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Gyre Gazer

Class

Gyre Gazers are warlocks who stared into the void and found the void staring back. Those that survived were gifted with a companion to help them confuse and control their enemies.


Gyre Gazer Expanded Spells

Spell Level

1st - sleep , hideous laughter

2nd - levitate , arcanist's magic aura

3rd - nondetection , speak with dead

4th - confusion , greater invisibility

5th - escape , passwall


1st LevelInvert Reality

When you take this archetype at first level, you gain the ability to warp the world around you. As a reaction, when you or another creature you can see makes an ability check , attack roll , or saving throw (but before the outcome is determined), you may invert the number rolled on the d20 per the following chart:

Inverting a result of 1 or 20 requires three uses of this feature. Once you have used this feature a number of times equal to you, spellcasting ability modifier you can’t use it again until you have finished a short or long rest .

If you use this feature on a creature that rolled with advantage or disadvantage , you invert the final result.

Table: Inverted Rolls
2 19
3 18
4 17
5 16
6 15
7 14
8 13
9 12
10 11

3rd Level

Aberrant Minion

At 3rd level, you must choose Pact of the Chain as your pact boon. Your familiar’s creature type is always aberration. Additionally, your patron empowers your familiar, changing it in the following ways:

  • Your familiar shares your initiative count and takes its turn after yours. This does not allow it to take the Attack option if it can’t otherwise.
  • Opportunity attacks against your familiar are made at disadvantage .
  • Once per long rest , if your familiar dies, you may concentrate for one minute and expend three or more hit dice to cause a new familiar to emerge from your head. Roll these hit dice and grant your familiar temporary hit points equal to the number rolled.

 


 

6th LevelSpacial Fold

At 6th level, as a bonus action, if your familiar is within 30 feet of you, you can direct it to fold the space around your enemy as an action on its turn. Choose a creature within 5 feet of your familiar. The chosen creature must make an Intelligence saving throw against your spell save DC . On a failure, it (and your familiar, if you choose) is teleported to a space you can see within a number of feet equal to 5 x your spellcasting ability modifier from its original position and takes 3d10 psychic damage. Targets can only be teleported onto solid surfaces; for example, any attempt to teleport them into the air or into water fails, though they take damage as normal. On a success, the creature is not teleported and takes half damage.

At 15th level, this damage increases to 5d10.

Once you have used this feature, you cannot use it again until you have finished a short or long rest .


10th LevelAberrant Evolution

At 10th level, you may choose one of the following:

Mind Grind

As a bonus action, you may expend 5 spell points to command your familiar to mumble mindlessly as an action on its turn. All creatures within 10 feet of your familiar must succeed on an Intelligence saving throw against your spell save DC or become Confused for one minute. Each creature may repeat the saving throw at the end of its subsequent turns, ending the effect on a success.

Relocate

Whenever you target a creature or object with Eldritch Blast or a warlock spell, your familiar can spend its reaction to teleport to an unoccupied space within 5 feet of the target.


14th LevelBody Snatcher

At 14th level, as an action you may spend 10 spell points to command your aberrant minion to consume the corpse of a Large or smaller non-Elite beast, dragon, giant, humanoid, or monstrosity that has a CR equal to or lower than half your hit dice and has been dead for less than an hour. This takes one minute, following which your familiar assumes the form of that creature. Any gear the creature carried is not consumed.

While in the form of the consumed creature, your familiar cannot use its Spacial Fold or Aberrant Evolution features. It uses the creature’s physical ability scores but retains its own mental ability scores. It also gains the languages, movement speeds, skills, resistances , immunities , vulnerabilities , senses, languages, traits, actions, and attacks (except for Multiattack) of the creature. It uses either its own hit points or the bloodied hit points of the creature, whichever is higher. While in this form, your familiar cannot be healed, though it can benefit from temporary hit points, and attacks against it do not suffer disadvantage from the Aberrant Minion feature. Your familiar automatically gains the creature’s Armor Class if it is based on natural armor, but otherwise must take time to don armor and clothe itself with the creature’s equipment to benefit from it. It otherwise uses its own statistics.

Your familiar may not use any Lair Actions or Legendary Actions available to the creature, and does not benefit from any trait that allows it to cast spells, regenerate, shapechange, summon other creatures, or teleport, and it does not radiate the creature’s aura. While in the form of a consumed creature, your familiar does not have the deep personal knowledge or secrets of the form, but it does learn enough about the creature’s thoughts, attitudes, behaviors, and habits to impersonate it. Family, associates, and others that have a personal relationship with the creature have advantage on Insight checks to determine that something is wrong.

Your familiar may maintain this form for 1 hour or until it drops to 0 hit points, whichever comes first, at which point it disgorges the skeleton of the consumed creature. As a bonus action, you may also command it to do so as an action on its turn. Once you have used this feature, you cannot do so again until you have finished a long rest .