Warlock
Base Class: Warlock

Your patron is not one creature, a difference to others. You have bound yourself to the many voices that plague your mind, though individually they are weak together they become the source of your strength. Your pact with that being allows you to experience the knowledge of many across the multiverse.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself being told to slay a man one moment but then to protect him the next. At times, you will be given strength in order to fulfill greater and greater tasks. But you know that if you want to keep this power and survive, you must keep entertaining the voices and following the Many.

Requests of the Many

At 1st level, you gain the ability to follow specific requests from the Many. When you finish a short rest, roll a d6 and see what it says on the request chart.

  1. (Violence enthusiast): You must attack every turn in the next battle.
  2. (Kind advice): You must give 10 gold to the next friendly NPC you meet.
  3. (Scary vision): You take [roll]1d6[/roll] psychic damage times you level.
  4. (Helpful detriment): You gain disadvantage to your next ability check or saving throw but all your party members gain advantage to their next ability check or saving throw.
  5. (Silly plea): You suddenly have a very funny hat on that gives you a +1 to performance but a -1 to intimidation until your next short rest, where the hat disappears.
  6. (Difficult challenge): Your health is halved temporarily but you gain +2 to intimidation and +2 performance until your next short rest.

Upon finishing the request or in the case of 4,5,6 upon its first use, regain all your warlock spell slots.

Many perspective's

The voices of the Many advise you in your time of need. Starting at 1st level, when you perform a skill check you can gain advantage on that roll.

You can use this ability an amount of time equal to your proficiency bonus each long rest.

Many Arguments

Starting at 6th level, you can call on the many to pick a side, pick a DC, and then roll a d20 Then you gain temporary hitpoints depending on the DC you set.

DC 10: You gain 5 temporary hit points.

DC 15: You gain 10 temporary hit points.

DC 20: You gain 15 temporary hit points.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Madness of the Many

Upon reaching 10th level, when you make an attack, you can instead decide to try and let others feel your burden. Instead of being attacked, your target makes a DC 13 + your charisma modifier saving throw.At target takes 5d8 psychic damage and gains long-term madness on a failed save and takes half the damage on a successful save and only gains short-term madness.

Hurl Through the minds.

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target to the void where the Many resides. The creature disappears and hurtles through a void of thoughts and voices, torturing its mind.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a celestial, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a long rest.

The Many Image

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