Base Class: Warlock
You've struck a deal, that much you know. Certainly, a pact has been made - but not with an entity, rather a unity of sorts. Your thoughts are not exclusively your own anymore, but neither are those of all that is within. Ideas combine, twist and morph into abstract concepts. Incoherent echoes of countless souls resonate through you, manifesting in orderly visuals and chaotic drafts. There is no clarity of morals, and among a plethora of failure, regret and despair, there is an amalgamation of knowledge, of talent, of skill.
Yet, inside all this madness, the sheer endless source of wisdom to tap into, there is tranquility. No principles to uphold, no goal to achieve, no expectation.
You are not asked to exact a will of immeasurable ambition. You are not tasked with the forthbringing of good, or evil.
You are simply to exist. To walk a path of your choosing. And whatever you do, be it great deeds or menial actions - all will aid the Many, all feed the mind.
As the Voice becomes louder, so do you. So does everyone who partakes.
And so we grow once more.
Unlike other warlocks, you are not subject to the whims of a powerful patron. Rather, you have become part of something bigger. Something more.
There is no path. There is no destiny.
There is only possibility.
Expanded Spell List
The Voice of Many allows you to 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.
Also, as per the source of your power, you do not require somatic or material components to cast any spell that summons a creature or provides you with foreknowledge.
However, you require a verbal component for every such spell, regardless of spell description.
Voice of Many Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Feed the Mind / Harvest the Mind
Starting at 1st level, you can offer part of your very mind to the Voice in exchange for temporary knowledge, drawn from the Many. You lose a memory of great importance to you and immediately succeed in an ability check, saving throw or attack roll that you would have otherwise failed.
On the other hand, you may regain a previously lost memory by immediately failing an ability check, saving throw or attack roll that you would have otherwise succeeded in.
You can only lose up to your Wisdom modifier memories at once. If you have lost memories up to the threshold, you may only use 'Feed the Mind' again when at least one memory has been reclaimed.
Once you use either feature, you can’t use that feature again until you finish a long rest.
Revolting Thoughts / Soothing Thoughts
Starting at 6th level, when you hit a creature, you may deal an additional Wisdom modifier + half your class level (round down) psychic damage to the same target and it must succeed in a Wisdom saving throw or be Frightened of you until the end of its upcoming turn.
Alternatively, when you heal a creature, you may restore an additional Wisdom modifier + a quarter of your class level (round down) hit points to the same recipient and it has advantage on Wisdom saving throws until the start of your next turn.
Only one of the two features can apply in a single round, and only up to your Proficiency modifier per short or long rest.
Experiencing Millenia
Starting at 10th level, you gain proficiency in History ability checks.
When rolling a History, Arcana or Religion ability check related to information based on witness reports (contrary to studies and assumptions), you may double your proficiency bonus for the roll.
The Concept of Existence and Growth
Starting at 14th level, whenever you are hitting, healing or touching a creature, you may extract some information on them.
You may ask a single question about the creature, which is answered truthfully by the DM (within limits as they see fit).
Additionally, any humanoid creature of your choosing and within your line of sight that is alive or has not been dead for more than 3 days is afflicted with a curse called 'Call of the Voice'.
A creature afflicted with 'Call of the Voice', once falling asleep or becoming unconscious, is asked whether it wishes to be part of the Many.
It answers truthfully and either states its desire to join or refusal to do so.
If it wishes to become part of the hivemind, it joins upon waking up.
If it is against joining, it doesn't become part of the hivemind and cannot be afflicted with 'Call of the Voice' again for the duration of the creature's remaining lifetime.
Regardless of answer, the creature will not be able to recall this interaction by any means.
Previous Versions
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6/25/2023 7:49:38 PM
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