Base Class: Warlock
You step into the tavern as the rain begins. You make your way to the table with only a very drunk old man, but he gets up and leaves the building, you take his seat learning he was just cut off and you are free to have his untouched mug. You order dinner learning they have a fresh catch of the day about to run out. As you eat the last of your meal the tavern has gone from full to packed. You decide to have a smoke and gamble while you digest in good company. Winning more than expected you have enough to buy the last room for the night and passage on the ferry up the coast, so you head up to sleep in a warm bed.
Your patron is the embodiment of luck itself. A force of fortune, good and bad, always there, working in the background. As a patron to Lady Luck, you weave that force into a tangible advantage, or disadvantage.
Expanded Spell List
The Fiend 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.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Luck Leech
Starting at 1st level, when you cast a spell using your Pact Magic feature you can roll a d20 beating a DC 20( - Your Warlock level) to try and use the luck of your patron to cast the spell without expending a spell slot. This can only happen once per long rest.
Beginner's Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Brutal Luck
Starting at 10th level, when you roll maximum or minimum on a damage die, you can roll it once again and add it to the total.
Called It!
Starting at 14th level, when you make an attack against an enemy, you can call what number you are going to roll. If you roll the number you called, the attack hits (regardless of enemy AC) and the damage will be x4 of what is rolled. If you don't roll the number you called, then apply the appropriate modifiers and hope it hits!
You can also expend one Pact Spell Slot and grant the effect of this ability to up to a number of allies equal to your charisma modifier (minimum of 1) until the beginning of your next turn. If they roll the number you called than the effect is x3 the damage dice. You can use this feature once every long rest.
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