Warlock
Base Class: Warlock

Credit to the Griffon's Saddlebag and Griff-Mac

Your patron is a powerful entity composed of a multitude of heads. These heads provide unique strengths, such as the regenerative properties of a mighty hydra, or the bewitching gaze of a medusa. Your patron may consider you one of its estranged or forgotten heads, allowing you to do as you please, or compel you to work toward a shared goal as one of its own. Those that make a pact with a patron such as this may find beauty in patterns or matching sets, or become plagued with internal bickering and indecisiveness. Regardless, one thing is for certain: two heads are always better than one. Entities of this type include the Butcher Dray, ThreeHeaded Ettin; Grihoo, the Superhydra; Lady Feluciana, Legendary Medusa Sorceress; the Thousand Voices, Supreme Soul Vortex; Vaanor, Primeval Cerberus; and other extremely powerful or godlike multi-headed or -conscioused beings, swarms, or hiveminds.

Expanded Spell List

The Many 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.

Undying Expanded Spells
Spell Level Spells
1st entangle, magic missile
2nd magic mouth, scorching ray
3rd blink, nondetection
4th arcane eye, black tentacles
5th mislead, telepathic bond

Eldritch Heads

At 1st level, you gain a number of eldritch heads equal to your proficiency bonus. Only you and creatures with truesight can see these heads, which sprout from your shoulders as representations of your patron. You can choose to ignore the heads and cause them to vanish from your vision. These eldritch heads provide you with motes of power from your patron that can be expended to grant you the following benefits:

  • Once per turn, you can expend 1 head when you hit a creature with an attack to cause that creature to take extra psychic damage equal to twice your Charisma modifier (minimum 2).
  • When you make a Charisma (Intimidation) check, you can expend 1 head to gain advantage on the roll. When you do, your eldritch heads become briefly visible to everyone.
  • When you fail a death saving throw, you can expend 1 head to succeed instead.

When a head is expended, its appearance becomes wispy and gaseous, but its glowing eyes remain. You regain all expended heads when you finish a long rest.

In addition, you can use a bonus action to beseech your patron to restore one of your expended heads. Once you use this ability, you can’t use it again until you finish a short or long rest.

Guarded

At 1st level, while you have at least 1 eldritch head remaining, you can’t be surprised, and if a creature would gain advantage on an attack roll against you due to having its ally within 5 feet of you, it makes the attack roll without advantage.

Improved Eldritch Heads

At 6th level, you’ve devised more ways to use your eldritch heads. You gain the following benefits:

  • You can use a bonus action to expend 1 eldritch head, reabsorbing it to regain a number of hit points equal to 1d8 + your Charisma modifier.
  • Once per turn, you can expend 1 head to take a reaction even if you’ve already used your reaction. You can’t use this benefit on the same turn that you take your normal reaction.
  • When you fail a saving throw against being charmed, frightened, or put to sleep by magic, you can expend 1 head to reroll the saving throw. If you do so, you must use the new roll.

Group Think

Starting at 10th level, your eldritch heads are always there to support your mortal mind and body. You gain a bonus to Intelligence checks, Wisdom (Perception) checks, and Intelligence saving throws equal to half your proficiency bonus. If your proficiency bonus already applies to the roll, you still add this bonus to it as well.

Eldritch Frenzy

Starting at 14th level, you can use an action to expend 1 or more eldritch heads to cause them to lash out at nearby creatures, becoming visible for the duration as they release a shuddering roar audible out to 300 feet. For each head you expend, make a ranged spell attack against a different target that you can see within 120 feet of you. On a hit, a target takes 5d8 force damage and must make an Intelligence saving throw against your warlock spell save DC. On a failed save, the target is stunned until the end of your next turn as its mind is flooded with otherworldly energy. Once you use this feature, you can’t use it again until you finish a long rest.

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