Warlock
Base Class: Warlock

A sudden appearance of a mystical figure of great power manifests itself in a dream, hallucination, or vision. This unknown creature appears to be of great power, knowledge and knows your decisions better than you seem to know them yourself. This patron keeps their true intentions unknown, but their pact is based on only one thing, Survival. This patron promises great strength and power beyond all comprehension as long as the pact is fulfilled with your continued survival. The Patron, name unknown, drives the pact maker to get stronger while still striving to ensure that they survive all of their encounters. 

Wisdom of the Battlefield.

Your patron imposes information and strategy on you when a conflict occurs. You gain immunity to the surprised condition and when initiative is rolled you may roll two d20 and select any number between the two rolls. Example: You have a +2 initiative bonus and roll a 10 and a 15. This means you can choose to place yourself at any number between 12 and 17 for that combat. You can only take into consideration your party's initiative rolls when making this decision. 

Future Sight

Once per day, you can ask your patron to entreat you with it's knowledge. Making an Intelligence Saving Throw against your own spell save DC. If you succeed the saving throw, you can ask the DM any one question about a person, location, Item or course of action you hope to take that day. The DM can choose to answer the question as they see fit, such as with a riddle, puzzle, or cryptic message. 

 Additionally, your patron entreats you to their powerful knowledge as times permit. You gain expertise in one of your skills that you are already proficient in along with the knowledge of another set of tools and another language of your choice. 

Committed Focus

When you reach 10th level in this class, your patron acknowledges your resolve and strengthens you. You gain proficiency in Constitution Saving Throws as well as Immunity to the Charmed and Frightened conditions. 

Diverge from Failure

Upon reaching 14th level, your patron shows you how to turn the tide to your favor. You gain a number of charges equal to your Charisma Modifier. When you make an Attack roll, Ability Check, or Saving Throw you may use your reaction to add 1d12 to the roll. Alternatively, whenever an enemy is making an Attack roll against you, an Ability check, or a Saving Throw against a spell or effect you caused, you may use your reaction to subtract 1d12 from their roll. You can decide to use this feature after you have seen the results of the initial roll, but before the results of the roll are declared. 

Previous Versions

Name Date Modified Views Adds Version Actions
8/31/2023 8:01:37 AM
21
3
0.5
Coming Soon

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