The Hive Mind

Homebrew subclass for Warlock
The Hive Mind
Illustration: Midjourney

Your patron is a desentralized hive mind intelligence. Such beings have an unending hunger for knowledge and expansion. Your pact with that being allows you to experience the the feeling of being part of something greater than yourself, but can you be sure you're not losing a part of yourself in the process? Is it merely using you to expand it's knowledge, or does it want you to spread it's grasp to all the minds in the realm?
Being a part of a hive mind can cause changes in your behavior and beliefs. You may find a new or increased thirst for knowledge, a desire to meet new people or a reduced fear of danger and death as you are merely a part of a larger whole.

Expanded Spell List#

1st-level The Hive Mind feature.The Hive 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.
Spell LevelSpells
1stDissonant Whispers (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Wis. save or take 3d6 psychic damage and move away (damage/lvl).

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, Command (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Wis. save or follow your order as Approach, Drop, Flee, Fall, Halt, etc (+1 creature/lvl).

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3rdDetect Thoughts (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster detects the superficial thoughts of a creature within 30 ft, and the deepest if the target misses a Wis. save.

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, See Invisibility (divination)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

The caster sees invisible creatures and objects, and into the Ethereal Plane.

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3rdNondetection (abjuration)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Protect a creature or an object from any divination magic or magical scrying.

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, Pulse Wave (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

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4thSummon Aberration (conjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Summon 1 aberrant spirit (beholderkin, slaad, or star spawn), friendly (stat block/your lvl).

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, Confusion (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).

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5thDominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

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, Legend Lore (divination)
Level: 5
Casting Time: 10 minutes
Concentration: No
Ritual: No

The caster obtains information about a person, place, or object. The lore consist of tales or stories.

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Hive Mind Connection#

1st-level The Hive Mind feature.Your mind connected to the Hive Mind. You can telepathically speak to any creature who is connected to the same hive mind as long as you are on the same plane of existance. 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.

Aiding the Hive Mind#

1st-level The Hive Mind feature.Whenever another creature connected to your Hive Mind makes an attack roll, an ability check, or a saving throw, you can spend your reaction to let the creature roll a d6 and add the number rolled to the attack roll, ability check or saving throw. Once you use this feature, you must finish a long rest before you can use it again.

Strength in numbers#

6th-level The Hive Mind feature.Your learn to harness the power of the hive mind to shield your own mind. This effect is stronger when multiple members of the same hive mind are together. You gain a bonus to your intelligence, wisdom and charisma saving throws equal to the number of creatures within 30 ft from you who are connected to your hive mind, including yourself.

Induct into the Hive Mind#

6th-level The Hive Mind feature.You learn how to share the Hive Mind’s mental network with other creatures. As an action, you can touch a creature that is willing and not hostile to you, and initiate a mental link with it. The creature must remain within 5 feet of you and stay conscious for 1 minute, or the link is broken.
When you establish the link, you can choose one of the following options:
  • Ally: The creature gains the ability to telepathically communicate with you and any other creature connected to your Hive Mind, as long as you are on the same plane of existence. The creature also gets access to the Aiding the Hive Mind-feature.
  • Thrall: The target creature can make a Wisdom saving throw against your spell save DC to resist the charm effect. If it fails the saving throw, the creature becomes charmed by you and follows your commands to the best of its ability. The creature also gains the ability to telepathically communicate with you and any other creature connected to your Hive Mind, as long as you are on the same plane of existence. At the end of every day, the creature can repeat its saving throw, ending the effect on a success.
The target creature does not know which option you choose until the link is established and the option takes effect.
A creature affected by either of these options counts as a member of the Hive Mind for all features that refer to them.
You can have a number of creatures inducted into the Hive Mind equal to your Charisma modifier (minimum of one). You can end the effect on any creature as a bonus action. The effect also ends if the creature dies, or if you die or become incapacitated.

Sense Thoughts#

10th-level The Hive Mind feature.You can detect the presence of thinking creatures you can't see. You can use an action to search for thoughts within 30 feet of you. Sense Thoughts can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Read thoughts

You can also focus your mind on any one creature that you have sensed within 30 feet of you. The target must make a Wisdom saving throw. If it fails, you gain insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates).

Write thoughts

You can also make a Charisma (Deception) check to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If you succeed, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target. If you fail the target knows you attempted to enchant it's mind and is likely to become hostile towards you. Once you use this property, you can’t use it again until you finish a short or long rest.

Unite#

14th-level The Hive Mind feature.You gain the ability to draw on the other minds in the hive. As an action you can unite all minds in the hive within your own. For the next minute you know all languages and you are proficient in all skills. When making an ability check using a skill you were already proficient in you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
For the duration, you can use a bonus action to channel the combined mental powers of the hive and lash out at a creature within 30 feet who is not a construct. The target must make an Intelligence saving throw or be incapacitated as it's mind is filled with a cacophony of voices ranging from soft whispers to deafening screams. Each time it takes damage, the target can make another Intelligence saving throw. On a success, the effect ends.
Uniting the hive is very straining. Once the effect wears off you gain one level of exhaustion.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Tags:warlockcharmedexhaustionincapacitatedintelligencewisdomcharismadeceptionproficiencyexpertisesaving throwtelepathy

Changelog

23.01.2024: Induct into the Hive Mind feature added
Thanks to FirnenenriF for suggesting the Induct into the Hive Mind-feature!

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