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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, Three-
Headed 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 add-
ed to the warlock spell list for you.

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 true-
sight 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
Warlock of the Many from your patron that can be expended to grant you the
following benefits:

NEW CHARACTER OPTION:


y Once per turn, you can expend 1 head when you hit a
creature with an attack to cause that creature to take extra

WARLOCK
psychic damage equal to twice your Charisma modifier
(minimum 2).
y When you make a Charisma (Intimidation) check, you
Not all who possess magic come by it naturally. A warlock can expend 1 head to gain advantage on the roll. When
forges a pact with a powerful being in exchange for a portion you do, your eldritch heads become briefly visible to
of its knowledge and strength. Some of these arrangements everyone.
become cruel forms of indebted servitude, but most are y When you fail a death saving throw, you can expend 1
closer to that of an apprentice and its master: the warlock head to succeed instead.
learns and grows in strength in exchange for rendering the
occassional service on behalf of their patron. As a warlock, When a head is expended, its appearance becomes wispy
you may find your patron by circumstance or by hard work, and gaseous, but its glowing eyes remain. You regain all
but regardless of your circumstance, your need for power expended heads when you finish a long rest.
will continue to grow and shape you as you benefit from your In addition, you can use a bonus action to beseech your
pact and patron. 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

THE MANY
long rest.

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

20 THE GRIFFON'S SADDLEBAG


GUARDED
Also 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:

y 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.
y 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.
y 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.

GROUPTHINK
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 Intel-
ligence 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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