Warlock
Base Class: Warlock

 

Your magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to eldricth magic, perhaps through a planar portal leading to Hell, the Elemental Planes, or the Far Realm. Perhaps you were marked by a demon. Or your magic could be a fluke of your deal, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.

Eldricth Magic table

Starting at 1st level.

[roll]1d10[/roll]

1. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

2. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

3. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

4. Maximize the damage of the next damaging spell you cast within the next minute.

5. For the next minute, you regain 5 hit points at the start of each of your turns.

6. For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

7. A random creature within 60 feet of you becomes poisoned for 1d4 hours.

8. You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

9. Your size increases by one size category for the next minute.

10. You regain all expended spell slots.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your eldricth magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 10th level, you gain a modicum of control over the surges of your eldricth magic. Whenever you roll on the Eldritch Magic table, you can roll twice and use either number.

Spell Bombardment

Beginning at 14th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

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