Base Class: Warlock
The Many-Faced One is the epitome of impersonation; it may easily impersonate anyone or thing it so desires, but as time passes it has begun to lose its true identity. In the eternal suffering of no longer being anything or anyone it has decided to spend some time giving patronage to one(s) similar to it, but still with a sense of self. It hopes that this will eventually help it find its way back to its true identity.
Expanded Spell List
The Many-Faced One 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.
Many-Faced One 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 |
Deceptive Commands
Starting at 1st level, you become able to cast command without using a spell slot a number of times equal to Charisma modifier. The free command uses are reset each long rest.
After the duration of a command cast via this feature ends, any creature affected by it immediately forgets about the event and completely rationalizes whatever situation they are in.
You may cast command this way if the creature you cast command on does not know your true identity. Additionally, you may only use it on a creature once. Any creature that sees you cast command through this feature and previously also had command cast on them through this feature will immediately recall every detail involving the time it was used on them.
Immersion
Starting at 6th level, you may begin to immerse yourself into the one which you are pretending to be. You begin to gain many memories of theirs, acquiring some recollections of their past experiences and adapting to their mannerisms. When inspected via any magical method (barring a 9th-level spell or artifact), the results show that you are the person whom you present yourself as. When presented with stimuli that would affect the one you act as the immersion grows deeper and you gain more memories and act more like them. The reverse is also true; immersion may become weaker the more stimuli are presented that would affect you. Your true alignment and such may even adapt to be more like the creature's the more immersed you are. Immersion is more difficult to improve the less similar you and who/whatever you are acting as are.
All immersion is lost once character is broken. It is also lost if you switch who/what you are acting as.
This feature cannot be actively disabled, and if one happens to fall too deep into the immersion they may never escape from its depths. Although, perhaps some patronly intervention would help them return...?
Swapout
Starting at 10th level, you can choose to send a willing creature within 50 ft of you to a demiplane for a number of rounds equal to your Charisma modifier (minimum of 0). If you do so, then you teleport to where they were as soon as they appear in the demiplane. As soon as this happens, an illusion allows you to impersonate them by letting you seem exactly like the creature you are impersonating. A creature may see through this illusion by inspecting you and passing your spell save DC. You gain none of the abilities of the creature you use this feature on. The illusion ends and you return to your original location when the amount of rounds the creature stays in the demiplane are over, at which point the creature appears where it was right before it entered the demiplane.
You may use this feature a number of times equal to your warlock level divided by three (rounded down). All uses of this are reset after a long rest, with only one being regained from a short rest.
Existential Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transfer all of your immersion to them at once (up to 365 days' worth). The creature instantly is overloaded with a foreign life, giving it multiple existential crises, confusion, and generally what you would expect when having another life shoved inside of your head instantly. For each day of immersion collected as who/whatever you were acting as 1d6 more psychic damage is dealt from your attack. Additionally, since your immersion is transferred, it is all completely lost. You may only transfer up to 365 days of immersion to a creature. Once you transfer 365 days of immersion, the rest of your immersion immediately becomes lost regardless of how much you have.
At the end of the target's next turn, it rolls a DC 10 Wisdom check. If the target fails, it is [Tooltip Not Found]. If it succeeds, it is not [Tooltip Not Found] but its existential crises remain. If it fails, then it may try again next turn with advantage. For each time it fails after that it gains a +1 to its roll.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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12/14/2021 9:01:47 PM
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Coming Soon
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