Abyssal Mind Mage
Your mind has been irrevocably warped by the eldritch chaos of the Abyss, a realm where sanity unravels and the very fabric of existence is twisted beyond recognition. In this nightmarish void, you have been granted psionic powers that are both a gift and a curse, fueled by the maddening whispers and dark influence of demonic entities that lurk in the shadows.
The very essence of your flesh and soul bears the unmistakable marks of this corruption, leaving you forever altered. As a result, your magic does not merely bend reality to your will; it distorts and shatters minds, warping perceptions and unleashing chaos upon all who encounter it, blurring the lines between your desires and the terrifying forces that haunt your every thought.
Abyssal Mind Mage Features By Level
You gain proficiency in Survival and learn the cantrips Thaumaturgy and Mind Sliver.
Your unnatural presence unnerves those around you. As a bonus action, you can unleash a ripple of psychic static in a 10-foot radius centered on yourself.
Until the end of their next turn, each hostile creature in this area has disadvantage on the first attack roll or saving throw they make.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Your connection to the Abyss deepens your psychic assaults. When you cast Mind Sliver , it deals an additional damage die.
Additionally, when you use your Spell Weaving feature, you can target the same creature twice.
You can call upon the Abyss itself to manifest a chilling rift of darkness and otherworldly hunger. As an action, you summon an area of writhing tentacles and freezing shadows in a 20-foot radius centered on a point you can see within 60 feet. The area is filled with maddening whispers and cold, unrelenting hunger for 1 minute.
While within this area, the terrain is difficult for creatures other than you. Any creature that starts its turn in the area takes 3d6 cold damage and 3d6 psychic damage. Additionally, they must succeed on a Wisdom saving throw against your spell save DC or be deafened until the start of their next turn.
You can use this feature once per long rest.
You gain immunity to psychic damage, and have advantage on saving throws against being charmed or frightened.
As an action, you create a 20-foot-radius aura of unstable Abyssal energy for up to 1 minute (concentration). This aura is difficult terrain, and creatures starting their turn there take 2d10 psychic damage.
You can exclude any number of creatures you choose from this effect.
As a bonus action, you may end the aura early to teleport yourself and any number of willing creatures within the aura up to 1 mile to a location you can see. Unwilling creatures may make a Charisma saving throw against your spell save DC to avoid teleportation.
Once you use this feature, you can’t use it again until you finish a long rest.