Base Class: Warlock
Common wisdom dictates that the head is a vulnerability for any creature that possesses one. Being full of squishy but vital organs, most beings choose to defend it at all costs. Some monsters, however, challenge this line of thought by possessing multiple heads - the Hydra, Cerberus, and Scylla, to name a few. Such an arrangement comes with its own share of both strengths and weaknesses.
Expanded Spell List
The Collective 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.
(See "DNDBeyond Won't Let Me Have Illegal Spell Lists" for Life Transference)
Collective Expanded Spells
Spell Level | Spells |
---|---|
1st | command, magic missile |
2nd | enhance ability, suggestion |
3rd | haste, life transference |
4th | arcane eye, compulsion |
5th | animate objects, dominate person |
Collective Unconsciousness
At 1st level, your body becomes host to an indeterminate number of consciousnesses, which inhabit your body in exchange for feeding you knowledge. When you finish a long rest, you gain proficiency in one skill of your choice. This proficiency lasts until you finish a long rest.
Manifold Spell
Also at 1st level, you can make use of the minds inhabiting your body to share the burden of your spells. When you cast a spell using a Warlock spell slot of 1st level or higher, you can choose an additional number of targets within the spell’s range, up to your proficiency bonus. When you do so, you cannot target any creature multiple times; for instance, even though the scorching ray spell can normally target the same creature three times, you can only target a creature once when cast in this way.
Sharing your consciousness in this way strains your body and mind, incurring certain penalties. If a spell cast in this way requires an attack roll, the roll has a -2 penalty for each additional creature targeted. If a spell cast in this way requires a saving throw from the target, the save DC is reduced by 2 for each additional target. Finally, if this spell requires concentration, you incur a -2 penalty on any Constitution saving throws to maintain concentration on this spell for each additional target.
Compartmentalization
At 6th level, you learn to selectively divide your knowledge between the minds that inhabit your body. You can’t be compelled to tell the truth by magic, and magic that would determine if you are telling the truth indicates you are being truthful if you succeed on a Charisma (Deception) check against the caster’s spell save DC.
Multithreading
At 10th level, the minds that inhabit your body further organize themselves, allowing you to maintain them as distinct processes while casting spells. When you would fail a Constitution saving throw to maintain concentration on a spell, you can choose to stop concentrating on that spell for a number of creatures up to your proficiency bonus, gaining a +5 bonus to the saving throw for each creature you dropped concentration on.
Once you use this feature, you can’t use it again until you finish a long rest.
Lingering WIll
At 14th level, the minds hosted within your body can take control of you in emergency situations. When you would be incapacitated, you can continue to take actions for 1 minute. If you are at 0 hit points, you still make death saves, as normal.
Once you use this feature, you can’t use it again until you finish a long rest.
This subclass is also available on the Homebrewery here: https://homebrewery.naturalcrit.com/share/hWH3KY6TwcA8