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Hivemind

Hivemind’s Expanded Spells

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.

Part of a Greater Whole

When you join forces with this patron, your mind becomes part of something larger and wider, a shard of which resides now within you. This has a calming effect on you and makes it harder to influence or decipher your thoughts.

Starting at 1st level, you have advantage on saving throws against being frightened or charmed.

You also have advantage against attempts to probe your mind, such as those from divination magic.

Projected Mind

Beginning at 6th level, you learn how to reach out to others with your mind. You can telepathically speak with any creature you see within 30 feet of you.

Mind Lash

Also at 6th level, you figure out how to muster and project your thoughts out in a sudden bolt.

When you have been damaged by a creature within 30 feet of you that you can see, you can use your reaction to lash out at its mind. The creature must make an Intelligence saving throw against your spell save DC. It takes 2d10 psychic damage on a failed save, or half as much on a successful one.

At 9th, 13th, and 17th level the damage increases by 1d10 (maximum 5d10).

Once you use this feature, you can’t use it again until you finish a short or long rest.

Coral Memories

Starting at 10th level, you learn to tap into your patron’s shared consciousness for information and guidance. When making an ability check that uses Arcana, History, Nature, or Religion, you can add your Charisma modifier to the check.

Hivemind’s Expanded Spells
Spell Level Spells
1st command, speak with animals
2nd calm emotions, detect thoughts
3rd sending, speak with plants
4th compulsion, confusion
5th awaken, dominate person

Safety in Unity

Also at 10th level, you learn to remove part of your mind and place it into your patron’s shared consciousness for safety.

Whenever you finish a short or long rest, you gain temporary hit points equal to your warlock level + your Charisma modifier. In addition, while you have temporary hit points from this feature, a creature that damages you with an attack or spell takes psychic damage equal to the number of temporary hit points lost.

One of us!

Starting at 14th level, you become an active vehicle in the expansion of your patron’s reach, able to bluntly wield a sliver of its power. As an action, you can choose a creature that you can see within 60 feet. It must make an Intelligence saving throw against your spell save DC. On a failed save, the creature takes psychic damage equal to 2d8 + your Charisma modifier. For 1 minute or until your concentration is broken (as if you are concentrating on a spell), at the beginning of your turn the creature takes psychic damage equal to 2d8 + your Charisma modifier. If this damage drops a creature to 0 hit points or less, its mind is shattered as it becomes an empty husk controlled by your patron.

Once you have used this feature, you must finish a short or long rest before you can use it again.

Section 15: Copyright Notice

Vast Kaviya Campaign Setting © 2019 Mike Myler, published under license by Legendary Games; Authors Mike Myler, Andrew Engelbrite, Will Gawned, Alec Kaknes, Anthony Alipio, Sharene Gilchrist, Matteo Piovanelli, Jesse Jordan, GM Lent, Brian Istenes, and Jeremy Esch.