Warlock
Base Class: Warlock

The Fate Touched know they are a character in a grand story, and have made a pact with the one who truly controls their fate, the Dungeon Master themself. In return for a small fraction of their power the DM may request something of the character, this could be anything from just having fun to occasionally walking blindly into an obvious trap.

Bend Fate

At first level, as a bonus action you may allow another creature you can see within 30 feet to add a d4 to any one d20 roll of their choice before your next turn. You may grant this boon a number of times equal to your proficiency bonus and you regain all expended uses after a short or long rest.

Bonus Cantrip

You learn the Guidance cantrip, this counts as a warlock cantrip for you but does not count against your number of cantrips known.

Borrowed Knowledge

At sixth level your patron grants you limited access to their omniscience. As a free action you may call on your patron’s knowledge a number of times equal to your proficiency bonus to learn one of the following:

-The DC of a skill check

-The vulnerabilities, if any, of a creature you can see

-The resistances or immunities, if any, of a creature you can see

-The name of a creature you are talking to

You may also choose to gain a random piece of trivia pertaining to a creature or object you can see when you gain any other information from this feature.

You regain all expended uses of this feature when you finish a long rest

Boon of Knowledge

At 10th level your patron grants you certain boons based on your Borrowed Knowledge feature. As a reaction to using Borrowed Knowledge you may gain one of the following benefits based on the knowledge you gained. The benefit lasts until you take a short or long rest or until you use this feature again:

-If you learned the DC of a skill check you may lower it by your charisma modifier (minimum of 1).

-If you learned the vulnerability of a creature, and it has any, you may change one to something else.

-If you learned the resistances or immunities of a creature, and it has any, you may either ignore one resistance or treat one immunity as a resistance instead for that specific creature.

-If you learned the name of a creature you gain advantage on either persuasion, intimidation, or deception checks against that creature, your patron decides which.

Change Fate

At 14th level your patron grants you further power over the fate of others. Once per short or long rest, as a reaction, you may cause one creature you can see within 60 feet of you to automatically fail or succeed one saving throw.

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