Warlock: Many Patrons S ome warlocks do not have the dedication to serve only one patron. Or perhaps they seek greater power to overthrow the beings they make deals with. Or, maybe they are simply too indecisive to choose only one form of power. Whatever the reason, a Warlock of Many Patrons has found a way to make bargains with muliple otherworldly patrons in order to gain power. Patron Features Deal Breaker Starting at first level, you have learned the art of dealing with otherworldly beings without devoting yourself to them. You can choose a number of features from the Deals equal to your Charisma modifier. Corrupted Nature Starting at 6th level, your negotiations with otherworldly beings has perverted and twisted your mind and body. Your body has physically manifested its power in ways that makes your nature clear to everyone around you. You are considered a Monstrosity . Your abnormalities can be concealed with magic or any shapeshifting abilities. Creatures with the Monstrosity type will be less inclined to attack you unless provoked. Bargain Swindler Starting at 10th level, you have mastered your skill of cheating the otherworldly beings you bargain with. You can choose 2 features from the Bargains Otherworldly Form Starting at 14th level, your power gained from your patrons can be manifested in a truely monstrous way. As a bonus action, you can unleash your Otherworldly Form . This form appears however you wish, but typically reflects the power of your patrons. This form is physically draining and leaves you with an exaustion level equal to half the number of rounds you were in the form. While in this form you gain the following benefits: You grow to a large size, and add your Charisma modifier to your AC You gain temporary hit points equal to your Charisma modifier + your warlock level, times two Any creature that attacks you must make a wisdom save vs your spell save dc, on a failed save they are frightened by you until the end of their next turn You gain a melee attack with 15 foot range. It takes the visual form of your choosing. When you attack with it make a melee spell attack that does magical bludgeoning, slashing, or piercing damage equal to 3d10 + your Charisma modifier 1 u/ArgonianGamer216 Deals Limited Telepathy Gain telepathy of 15 feet. The creature must share a language with you. Taking this multiple times doubles the range each time. Emergency Blink As a reaction to a critical hit, teleport to a random unoccupied space within 15 feet. This avoids the attack. This cannot be taken more than once. Emergency Tentacle As a reaction to taking damage from a melee attacker, a tentacle shoots out of your body and hits them for 1d6 damage. This does not stop the attack. This cannot be taken more than once. Powerful Presence Gain proficiency in Persuasion and Intimidation. If you already had proficiency, gain expertise instead. This cannot be taken more than once. Otherworldly Tongue Gain 3 exotic languages. Otherworldly Movement Increase one of your movement speeds by 30 feet. Otherworldly Resistances Gain 2 damage resistances. Invocation Initiate Learn 2 edlritch invocations. Mixed Cantrips Learn 3 cantrips from any spell list. These count as warlock cantrips but do not count against the number of cantrips you know. Mixed Spells Learn 3 spells from any spell list. These count as warlock spells but do not count against the number of spells you know. These spells can be changed any time you level up. Bargains Living Shadow Whenever you make a melee attack, your shadow makes that same attack as well. It uses the same stats as you. Undead Vitality You don't require food or water, and only have to sleep for half as long during rests. You can also cast False Life at will as a 5th level spell. Invocation Master Gain a number of invocations equal to your charisma modifier. Fiendish Thrall As an action, summon a demon with a challenge rating equal to or less than your warlock level. The demon is friendly to you and your allies and remains on this plane for a number of rounds equal to your charisma modifier. You cannot do this again until you take a long rest. Smiting Restoration As an action, deal radiant damage of 2d4 + your warlock level + your charisma modifier to a creature you can see within 60 feet. You then heal a creature you can see that isn't you within 60 feet for the amount of damage dealt. You cannot do this again until you take a short or long rest. Warlock's Lair Add the Teleportation Circle spell to your spell list. This counts as a warlock spell but doesn't count against the spells you know. You can also create a special version of the permanent teleportation circle with a 1 hour ritual. The circle can only be used by you, and cannot be seen by anyone else. You can move the circle by doing another 1 hour ritual. Alluring Presence As an action, make anyone of your choice in a 30 foot circle centered on you make a wisdom save vs your spell save dc. On a failed save, they are charmed by you for 5 minutes. You cannot use this again until you finish a short or long rest. 2 u/ArgonianGamer216