Discord of Many Things: A friendly community of folks playing D&D 5e, and aiming to be better GMs and players in all aspects of the game. We are found at Discord.gg/JSArr5p.
/r/UnearthedArcana: A catalog for homebrew rules, weapons, scenarios, monsters, or anything else you can think of. We are found at /r/UnearthedArcana.
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The Many
Your patron is an amassed accumulation of souls unclaimed, lost, and forgotten; speaking in innumerable tongues and eerie unison. It speaks of all things past demanding retribution in the future. The power of a soul can sustain life, as well as fuel great magics. You've tapped into an endless reservoir of life and death, sealing the pact with souls infinite. With your own soul doomed to their fate, you are The Many's tool for vengeance, redemption, and maybe even peace.
A Better Hexblade
The Many patron isn't a take on undead, becoming ghost-like, or the transition between life and death, but instead focuses on the relationship between the warlock and the already deceased. The Many is a viable replacement to Hexblade. Not as a Bladelock replacement, but for curses, flavor, and balance.
The Many is intended to be an amorphous being comprised of an innumerable amount of souls, of which fuel your warlock capabilities. Although, you may decide that there is no limit on how many souls The Many count - as few or as many you and your GM decide. Nor do the souls have to be humanoid.
Expanded Spell List
The Many let 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.
The Many Expanded Spells
| Spell Level | Spells | ||
|---|---|---|---|
| 1st | dissonant whispers, sanctuary | ||
| 2nd | augury, phantasmal force | ||
| 3rd | speak with dead, spirit guardians | ||
| 4th | arcane eye, phantasmal killer | ||
| 5th | legend lore, wall of force |
Bountiful Voices
Starting at 1st level, the madness of myriad whispers echo within your head from those who have passed. As time has gone on, you've learned to selectively hear their whispers. You gain proficiency in two of the following skills: Arcana, History, Insight, Investigation, Nature, Perception, and Religion. If you already have proficiency in a skill you choose, you gain expertise in that skill instead, which means you add double your proficiency modifier to any check made with that skill.
Spirit Conduit
Beginning at 1st level, you've become attuned with the spiritual energy flowing through you and throughout others. As a bonus action, choose one creature you can see within 30 feet of you. You mark the soul of the target and it is cursed for one minute. The curse ends early if you die, or you are incapacitated.
When the cursed target dies, a part their soul passes through you before passing on and you gain a fragment of their soul. You gain one of the following benefits:
- You regain hit points equal to your Charisma modifier (minimum of 1 hit point)
- You are provided enough nourishment to sustain yourself for one day. You don't need to eat or drink until you finish your next long rest. In addition, you regain one hit die.
As a reaction to the cursed creature dying, you may instead grant one of the effects you could have chosen to another creature within 30 feet of you.
You can't use this feature again until you finish a short or long rest. At 6th level you can use this feature twice before you finish a short or long rest.
Ethereal Shroud
At 6th level, the cycle of souls that encircle you stay with you wherever you go, protecting you. When you would be hit with an attack or subject to a Dexterity saving throw, you can use your reaction to enter the Ethereal Plane. You can return as a bonus action, otherwise you return to the Material Plane at the start of your next turn. If the space is occupied, you are placed in the nearest available space.
Once you use this feature, you can't use it again until you finish a short or long rest.
Possession Resilience
At 10th level, your body has hosted so many spirits that it has built up a resistance. You have advantage on Charisma saving throws and saving throws against being charmed.
Siphon Soul
Starting at 14th level, you've learned how to siphon the existence of living creatures when you damage them. Once per round when you hit a creature cursed with your Spirit Conduit feature with an attack, you gain one of the effects you gain would normally gain upon their death.
As a reaction to hitting a creature this way, you can instead grant one of the effects you could normally have chosen to another creature within 30 feet of you.
Eldritch Invocations
At 2nd level, a warlock gains the Eldritch Invocations feature. The following are new Invocation options for The Many patron. Your DM can lift this restriction to better suit the campaign if these invocations are also appropriate for another warlock patron.
Help From Beyond
Prerequisite: The Many patron
You can cast unseen servant at will, without expending a spell slot. You can't have more than one servant at a time. If you cast this spell again, the previous servant leaves and is replaced by a new one.
Mouth of The Many
Prerequisite: The Many patron, 5th level, Pact of the Tome feature
You can cast speak with dead as a ritual using your Book of Shadows. When you cast it in this way, you must link hands with at least two other friendly creatures for the duration, and you can't target a corpse. Instead, you must choose a deceased creature that at least one of the creatures involved in the ritual is familiar with. The deceased creature answers each question with you as its mouthpiece. Any of the involved creatures can ask the questions. If the link of hands is broken during the spell, the spell immediately ends. When the spell ends, each creature involved gains a level of exhaustion.
