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Warlock

Obyrith

Older than the gods and dwelling in the deepest parts of the infinite Abyss, the Obyrith lay plotting. More chaotic than Limbo and more evil than Demonlords, the Obyrith are unnatural and insane. Everything they do and are is wrong on a fundamental level. Just gazing upon them brings insanity. Those that would pact with them are insane, cruel, and merciless on their best day. They want nothing more than to plunge the world into darkness and soak it with blood for good measure.

Areex, the Forgotten Prince

Areeex seems to have been wiped from history. Only infrequent phrases spouted from Gibbering Mouthers has allowed the current world to learn of him. It is said he left to become a void to keep reality from something. Sealed somewhere beyond the void lies Areex. You have gazed upon them and gained a permanent level of Madness. You seek to unite the Elder Evils and free Areex from their exile, promising such exquisite sights that your eyes strain just to glimpse them.

Asima, the Unanticipated

Faceless, betrayed, and rotting Asima was supposedly betrayed and slain at the inception of the Abyss itself. Somewhere on a bleak shore known to only a few Obyriths lies a burial mound. Something is in there. And it speaks to you. You gained one level of Madness during your pursuit of this forbidden knowledge.

Bechard, the Rotting Hush

Beached on a shore deep in the Abyss lies the rotting, knotted whalelike being that has invaded your dreams. You gained a permanent level of Madness from the interaction but know that you are promised the title of Lord of Tempests if you can send them back into their dark ocean.

Cabiri, the Watching Tyrant

Possibly the oldest oracle ever, Cabiri spends their time scrying deeper and deeper into the infinite darkness of the Abyss. She has shown you wonders and will show you more. Seeing the brief glimpse has given you a permanent level of Madness and makes you hunger to see more.

Dagon, Prince of the Shadowed Depths

Massive beyond reasoning, this leviathan-like Obyrith dwarfed nations and continents as it dwelled in the Shadowsea. Dagon grants you dreams with horribly, delightful messages of carnage and forbidden knowledge. You have received one such dream and gained a permanent level of Madness. Discuss with your DM the nature of the message.

Dwiergus, the Chrysalis Prince

Dwiergus is a soup of ever changing limbs that seeks to reshape the world and every creature in its demonic image. Reaching out has scared your mind and body. You gained a permanent level of Madness and mutilated one of your limbs in a fit of insanity. Roll 1D4 to determine which limb and the “blessing” that brings you closer to profane beauty.

1- Right arm: Ripping and twisting your ligaments you stretched your arm giving you an additional 5 ft of reach.

2- Left arm: Crushing and pressing your arm your Prince caused chitin and bone to grow in dizzying spirals making it into a permanent shield (The arm lost the ability to grasp things).

3- Right leg: Twisting your leg round and round in delightful spirals your right leg came to a sharp point that can deal 1D6 Piercing damage on an unarmed strike.

4- Left leg: Gnawing and biting your leg you turned it into a work of art, the skeletal, chewed appendage can grasp with unnatural force giving you advantage on saving throws against being knocked Prone.

The Magloth

Once defeated and forced out of the Abyss, The Magloth has claimed a settlement on the material plane. You were born under their aura of Gloom, Menace, Hate, and Tragedy. You were born with a permanent level of Madness. You know nothing of happiness and love, your first words were vitriol spewed and your first actions were to hurt yourself and others. An undying hatred of the seven Demonlords that overthrew The Magloth is seared into your soul.

Obox-Ob

The first Obyrith and creator of Demonkind, Obox-Ob is a lord of putrescence and poison. He is the first and will be the last. He awaits you at the end of infinity to inject you with the Raw Chaos Stuff that birthed the Demonlords and coaxed the other Obyrith from the Primordial Chaos. Whether learning this from a forbidden tome or from a dream you have gained one permanent level of Madness.

Pale Night, Mother of Demons

Her form is so terrible that reality itself hides her from existence. She operates from beyond the Veil as the harbinger of insanity and dreadful births. You have heard her whispers and seek to see beyond the Veil and seek a dreadful rebirth of your own. You gained one permanent level of Madness.

Pazuzu, Aerial Prince of the Abyss

He forged himself anew, from an unknowable form to a terrifying winged horror that rules the skies of the infinite Abyss uncontested. He offers aid to those who say his name thrice at 3:03 in the morning on a solstice. Maybe you did it as a prank or as a general plea for aid, you now have a permanent level of Madness and you learned that Pazuzu’s “aid” is worse than the steepest punishment. But…. what sweet punishment it was. Perhaps…. You should give “aid” to others. Discuss with your DM the nature of your corruption, such as an additional permanent level of Madness or a compulsion to murder or mutilate yourself would be the simplest form of corruption.

The Queen of Chaos

The Queen of Chaos led the Obyrith to war against reality itself and the forces of law. And she nearly succeeded. She has been in hiding since, somewhere within the infinite Abyss. She whispers to you, “Unleash the Obyriths”, “Turn the Abyss on its head and let Chaos roll forth”, and many other ideas that turn and twist your mind. You gained one permanent level of Madness.

