Base Class: Warlock
While most Warlocks gain their power through a pact with a greater being, some choose a different path. Warlocks of The Many are fueled by many smaller beings working as one. These Warlocks' patrons are not all powerful creatures, but the people who walk alongside them, acting as pylons that drain magic from the planes to fuel the Warlocks growth.
Warlocks of The Many are friends of the people, and work for the good of their followers, so that they all may grow stronger. They are known to fight in battle alongside their comrades. Instead of Lording over their followers, they see their pylons as equal, and fight for the common good of their friends.
Expanded spell list (The Many)
Additional spells that the Warlock can choose when picking spells
1st: Bless, Find Familiar
2nd: Animal Messenger, Calm Emotions
3rd: Aura Of Vitality, Tiny Hut
4th: Aura of Purity, Find Greater Steed
5th: Mass Cure Wounds, Skill Empowerment
Mark Of The Many
1st level
You mark those who serve your cause.
Once per short rest, you can place an ethereal mark upon a willing creature. The mark can be dispelled by you at any time, or by the remove Curse spell cast on the target, of a level equal or greater than half your warlock level, rounded down. It is also dispelled if a different warlock of a higher level than you uses this ability on the creature. You can have a maximum number of creatures marked equal to your warlock level.
When a marked creature starts its turn within 30 feet of you, both you and it gain temp hp equal to your Charisma modifier, (minimum of one)
A creature can not be marked by more than one warlock
For a creature to be considered wiling, its soul must truly accept the mark. A creature cannot be forced by any means, including mind control, to accept the mark.
Mind Of The Many
1st level
Your followers empower you, their skills your own.
You gain proficiency with one skill, tool, weapon, armor, or language that at least one of your marked followers is proficient in.
At the end of a long rest, you may exchange that proficiency with a different one, so long as at least one of your marked followers is proficient in it.
At 6th level, the number of proficiencies gained by this feature increases by one. During a long rest you may exchange only proficiency.
At 10th level, when you gain a proficiency through this trait, if one of your marked followers can add double their proficiency bonus, you can as well. (Eg. Expertise)
At 14th level, the number of proficiencies gained by this feature increases by a further one, for a total of three. During a long rest you can exchange up to two proficiencies.
More For The Many
6th level
Through you The Many shall become many more.
Whenever you summon a creature through a spell or magic item, they are automatically considered to be marked by your Mark Of The Many feature, although they do not count towards your maximum marked cap.
Additionally, when you mark a creature, if its intelligence score is less than 4, its intelligence score is raised to 4.
Voice Of The Many
10th level
Your connection grows, The Many empowered together.
You and all creatures marked by your Mark Of The Many feature can speak telepathically with each other whilst within 120ft of you. This telepathy is blocked for a marked creature if a 1cm thick layer of lead blocks every direct route to the creature from every other marked creature in range.
Additionally, you and all of your marked creatures within 30 feet of you gain advantage on saving throws against the Charmed and frightened conditions.
Call Forth The Many
14th level
The Many walk alongside you. The Many charge alongside you. Guide them to victory.
Proficiency bonus times per long rest, you can call forth the power of The Many. You may expend one use of this feature to cast a spell from the spell list of one of your marked creatures within 30 feet of you. You still expend one of your pact/spell slots or the correct tier of Mystic Arcanum to do so, and it still takes the correct amount of time, and the same components.
Additionally, when one of your marked creatures with 30ft of you gains the benefit of a positive effect (excluding healing), you may expend one use of this feature to also gain the effect. It lasts for the same duration as the target, and ends early if theirs does. You may also choose to end it early as a bonus action. If the target would take on a negative side effect at the end of the effect, you also gain that negative side effect. If the positive effect was a single time effect/instantaneous effect (E.g: gaining Temp hp), you gain the benefit directly after the target does.
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