Base Class: Warlock
Warlocks normally forge a pact with a single otherworldly patron. Those bound to the Myriad are different. Through bargains, debts, promises, curses, names, and circumstance, multiple supernatural powers have established Claims upon their soul.
These powers need not be allies, nor must the warlock willingly serve them. Each Claim is a supernatural connection through which power can flow in both directions. A Warlock of the Myriad learns to invoke these competing connections, borrow their authority, and eventually wield the powers of those who once believed themselves masters.
The Myriad is not devotion to many masters. It is the art of standing at the center of them.
Claims of the Myriad
Your soul bears supernatural connections called Claims. A Claim may arise from a pact, bargain, curse, debt, exchanged name, supernatural encounter, or other bond with a powerful entity.
Invoked Claims. When you finish a Long Rest, choose a number of Claims you possess equal to your Proficiency Bonus. These become your Invoked Claims until you finish your next Long Rest. If you possess fewer Claims than your Proficiency Bonus, all of your Claims are Invoked.
Unless a feature states otherwise, you gain the Influence and may use the Manifestation of a Claim only while that Claim is Invoked.
Influence. Each Claim grants a passive or subtle supernatural benefit while it is Invoked.
Manifestation. Each Claim also grants an active expression of its power called a Manifestation. Manifestations may be useful in combat, exploration, travel, investigation, negotiation, infiltration, or other situations.
Claim Dice. You have a number of Claim Dice equal to your Proficiency Bonus. You expend these dice to fuel your Manifestations and certain other Myriad features.
Your Claim Die is a d6 at 1st level, a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.
You regain all expended Claim Dice when you finish a Short or Long Rest.
Unless a feature states otherwise, you cannot expend more than one Claim Die on the same Manifestation.
Gaining and Losing Claims. Claims are gained, lost, or altered through the events of the campaign at the DM's discretion. A newly gained Claim does not become Invoked until you finish a Long Rest and select it normally. A Claim does not necessarily represent loyalty, worship, or willing service to the entity connected to it
Law of the Claim
A Claim is a supernatural connection, but it is not yet sovereignty. So long as a Claim remains unreversed, its power resists being turned directly against the being that placed it upon you.
Bound Against the Source. You cannot willingly use a Claim's Influence, Manifestation, Ascendance, Borrowed Authority, Authority Made Manifest, or any other feature granted specifically by that Claim to directly target, harm, impede, or otherwise affect the Claimer who holds it.
If such an ability would include the Claimer as part of an area or indiscriminate effect, the Claimer is excluded from the effect unless the DM determines that exclusion is impossible. In that case, the Claimer is unaffected by that portion of the effect.
A Claim cannot be used to sever, break, suppress, or undermine its own Claimer's hold over you unless a feature explicitly states otherwise.
Weight of the Chain. While a creature holds an unreversed Claim upon your soul, you have disadvantage on attack rolls made against that creature while it can see you.
This disadvantage applies regardless of the source of the attack.
Reversed Claims. Once a Claim has been successfully Reversed, these restrictions end for that Claim. A power you have truly taken as your own no longer protects its former master.
Deepened Claims
Your understanding of the Claims upon your soul has deepened. You have learned to pull upon supernatural connections even when they are not fully Invoked, and to demand greater intervention from the powers behind them.
Reach Beyond. When you would use the Manifestation of an Invoked Claim, you can instead choose a Claim you possess that is not currently Invoked. For that use, the chosen Claim is treated as Invoked, allowing you to use its Manifestation normally and expend the required Claim Die.
You do not gain that Claim’s Influence, and the Claim does not remain Invoked after the Manifestation resolves.
Once you use Reach Beyond, you cannot use it again until you finish a Short or Long Rest.
Borrowed Authority. As an Action, choose one of your Invoked Claims and expend one Claim Die. You call upon the supernatural authority represented by that Claim to produce a minor magical intervention within its nature or domain.
The exact effect is determined by the DM. As a guideline, the intervention may:
- produce an effect comparable to a spell of 3rd level or lower;
- reveal information connected to the Claim’s domain;
- temporarily alter a creature, object, environment, or magical phenomenon;
- or solve a problem in a manner clearly appropriate to the Claim.
Borrowed Authority cannot directly duplicate a spell of 4th level or higher, restore spell slots or class features, permanently create a magic item, or reproduce another Myriad feature.
