The Hivemind (5e Subclass)

Hivemind Patron

A Githzerai Hivemind Warlock IMGArcade.com

Your patron is the Hivemind of an Illithid community. You have been accepted and are learning from it, while it learns about all that you do, riding your mind. The psionic mind of the Hivemind extends well beyond normal bounds and helps strengthen your mind beyond normal means. The Hivemind has one sole objective and that is to learn all there is, and through you it has the means to learn more then it ever could by normal means. Of course it will help you, to keep its tool alive.

Expanded spell list

The Hivemind 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.

Hivemind Expanded Spells

1st Dissonant Whispers, Shield

2nd Calm Emotions, Phantasmal Force

3rd Nondetection, Protection from Energy

4th Confusion, Phantasmal Killer

5th Modify Memory, Wall of Force

This page is of questionable balance. Reason: removing all Verbal and Somatic requirements from all spells starting at level 1 for free seems to be a bit overpowered


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Mental Training

Starting at 1st level, your patron grants you psionic focus for your spellcasting. Intelligence becomes your spellcasting ability, changing your Spell save DC and your Spell attack modifier. You also learn to use your own mind as a spellcasting focus. You can also cast spells without any Verbal or Somatic components to the spell, as you have learned to use your mind to deliver your spells instead of the gestures of other spellcasters, however this does put a strain on your mind and for each casting this way you gain one level of exhaustion as you manipulate the flow of magic with your mind alone. As well, you have learned to draw sustenance from the final thoughts of others. When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your class spellcasting mod(minimum 1).

Psionic Intrusion

At 6th level, your connection to the Hivemind grants you a stronger connection to the minds of other creatures. You can communicate telepathically with any creature you can see within 120 feet of you. You do not need to share a language for them to understand you, but they need to be able to understand at least one langauge.

Mental Blast

At 10th level, your mind has become strong enough to cause harm to others, through sheer willpower. You can use your action to send a Mental Blast at a hostile creature within range of your telepathy. The creature must make a Int. save vs your spell save DC or it has disadvantage on all attacks until the end of the creatures next turn, as well as all creatures have advantage on attacks against the creature. This feature can be used a number of times equal to your Int. modifier. You recover all uses on a long rest.

Psionic Shield

At 14th level, your patron helps you unlock the final portion of your mind, the one about self preservation. You can use your reaction to create a psychic shield around yourself, absorbing all damage until the start of your next turn. You become immune to all damage except psychic for the duration and accumulate all damage that would have been done to you. On your next turn you can use an Action to attempt to touch another creature, doing a touch spell attack. On a success that creature takes all the damage you would have received (apply all resistances as needed). Once you use this feature, you can't use it again until you finish a short or long rest. Back to Main Page 5e Homebrew Character Options Subclasses

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