Your patron is a mysterious entity whose nature is utterly foreign to the fabric of this 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 Aberration 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. <br> ___ ### 1st Level <br> ##### Awakened Mind Starting at 1st level, your [[Creature Type#Aberration|aberrant]] knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a [[Languages|language]] with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one [[Languages|language]]. <br><br> ##### Aberration Spell List You gain additional spells at the Warlock levels listed. They do not count against the number of spells you know. | Warlock Level | Aberration Spells | | :-----------: | -------------------------------------------------------------------------------------------------------------------------- | | 1 | [[Occult Spells#Dissonant Whispers\|dissonant whispers]], [[Occult Spells#Hideous Laughter\|hideous laughter]] | | 3 | [[Occult Spells#Detect Thoughts\|detect thoughts]], [[Occult Spells#Phantasmal Force\|phantasmal force]] | | 5 | [[Divine Spells#Clairvoyance\|clairvoyance]], [[Arcane Spells#Sending\|sending]] | | 7 | [[Primal Spells#Dominate Beast\|dominate beast]], [[Occult Spells#Abyssal Tentacles\|abyssal tentacles]] | | 5 | [[Occult Spells#Dominate Person\|dominate person]], [[Arcane Spells#Telekinesis\|telekinesis]] | <br> ###### Bonus Cantrips >In addition to your expanded spell list, you learn the [[Occult Spells#Mind Sliver|mind sliver]] and [[Occult Spells#Message|message]] cantrips. They count as occult cantrips for you, but they don’t count against your number of cantrips known. <br> ___ ### 6th Level <br> ##### Entropic Ward At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on that roll. If the attack misses you, your next attack roll against the creature has [[Abilities & Skills#Advantage & Disadvantage|advantage]] if you make it before the end of your next turn. You can use this feature a number of times equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]. You regain all uses of this feature when you finish a [[Survival Needs#Rest|rest]]. <br> ___ ### 10th Level <br> ##### Thought Shield Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have [[Damage and Healing#Resistance|resistance]] to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you would have before your [[Damage and Healing#Resistance|resistance]]. <br> ___ ### 14th Level <br> ##### Create Thrall At 14th level, you gain the ability to infect a creature’s mind with the [[Creature Type#Aberration|aberrant]] magic of your patron. You can use your action to touch a [[Conditions#Stunned 🛠|stunned]] or [[Conditions#Unconscious|unconscious]] humanoid. That creature is then [[Conditions#Charmed|charmed]] by you until a [[Divine Spells#Remove Curse|remove curse]] spell is cast on it, the [[Conditions#Charmed|charmed]] condition is removed from it, or you use this feature again. You can communicate telepathically with the [[Conditions#Charmed|charmed]] creature as long as the two of you are within the same [[Planes of Existence|plane of existence]].