Warlock
Base Class: Warlock

Once, there was a monster who would eat anyone who lost any game they played with it. When the King's son was eaten, the King promised the Crown to the one who could defeat this beast. A young peasant child of incredible luck, a love for games, and a crafty mind challenged the monster to a game of cards with the entire kingdom watching...... and won. This Child was known as Sol, the Strategist King. He then became a powerful Wizard, protecting the Kingdom by challenging them on his terms. Wither it was playing, Xorvintaal  with Dragons or Chess against Asmodeus, he outsmarted them all, ascended to Godhood........ and now he's taken notice of YOU and your winning streak and is willing to lend you some Wizard Spells..........

Spell List

Upon choosing this Subclass, you will gain access to the following Spells as you reach the Spell Level requirements for them.

 

1st

False Life, Inflict Wounds

2nd

Phantasmal Force

3rd

Create Food and Water, Animate Dead

4th

Find Greater Steed, Phantasmal Killer

5th

Planar Binding, Summon Draconic Spirit

6th 

Create Undead

7th

Conjure Celestial

8th

Illusory Dragon

9th

Wish

Sol's Deck of Wizard Spell Cards

At the 1st Level, at the start of each day you can choose 5 Wizards Spells of the appropriate Spell Level, that you can prepare in the form of Spell Cards chosen from an Eldritch Card Binder. You can use each card once a day. You CAN prepare Cantrips. You CANNOT have 2 cards of the spell. You CANNOT cast the spell at a higher Spell Level. You DON'T use Spell Slots to cast these Spell Cards. Once every card is used, you cannot get anymore until you complete a Long Rest. If you do not use all the Cards, you can still regain any Card you used up or switch out Spell Cards for other Spell Cards.

Spell Trap

During Combat, at the 1st Level, you can throw or toss one Spell Card that contains a Ranged Attack or a Saving Throw to one spot of your choosing. ANYONE who lands on this space takes the damage or effect of the Spell upon stepping on it. However if damage is only received via saving throw, and the target passes, they take no damage. Furthermore the area of effect of Spell Traps are only 5 ft.

Rock, Paper, Scissors

At the 6th Level you can Challenge anyone at anytime to a game of Rock, Paper, Scissors. This includes monsters that can speak Common in the middle of battle (it will cost 1 Action). The target must roll a Wisdom Saving Throw of 10+your Charisma Modifier if they want to refuse. If they fail, they MUST accept. You can do this as many times as your Warlock Level.

 

You and your opponent must agree on a number of HP to wager (it cannot be any higher than 10). After that you and your opponent choose a die to roll. The one who rolls the highest wins. One of the following will happen.

1. If you win the opponent takes Psychic damage with the number they rolled+the number wagered+your Charisma Modifier.

 

2. If you lose, YOU take Psychic damage with the number you rolled+the number wagered+your Charisma Modifier.

 

3. If you tie, you BOTH take Psychic damage with the number you rolled+the number wagered+your Charisma Modifier.

 

Gift of Sol

At the 6th Level your Pact Boon is given more power from Sol.

 

Pact of the Blade: Your Pact Weapon can now use your Charisma for your attack and damage rolls.

 

Pact of the Chain: Your Familiar gains Temporary Hit points equal your Warlock Level every Long Rest. The Familiar can also have Eldritch Blast cast through them. You also do not have to sacrifice your action to cast Eldritch Blast through your Familiar.

 

Pact of the Tome: You can put Conjuration Spells into your Spell Book up to 3rd Level. This still requires the ink and paper needed to copy the spell from a spell scroll or book.

 

Eyes of Sol

At the 10th Level, you can trade your eyes for Sols. When you do this choose between Intelligence, Wisdom, or Charisma. All Checks around the chosen stat are rolled with advantage for 5 minutes. You can use this Feat as many times as your Warlock Level and you regain used up uses on a Long Rest.

I Challenge You To A Duel!

At the 14th Level you can challenge anyone at anytime, to a one-on-one fight against you. The challenged must make a Wisdom Saving Throw of 10+your Charisma Modifier of they MUST accept the challenge. One you use this, you cannot use this Feat again until you take a Long Rest.

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