The Emergent Mind

You have noticed — and been noticed by — an unfathomable intelligence that permeates a particular locality. Born from sites of strong emotions, tragedies, or even the complex interactions of unwitting participants, these entities whisper subtly of times forgotten through the creak of the floorboard, the din of the city market, the cavernous echo of dripping water, or the shining death of a distant star.

Also known as genii loci, a typical expression of these beings may understandably be perceived as a sinister haunting, however these entities may also exhibit subtly protective behaviour over the domain they preside, or an innate desire for knowledge of the outside world they cannot walk.

Expanded Spell List

The Emergent Mind 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.

Emergent Mind Expanded Spells

Spell Level Spells 1st dissonant whispers, sleep 2nd pass without trace, see invisibility 3rd blink, nondetection 4th greater invisibility, locate creature 5th hallow, mislead

Haunting Whispers

Beginning at 1st level, you know the thaumaturgy cantrip, which does not count against your cantrips known. This counts as a warlock spell for you.

Silent Keeper

Also at 1st level, your patron grants you the knowledge to remain out of sight and mind, as they have for aeons. You gain proficiency in the Stealth skill.

You also make no discernable sound while speaking the verbal component of a warlock spell and you can attempt to hide while only lightly obscured, which ends if you move.

Visions of Aeons

Starting at 6th level, you can cause painful memories or visions of stories untold to flash before the mind of any creature that strikes you. When you take damage from another creature that you can see, you can force the target creature to make a Wisdom saving throw against your warlock spell save DC as a reaction. On a failed save, the creature is both frightened and charmed by you until the end of their next turn.

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





Unspoken Guardian

Starting at 10th level, you become a timeless emissary for your patron, speaker for that which does not, and guardian of their secrets. For every 10 years that pass, you age only 1 year, and you can't be aged magically.

In addition, creatures that attempt to speak your name or describe you in any way must succeed a Charisma saving throw against your warlock spell save DC. On a failure, words escape them, and while they may remember you clearly, they can't name, describe or draw you in any manner for 24 hours. On a successful save they are immune to this effect for 24 hours. You can designate any creature that you desire to be unaffected by this feature.

Spirit of Place

Starting at 14th level, you can channel the essence of your patron, becoming one with all within the vicinity in a brief moment of collective existential clarity.

As a bonus action, you can merge with the local consciousness of reality until the beginning of your next turn. You disappear completely, no longer occupying your current space. You suffer no other effects for the duration and gain truesight out to 300 feet from the location you use this feature, which ignores all forms of cover; however anything that is under a magical effect that protects against divination, such as the nondetection spell, is effectively invisible to you while you use this feature. At the beginning of your next turn, you must choose an open space anywhere within this 300 foot radius to appear again, and you gain advantage on your next attack roll on that turn.

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





