Warlock
Base Class: Warlock

You made a pact with the Hundred Handed, Kentimane. He is the bringer of destruction and death and he made you an acolyte of his will and power, to spread the word that all should fear him. Kentimane was the most powerful of the Titans. He is believed to be both the husband and eternal guardian of the Great Mother. Many references are found to him in the poetry of the gygans and the centaurs, but few credible sources have survived the ravages of time. Kentimane is usually depicted with one hundred heads and one hundred hands.

Expanded Spell List

Kentimane 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.

 

Ensure you select Grasping Vine, Bigby's Hand and Destructive Wave (Require's Player's Handbook) from the dropdown options in this feature if you wish to learn those from the Expanded Spells list. Due to DnDBeyond publishing requirements this cannot be set up automatically and must be chosen here. If you do not want any of those spells, then leave these options blank and choose the other spells available from the Manage Spells section of the character sheet as normal.

 

Hundred-Handed Expanded Spells
Spell Level Spells
1st earth tremor, entangle
2nd enlarge/reduce, Maximilian's earthen grasp
3rd erupting earth, tidal wave
4th grasping vine, stone shape
5th Bigby's hand, destructive wave

Acolyte of Destruction

At 1st level, you can call upon the will of Kentimane. When a creature you can see within 30 feet of you becomes grappled or restrained, you can use your reaction to conjure hands of Kentimane from the ground and force the creature to make a Dexterity saving throw. On a failed save, the creature takes bludgeoning damage equal to your Charisma modifier (minimum of 1). If the creature is grappled and fails this save, you gain advantage on attack rolls against the creature for the duration it is grappled. If the creature is restrained and fails this save, ability checks and saving throws made to escape are made with disadvantage. Every time a creature fails its ability check or saving throw to escape being grappled or restrained while the hands of Kentimane are on it, it takes bludgeoning damage equal to your Charisma modifier (minimum of 1).

If you use this feature on another creature, any previous creature bound by the hands of Kentimane is no longer bound.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once) and regain all uses after finishing a long rest.

In addition you gain profiency with medium armor and shields.

Many Handed

At 6th level, Kentimane has given you some souces of his power to walk the land as an avatar of himself. As a bonus action you can grow one additional arm for 1 minute. While the arm is conjured you gain the following benefits:

  • You gain a bonus to Strength (Athletics) checks equal to your Charisma modifier (minimum of 1).
  • You can use your extra arm to don an additional shield and gain the benefits of using a second shield.
  • You can use your extra arm to make one weapon attack as bonus action. You do not add your damage modifier to your damage roll.
  • You can attempt to grapple or shove a creature with your extra arm as a bonus action.
  • Whenever you successfully grapple a creature, it takes 1d6 magical bludgeoning damage.

You gain one additional arm after reaching 10th and 17th level. Once you use this feature, you can't do so again until you finish a short or long rest.

Eternal Guardian

At 10th level, you gain the ability to impose the terrifying form of Kentimane to guard those who deserve it and to destroy any hope of your enemies. You are immune to the frightened condition.

As an action, you can harness Kentimane's power for 1 minute. Your size is doubled in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category-- from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Your weapons also grow to match your new size. This adhere's to the same rulings for Enlarge defined in the enlarge/reduce spell.

While you are enlarged, you can grapple or shove with all arms you have available as part of the same action. At the end of your turn, all creatures of your choice within 60 ft. of you must make a Wisdom saving throw. If a creature fails the saving throw, it is frightened as long they are within line of sight of you. A creature makes its saving throw at disadvantage if it is grappled or restrained by you. Affected creatures can repeat their saving throw at the end of their turn.

Once you use this feature, you can't do so again until you finish a long rest.

Fury of the Hundred Handed

At 14th level, you call upon the aid of Kentimane. As an action, choose creatures within 30 feet of you up to your Charisma modifier (minimum of 1). The creatures must make a Dexterity saving throw or take 10d6 bludgeoning damage and be restrained for 1 minute. On a success, a creature takes half as much damage and is not restrained. A creature can use its action to make a Strength saving throw to end the restrained condition.

Once you use this feature, you cannot do so again until you finish a long rest.

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