Once Borrowed Authority successfully produces an intervention, you cannot use it again until you finish a Long Rest.
Uncertain Authority. If you request an effect beyond the normal limits of Borrowed Authority but which the DM determines is still plausibly within the Claim’s domain, the DM may allow you to attempt it.
The DM determines the required Claim Die result and any consequence, cost, complication, or limitation before the roll is made.
On a failed attempt, the Claim Die is expended, but your use of Borrowed Authority is not.
Ascendant Claims
Your Claims have grown powerful enough that you can do more than merely borrow fragments of their power. You can amplify a Claim’s Manifestation or temporarily embody the supernatural nature of the being behind it.
Empowered Manifestation. Once per Long Rest, when you use the Manifestation of an Invoked Claim, you can expend one additional Claim Die to empower it.
Choose one numerical component of the Manifestation and double it. Eligible components may include damage or healing, temporary hit points, duration, range, area, number of creatures or objects affected, distance moved or manipulated, or another appropriate numerical component approved by the DM.
If the Manifestation has no reasonable numerical component, the DM may determine an equivalent enhancement.
Empowered Manifestation does not activate the Manifestation twice.
Patron Ascendance. Once per Long Rest, as a Bonus Action, choose one of your Invoked Claims and enter its Ascendant State for 1 minute.
Each Claim possesses a unique Ascendant State reflecting the nature and supernatural domain of its Claimer.
The specific benefits of that Ascendant State are described in the Claim’s profile.
You can have only one Ascendant State active at a time. The Ascendance ends early if you become incapacitated or if you choose to end it early with no action required.
Empowered Manifestation and Patron Ascendance are separate features and each can be used once per Long Rest.
Ascendance Unbound
Your mastery of the Claims upon your soul has reached its apex. When you enter an Ascendant State, you no longer merely embody the nature of the power behind a Claim. For a brief time, the boundary between its authority and your own becomes dangerously thin.
Whenever you use Patron Ascendance, your Ascendant State becomes an Unbound Ascendance for its duration.
Reclaimed Power. When you enter your Unbound Ascendance, you regain all expended Claim Dice. You cannot possess more Claim Dice than your normal maximum.
Convergent Manifestation. Once during your Unbound Ascendance, when you use the Manifestation of your Ascendant Claim, you can simultaneously use the Manifestation of a different Invoked Claim.
You must expend the normal Claim Die required for each Manifestation. Both Manifestations occur as part of the same action, Bonus Action, Reaction, or triggering event when possible. If their effects must resolve sequentially, you determine their order.
Once you use Convergent Manifestation, you cannot use it again during that Unbound Ascendance.
Authority Made Manifest. While in your Unbound Ascendance, your Borrowed Authority feature is temporarily replaced by Authority Made Manifest.
When you enter your Unbound Ascendance, you regain your use of Borrowed Authority if it has already been expended.
For the duration, you can expend that use of Borrowed Authority and one Claim Die to cast a spell you do not know or have prepared, provided the spell falls within the nature or domain of your Ascendant Claim.
The spell can be of any level from 1st through 5th, does not need to appear on the Warlock spell list, is considered a Warlock spell for you, uses your Warlock spellcasting ability and spell save DC, and does not expend a Warlock spell slot.
The spell requires its normal casting time, and you must provide any material component with a listed monetary cost or that is consumed by the spell.
The DM determines whether a spell reasonably falls within the nature or domain of the Ascendant Claim.
Once you use Authority Made Manifest, you cannot use Borrowed Authority again until you regain its use normally. When your Unbound Ascendance ends, Borrowed Authority returns to its normal form.
Vessel of the Myriad
Your supernatural Claims converge upon a mystical vessel that serves as the nexus through which their competing powers reach you.
The vessel can take a form appropriate to your character and the powers connected to you. It functions as a spellcasting focus for your Warlock spells.
Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, whose appearance reflects the nature of your Claims.
While inside, you can hear the area around your vessel as though you occupied its space. You can remain inside for a number of hours equal to twice your Proficiency Bonus.
You can leave the vessel as a Bonus Action, appearing in the nearest unoccupied space. You are also ejected if you die or the vessel is destroyed.
Objects left inside remain there until removed. If the vessel is destroyed, creatures and objects inside are harmlessly ejected into the nearest unoccupied spaces.
Once you enter the vessel using this feature, you cannot do so again until you finish a Long Rest.
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