Professional Documents
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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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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.
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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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Telepathic Bond
At 1st level, you gain the ability to communicate
telepathically with any creature within 30 feet
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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
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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)
Psionic Blade
Weapon (any sword), rare (requires attunement)