend and roll one or more of your madness dice and add the result to the amount of psychic damage the opposing creature attempted to deal to you, and deal that much psychic damage to that creature. That creature may make an Intelligence saving throw against DC 12 + half your warlock level (rounded down), taking half damage if successful.
 
Pact Boon
At 3rd level, when you gain the Pact Boon feature you have a wide selection available to you. In addition to Pacts that lack prerequisites such as the Pact of the Blade or the Pact of the Chain, you may also select the Pact of the Primordials , or the Pact of the Perfidious, or any other Pact for which you meet the prerequisites.

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