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Otherworldly Patron: Elder Brain


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Heroes of the Underdark


Otherworldly Patron: Elder Brain

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Written by David Stephens

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Edited by: Karla Chen
Layout by: David Stephens
Cover design by: David Stephens
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Cover Art by: Dean Spencer


Interior Art by: Dean Spencer
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, and all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under
the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright © 2023 David Stephens and published under the Community Content Agreement for
Dungeon Masters Guild.

Otherworldly Patron: Elder Brain


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to you.
Elder Brain Patron
Psychic Drain
Your patron is an ancient and powerful Mindflayer
Starting at 10th level, you can siphon the mental
Elder Brain, a sentient entity that exists at the
energy from your foes. When you deal psychic
center of a colony of mindflayers. This Elder
damage to a creature with a spell of 1st level or
Brain has chosen to forge a pact with you,
higher, you regain hit points equal to half the
granting you access to its immense psychic
damage dealt. Once you use this feature, you can’t
powers and knowledge in exchange for your loyal
use it again until you have finished a short or long
service. You will act as the eyes, and ears for the

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rest.
Elder Brain extending its reach far beyond the
confines of its pool of brine.
Elder Brain’s Mastery
At 14th level, you have fully embraced the power

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Expanded Spell List: of the Elder Brain. You gain the ability to cast
the “Mind Blank” spell without expending a spell
Your connection to the Elder Brain grants you slot once per long rest. Additionally, you can
access to additional spells at certain levels. These communicate telepathically with any creature
spells are always considered to be prepared, and you can see, even if they don’t understand any
they do not count against the number of spells language.
you can prepare.

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1st Level: Detect Thoughts, Charm Person
2nd Level: Mind Spike, Suggestion
3rd Level: Clairvoyance, Sending
4th Level: Dominate Beast, Evard’s Black
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Tentacles
5th Level: Dominate Person, Modify Memory

Psionic Resilience
Starting at 1st level, your connection to the Elder
Brain enhances your mental fortitude. You gain
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proficiency in Wisdom saving throws if you don’t


already have it.

Telepathic Bond
At 1st level, you gain the ability to communicate
telepathically with any creature within 30 feet
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of you that understands a language. You don’t


need to share a language with the creature for it
to understand your telepathic messages, but the
creature must be able to understand at least one
language.

Thought Shield
Starting at 6th level, you have advantage
on saving throws against being charmed or
frightened. Additionally, when a creature deals
psychic damage to you, that creature takes
psychic damage equal to half the damage it dealt

Otherworldly Patron: Elder Brain


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Appendix: A in that area must make an Intelligence saving


throw, taking 8d6 psychic damage on a failed save
or half as much damage on a successful one. If a
New Spells creature fails its saving throw by 5 or more, it is
also stunned until the end of its next turn as its
Mindlock mind reels from the psychic assault.
4th-level Psychic Spell
At Higher Levels: When you cast this spell using
Casting Time: 1 action a spell slot of 7th level or higher, the damage

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Range: 60 feet increases by 1d6 for each slot level above 6th.
Components: V, S, M (a small silver lock)
Duration: Concentration, up to 1 minute

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You target a creature’s mind, attempting to lock
their thoughts and actions. Choose one creature
you can see within range. The target must
make an Intelligence saving throw. On a failed New Magic Items
save, their mind becomes locked, and they are
paralyzed for the spell’s duration. At the end Mindweaver’s Crystal
of each of their turns, they can make another Wondrous item, uncommon (requires
Intelligence saving throw to end the effect. attunement)

e This small, clear crystal pendant hangs from a


delicate silver chain. While wearing this pendant
you gain a +5 bonus to your Intelligence (Arcana)
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and Wisdom (Insight) checks.

Additionally, once per day, as an action to cast the


spell detect thoughts. The wearer can only detect
surface thoughts with this ability.
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Psionic Blade
Weapon (any sword), rare (requires attunement)

This weapon is crafted with a blade made of


shimmering, translucent energy. While attuned to
the Psionic Blade, you gain the following abilities:
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You gain a +1 to attack and damage rolls made


Psychic Surge with this sword.
6th-level evocation
The blade has 3 charges, and it regains all
Casting Time: 1 action expended charges at dawn. On a successful hit,
Range: 120 feet you can expend a charge to deal an additional
Components: V, S 2d6 psychic damage to the target.
Duration: Instantaneous

You unleash a surge of raw psychic energy in a


30-foot cone originating from you. Each creature

Otherworldly Patron: Elder Brain

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