Sertrous, Prince of Heretics

“Slain” and bound to the severed head of a serpent, the Prince's words never cease their sinful mission. Even the Solar that beheaded the serpent was duped into spreading his awful truths. The heavens shake at his awful truths that threaten to upheave the very forces that keep the universe in order. Hearing the whispers gave you one level of permanent Madness. Work with your DM to determine the truth you heard and how it will affect the nature of your campaign.

Ubothar, the Thunder Below

A rare case of an Obyrith being imprisoned on the Material Plane, Ubothar’s massive form creates earthquakes as he stirs, seeking to be free and seek revenge on the betrayal of the Queen of Chaos. Upon obtaining his freedom he will rend and tear your enemies as he rends and tears the mountains that held him before he plunges into the Abyss to seek vengeance. Hearing his demand has gained you a permanent level of Madness.

Ugudenk, the Squirming King

An unfathomably large wormlike entity, his body makes up an entire layer of the Abyss. He randomly shoots out to consume entire demiplanes worth of matter and life to feed his insatiable hunger. You have heard the sounds of burrowing. Burrowing, chewing, squelching, these sounds haunt you every night as the King makes his way to feast. You have gained one level of permanent Madness.

Veshvoriak, the Frozen Mind

Frozen within a glacier deep within the Abyss, Veshvoriak speaks telepathically spreading secrets, forbidden knowledge, and ancient memories to those who listen. It is unclear if he slumbers, or is long dead and his mind continues its unnatural existence. You listened, you learned, and now you strain your ears to hear his voice once more. You have gained one level of permanent Madness.

Vroth-Khun, Architect of Flesh

Deep in the Abyss Vroth-Khun sires millions of spawnlings and slays them to construct massive spires. He then devours them and repeats the process in an endless cycle of carnage and cannibalism. Like him you have devoured your children and know the transcend and blasphemous taste. You gained one level of permanent Madness and desperately want to know just what delectable delights can be found at the endless banquet of Vroth-Khun.

