TEXT:  
  Otherworldly 
  Patron 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Elder Oblex 
  Oblexes are, by any objective measure, terrifying: having 
  the ability to both devour and then perfectly impersonate 
  creatures they devour, oblexes are driven to consume as 
  many different personalities as possible. Normally, when 
  an elder oblex (the largest of their kind) devours too many 
  creatures, the resulting personality is granted to a new 
  oblex offspring who then will use the personality to entrap 
  more creatures, consume them, and grow ever larger. 
  Occasionally though, a spellcaster of prodigious ego and 
  will can maintain their consciousness and individuality 
  when absorbed by an oblex that is brimming with other 
  personalities, forcing the creature to jettison it. These Oblex 
  Scions, as they are usually known, use the oblex’s latent 
  psionic talents and physical traits to bolster their own 
  powers. 
  Expanded Spell List 
  The Elder Oblex 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. 
  Oblix Expanded Spell List  
   
   
  Oblex Spawn 
  Starting at 1st level, you take on a number of traits shared 
  by oblexes. Through your body looks exactly as it did 
  before you were consumed, this is only outward 
  appearance; inside, you are all ooze. You gain the 
  following benefits and weaknesses: 
  • Whenever you take bludgeoning, piercing, or slashing 
  damage from a nonmagical weapon and you are not 
  reduced to 0 hit points, you can use your reaction to 
  immediately regain 1d4 hit points, up to a maximum of 
  the amount of damage taken. 
  • You have an aversion to fire. Whenever you take fire 
  damage, you have disadvantage on ability checks until 
  the start of your next turn. As well, the DC on any 
  concentration check made against an effect that dealt 
  you fire damage is doubled. 
  • You can squeeze through spaces as narrow as 1 inch 
  wide by becoming mostly amorphous. Your equipment 
  does not transform with you, unless it is magical and 
  attuned to you. 
  • You can slightly alter your outer appearance. While 
  you cannot completely change what you look like, as a 
  bonus action you can create the appearance of clothing, 
  alter the length and color of your hair and nails, and 
  Spell Level 
  Spells 
  1st 
  color spray, thunderwave 
  2nd 
  calm emotions, detect thoughts 
  3rd 
  sending, stinking cloud 
  4th 
  black tentacles, polymorph 
  5th 
  dominate person, modify memory 
  
   
  subtly change your height and weight (by no more than 
  10% in either direction). 
  • You smell slightly of sulfur. 
  Devour Memory 
  Starting at 6th level, you can devour the memories of a 
  creature within your grasp. As a action, you can grasp a 
  creature you see within 5 feet of you. If that creature has an 
  Intelligence score of 6 or higher, it must succeed on a 
  wisdom saving throw or take 1d10 psychic damage for 
  every 2 warlock levels you possess. Oozes, constructs, 
  plants, and undead are unaffected by this ability. Until the 
  creature completes a short or long rest, it subtracts 1d4 
  from all attack rolls or ability checks it makes. 
       Once you have drained the memories from a creature, 
  you learn all languages it speaks and gain access to all of its 
  proficiencies (other than saving throw proficiencies), and 
  can alter your shape as a bonus action to exactly match the 
  creature you drained if it was humanoid. You can return to 
  your normal shape using a bonus action, and taking any 
  amount of fire damage immediately reverts you to your 
  normal form. You retain these benefits for 24 hours or until 
  you complete a long rest, whichever is shorter. 
       If you reduce a creature to 0 hp using this ability, you 
  can spend 1 hour siphoning off all of the creature’s 
  memories, allowing you to retain its languages, 
  proficiencies, and shape permanently. You may only keep 
  the memories of one creature drained in this fashion at a 
  time; if you use this ability again, you do not gain access to 
  the new creature’s memories unless you also discard your 
  old ones. 
       Once you use this ability, can’t use it again until you 
  finish a short or long rest. 
  Elder Spawn 
  When you reach 10th level, you take on even more of the 
  oblex’s terrifying traits. You gain the following benefits: 
  • You no longer need to sleep or breathe. In 
  order to gain the benefits of a long rest, 
  you can instead spend all 8 hours doing 
  light activity. 
   
   
   
   
   
   
   
   
  • You can make attacks with pseudopods that extend 
  from your body. You unarmed strikes deal 1d6 
  bludgeoning damage, gain a reach of 10 feet, and deal 
  an additional 1d6 psychic damage on a hit. On any turn 
  that you take the Attack action and make an unarmed 
  strike, you can use your bonus action to make one 
  additional unarmed strike. 
  • You can deliver spells with a range of touch out to 10 
  feet. 
  • You gain blindsight out to 15 feet. 
  Consume 
  Upon reaching 14th level, your memory devouring powers 
  reach their peak. You can consume and maintain the 
  memories of a number of creatures equal to half your 
  warlock level. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Elder Oblex.pdf