Warlock: The Leviathan

***These are homebrew rules, discuss with your DM if you are allowed to use them.***

*The Leviathans are inscrutable, unknowable, and completely alien to the inhabitants of the Primordial plane. They reign supreme over the Dream, a place most mortals will only be able to visit when they either die or sleep, and its during the slumber of these Warlocks that they had opportunity to make contact with these eldritch beings. Others managed to make a pact with the Leviathan through indirect contact by studying the ravings of mad Chupacabras and the stars, learning their names from ancient tombs forgotten or dismissed by scholars as nonsense.*

*After their pact, warlocks gain a clearer vision of the Dream which the weaker of mind see as never ending nightmares that drive them insane. Those resilient enough to resist the madness eventually meet get constant meetings with their patron, who guides them through their pact. Some who go mad or are particularly ambitious try to become one with their Patron or even become a leviathan themselves.*

#### **Expanded Spell List**

The Leviathan 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.

#### **Awakened Mind**

Starting at 1st level, 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 and the creature can not reply without it's own telepathic abilities.

#### **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 disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

#### **Thought Shield**

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

#### **R'lyeh Fhtagn**

At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal into the dream at a point you can see within 30 feet of you and choose one of the following effects.

• Transport. You and up to 5 willing creatures of your choice that you can see are grasped by tentacles that emerge from the portal. A second portal opens at a point of your choice within 100 miles that you have visited within the past 24 hours. A second portal opens, depositing you and your chosen allies there.

• Fury. The tentacles slam onto your foes. Pick up to 5 creatures that you can see within 30 feet of the portal. Those creatures must make Dexterity saving throws against your warlock spell save DC. Creatures that fail their saving throw take 10d6 bludgeoning damage and are restrained for 1 minute. Those that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end the restrained condition.

Once you use this ability, you cannot use it again until you complete a long rest.