Variant: Séance Interrupted
Before the deceased creature answers any questions, roll a 1d20. On a 5 or below, you instantly realize it isn't the deceased creature you were asking for. Instead, you or someone within 50 feet of you (DM's discretion) becomes possessed by a (roll a d4) malevolent GhostMM.147, Shadow DemonMM.64, PoltergeistMM.279, or the spirit of a Green HagMM.177, and the spell fails.
Silversight
Prerequisite: The Many patron
You can see 30 feet into the Ethereal Plane when you are on any plane that isn't the Ethereal Plane, and visa versa.
In addition, an area being lightly or heavily obscured by fog or mist doesn't impede your vision.
Spirit Walker
Prerequisite: The Many patron, 5th level
You can cast blink at will, without expending a spell slot. You can't do so again until you finish a long rest.
Unfinished Business
Prerequisite: The Many patron, 17th level
When you are reduced to 0 hit points, a GhostMM.147 version of yourself apparates at the space your body occupies. You continue on your initiative as the Ghost and you have complete control of it. You continue to roll death saving throws for your body and the end of each of your turns. However, if your Ghost form is reduced to 0 hit points, you are killed outright. If you regain consciousness or become stable, your Ghost vanishes back to your body. If you die, you stay in your Ghost form for the following 1d4-1 rounds before vanishing as well.
You retain all of your ability scores, armor class, and Warlock class features, including Pact Boons. You do not gain the Horrifying Visage and Possession actions. The Withering Touch action uses your normal unarmed strike modifiers to hit.
Once you finish using this feature, you gain a level of exhaustion and can't do so again until you finish a long rest.
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Additional Pact Familiars
The following familiars are provided as additional choices for warlocks who've chosen the Pact of the Chain feature.
Childhood Pet
Reminiscing about the good old times keep many going. Friends come and go, but your oldest and bestest of friends has come back to help you. Thanks to The Many, you are reunited with your childhood friend, and now you'll never have to watch them die again.
Childhood Pet
Tiny undead, whatever alignment it had in life
- Armor Class —
- Hit Points 22 (4d4 + 12)
- Speed —
STR DEX CON INT WIS CHA — — — — — 17 (+3)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, petrified, poisoned, restrained
- Senses darkvision 60 ft., —
- Languages Understands those known by its master, but can't speak or write.
- Challenge 1 (200 XP)
Back To Help. Choose a CR 0 tiny beast statblock, or one of the normal find familiar beast options. Childhood Pet gains the ability scores (excluding Charisma), armor class, speeds, senses, abilities, and actions of that creature.
Ethereal Sight. The pet can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The pet can move through other creatures and objects as if they were difficult terrain. It can't go through objects or creatures thicker than 6 inches. It takes 5 (1d10) force damage if it ends its turn inside an object.
Undead Nature. Any damage dealt by Childhood Pet is necrotic damage. Additionally, it deals an additional amount of necrotic damage equal to your proficiency bonus.
Actions
Blink. The Childhood Pet teleports up to 20 feet away in a single direction. It takes 5 (1d10) force damage if it teleports inside an object. If it does, it is shunted to the nearest available space.
Ensouled Artifact
Sometimes souls need an anchor to the Material Plane to hold them there. The Many has selected someone special to keep an eye on your and help you. You're not sure as to what The Many had in mind with this tiny servant, but they assure you can find some uses with it.
Ensouled Artifact
Tiny construct, neutral
- Armor Class 14 (natural armor)
- Hit Points 22 (4d8 + 8)
- Speed 15 ft., fly 20 ft. (hover)
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 8 (-1) 8 (-1) 15 (+2)
- Damage Immunities poison, psychic
- Condition Immunities blinded, deafened, exhaustion, poisoned
- Senses blindsight 60ft., passive Perception 9
- Languages Understands those known by its master, but can't speak or write.
- Challenge 1 (200 XP)
Antimagic Susceptibility. The artifact is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the artifact must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the artifact remains motionless, it is indistinguishable from a normal object.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Transfer Soul. The familiar's spirit hops into another tiny non-magical object of your choice within 5 feet of it. This object can't be a focus, spellbook, weapon, armor, shield, or ammunition.
Tiny Objects
Tiny objects are objects - not structures or creatures - up to 2½ by 2½ feet in their dimensions. A doll, key, lockpick, ring, manacles, lamp, chunk of chocolate, and hat all count as tiny objects.