Level Prepared Spells
3Crown of Madness, Dissonant Whispers, Mind Sliver
5Enemies Abound
7Blight
9Modify Memory
1D6 Summoned Horrors Effect
1Grasping TendrilsLashing black and red tendrils lash out and grasp up to three creatures within the area of effect and Grapple them. The tendrils can Grapple up to 3 creatures at a time and can Grapple a new target if a target escapes.
2Gibbering MouthsDozens of mouths appear on the ground and begin to emit horrendous sounds. Creatures other than you that enter or start their turns in the area of effect must make a WIS saving throw and on a failed save take 2D6 Psychic damage or none on a successful save.
3Gnashing HeadsA beak, mandible, and bestial mouth appear and begin to bite and gnash. Each one can make an attack with a reach of 5 ft on each of your turns using your CHA modifier (Minimum 1) to attack, dealing 1D8 magical Piercing damage on a successful hit. You choose where the heads spawn when you summon them.
4Swarming HordeA horde of crawling insects appear and swarm each creature other than you in the area of effect. Each creature that starts their turn in or enters the area of effect must make a DEX saving throw and on a failed save take 1D8 magical Piercing damage and they have their movement speed halved. On successful save the target takes 1D4 magical Piercing damage and their movement speed is unaffected.
5Bile GeyserAn oozing pustule appears with the area of effect and erupts in a geyser of boiling bile forcing each creature other than you in the area of effect to make a DEX saving throw, taking 1D8 Acid damage and 1D8 Fire damage on a failed save or half as much on a successful save. The geyser erupts on each of your turns unless you use a bonus action to quiet it for a turn.
6Blood NeedlesThin blood-red needles appear everywhere within the area of effect except where you are standing. They spring up 10 ft forcing each creature in the area of effect to make a DEX saving throw and on a failed save they take 1D10 magical Piercing damage and have their hit point maximum reduced by the same amount. On a successful save the target takes half as much damage. If a creature dies to having its hit point maximum reduced to zero the creature’s body disintegrates and it cannot be revived by any means less than divine intervention.
1D12 The Change Feature
1Crown of HornsThirteen horns grow on your head of different styles and shapes each one composed of a different, unknown metal or substance. With your new crown you can impose your will on lesser beings. You can cast the following spells once each per long rest without expending a spell slot: Command, Hold Person, Fear
2FacelessYour Patron claims your face. More than that, your identity. Your face becomes smooth and indistinct. Every Intelligent creature (Int score of 8 or more) you have come into contact with forgets every detail about who you were before you became Faceless. Everything about you becomes indistinct and hard to pin down. You have a 1D6 bonus to CHA and Stealth checks and creatures have a 1D4 penalty to target you with attacks and spells.
3Titanic BeingYou grow massive and twisted. You are composed of hard, writhing flesh, your size increases to Huge and your AC is increased by one. You have a 1D6 bonus to STR and CON based checks and saving throws as well as melee attack damage.
4Thousand EyesHundreds of eyes spring up on every inch of your flesh. You gain 30 ft of True Sight and cannot be Surprised.
5Malleable FormYou can change your form to suit certain situations by mutilating yourself. You can use an action once per long rest to change your form, the form remains until you finish a long rest or you use an action to revert back. Any creature within 10 ft that can see the change takes 1D6 Psychic damage from the unsettling transformation. You can choose from the following forms: Slippery: Your body becomes slick and gelatinous. You can move through a space as small as 1 in without needing to squeeze. You have advantage on checks against being Grappled. Boney: Spikes jut out from your body, piercing your flesh, dealing you 1D12 Piercing damage. You gain 2 AC and when you are hit with a melee attack from a target within 5 ft of you, you can use your reaction to deal 2D6 magical Piercing damage.
6Exquisitely WarpedHalf of your body is composed of floating geometric shapes that constantly change in impossible ways. You have Resistance to non magical damage as mundane things are less effective on your form.
7Crawling OneYour lower half elongates to a disturbing length of three times your height and grows hundreds of grasping limbs and claws. You have a movement and Climbing speed of 50 ft and can if you Grapple a creature the target takes 1D8 Piercing damage at the start of each of its turns it remains Grappled.
8Shadowed VisageYour visage fades in and out of existence and is wreathed and hidden in shadow. Each creature has disadvantage on melee and spell attacks until the specific creature lands a hit on you. This disadvantage applies to each creature individually.
9PutrescentYour body is filled with poison, disease, and all manner of filth. Creatures that enter or start their turn within 10 ft of you must make a DC equal to your spell save DC CON saving throw or take 1D8 Poison damage and be Poisoned. A creature Poisoned this way takes 1D6 Poison damage at the start of their turns unless they succeed the saving throw at the end of each of their turns. On a successful save the creature is Immune to this feature for 24 hours.
10Terror WingVeiny, terrifying wings sprout from your back giving you a Flying speed equal to your movement speed provided you aren’t wearing Heavy Armor. You can use the wings to make a melee attack with a range of 10 ft dealing 1D8 Psychic damage on a hit as tendrils of energy lash out from the wings.
11HeadlessUpon reviving your head explodes leaving a floating, smokey approximation of your head in its place. You have Blindsight 60 ft and are unaffected by Illusions, are Immune to Psychic damage, and effects that require you to see them such as a Medusa’s gaze. You no longer require food or drink.
12Hungering HandOne of your hands becomes a ravenous, spined worm that lashes out and devours all. You can use the hand to make a melee attack with a reach of 10 ft that deals 1D8 magical Piercing damage. Once per long rest you can use an action to allow the worm to run rampant and gorge itself on a corpse that has been dead for less than one month. You regain 4D4 + your CON modifier (Minimum 1) hit points.

Subclass Features

Lv 3

Patron Spells

Your newly revealed Patron ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Servant of Insanity

As a harbinger of chaos and evil along with your patron you delight in madness. Whereas those with levels of Madness suffer a penalty to their WIS based skills you gain a bonus to those same skills equal to your Madness level plus one as your eyes and mind have been opened to new and unnatural ways of thinking and seeing.

Lv 6

Agent of Chaotic Evil

The might of the Obyrith takes over you and influences your attacks and actions. Choose from Chaos and Evil to determine your path. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).

Chaos: You challenge the fates and forge a new reality. You can use a reaction to make a creature within 30 ft of you to reroll an attack or saving throw and take the new result. On a successful roll the creature gains temporary hit points equal to your CHA modifier (Minimum 1) + your Proficiency Bonus. On a failed roll the creature takes Psychic damage equal to your CHA modifier (Minimum 1) + your Proficiency Bonus.

Evil: You seek to bring pain to all. You can use a bonus action to empower your next melee or spell attack causing the creature to take additional Necrotic damage equal to your Warlock level. The empowerment lasts for the next minute or until the attack hits.

Lv 10

Dredge the Abyss

You can use an action to dig up old and forgotten horrors deep in the Abyss. Roll 1D6 to determine the frightening beings that are dredged up. The horrors are summoned in a 10 ft radius around you and remain for one minute or until you banish them back as a bonus action. Any saving throws from this feature are equal to your Spell Save DC.

You can use this feature once per long rest.

Lv 14

Rise from the Abyss

Like your Patron when you fall, your will carries on and you rise again. The first time you hit zero hit points in combat you are reborn once you gain this feature. You can only be reborn once with this feature unless means to rewrite reality such as the Wish spell are used. When you use this feature you remain at hit points equal to your Warlock level + your CHA modifier (Minimum 1) and you roll 1D12 on the Obyrith Rebirth Table to determine the permanent change that you go through. In addition you gain one level of permanent Madness.

Obyrith Rebirth Table