Warlock
Base Class: Warlock

Expanded Spell List

The Wild Fortune pact 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.

Wild Fortune Expanded Spells
Spell Level Spells

1st

Silvery Barbs, Chaos Bolt

2nd

Fortune's Favor, Wristpocket

3rd

Tiny Servant, Feign Death

4th

Leomund's Secret Chest, Compulsion

5th

Modify Memory, Skill Empowerment

 

Risk & Reward

Starting at 1st level, the stakes of your life have increased. Whenever you roll a 19, treat it as a critical success. Whenever you roll a 2, treat it as a critical failure.

11 Faces of Fate

At 6th level, you manifest your magic into a familiar form- 2 six sided dice. As an action on your turn, you can throw the dice to produce a result based on the result of both dice added together.

 

Result Effect
2 You become stunned until the end of your next turn.
3 You are under the effect of the Slow spell until the end of your next turn.
4 You have disadvantage on your next roll.
5 All allies can immediately move 5ft without provoking opportunity attacks.
6 Up to 6 creatures of your choice within 60ft gain the benefits of the True Strike cantrip.
7
Up to 6 creatures of your choice within 60ft gain the benefits of the Blade Ward cantrip.
8 You instantly teleport up to 30ft.
9 You cast the spell Bless or Bane without consuming a spell-slot.
10 You cast the spell Chaos Bolt without consuming a spell-slot.
11 You or a creature of your choice, gain the benefits of the Haste spell until the end of your/their next turn.*
12 You cast a spell from your spell list without consuming a spell-slot.

 

 * Creatures under the Haste effect do not suffer from the drawback of the spell ending.

All In

Starting at 10th level, the highs and lows of fortune become second nature. When you or a creature you can see critically fail a roll, you can choose to flip a coin to determine whether the effect goes through.

If you call the result correctly, the critical failure becomes a critical success. If you lose the coin flip, then you have disadvantage on all attack rolls, ability checks, and saving throws you make for the next 2 rounds of combat, or for the next 2 relevant rolls in a non-combat situation.

This feature can used once and recharges on a short or long rest.

Hot Dice

Once you reach the 14th level, you've come to an understanding with Lady Luck. Whenever you or an allied creature rolls (or otherwise obtains the effects of) a critical success or failure, you can use your reaction to allow them to make their next roll with advantage.

Expanded Spell List

 

The Wild Fortune pact 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.

Wild Fortune Expanded Spells
Spell Level Spells

1st

Silvery Barbs, Bless

2nd

Fortune's Favor, Wristpocket

3rd

Tiny Servant, Feign Death

4th

Leomund's Secret Chest, Compulsion

5th

Modify Memory, Skill Empowerment

Risk & Reward

 

Starting at 1st level, the stakes of your life have increased. Whenever you roll a 19, treat it as a critical success. Whenever you roll a 2, treat it as a critical failure.

11 Faces of Fate

 

At 6th level, you manifest your magic into a familiar form- 2 six sided dice. As an action on your turn, you can throw the dice to produce an effect based on the result of both dice added together.

 

Result Effect
2 You become stunned until the end of your next turn.
3 You are under the effect of the Slow spell until the end of your next turn.
4 You have disadvantage on your next roll.
5 All allies can immediately move 5ft without provoking opportunity attacks.
6 Up to 6 creatures of your choice within 60ft gain the benefits of the True Strike cantrip.
7
Up to 6 creatures of your choice within 60ft gain the benefits of the Blade Ward cantrip.
8 You instantly teleport up to 30ft.
9 You cast the spell Bless or Bane without consuming a spell-slot.
10 You cast the spell Chaos Bolt without consuming a spell-slot.
11 You or a creature of your choice, gain the benefits of the Haste spell until the end of your/their next turn.*
12 You cast a spell from your spell list without consuming a spell-slot.

 

 * Creatures under the Haste effect do not suffer from the drawback of the spell ending.

All In

 

Starting at 10th level, the highs and lows of fortune become second nature. When you or a creature you can see critically fail a roll, you can choose to flip a coin to determine whether the effect goes through.

If you call the result correctly, the critical failure becomes a critical success. If you lose the coin flip, then you have disadvantage on all attack rolls, ability checks, and saving throws you make for the next 2 rounds of combat, or for the next 2 relevant rolls in a non-combat situation.

This feature can used once and recharges on a short or long rest.

Hot Dice

 

Once you reach the 14th level, you've come to an understanding with Lady Luck. Whenever you or an allied creature rolls (or otherwise obtains the effects of) a critical success or failure, you can use your reaction to allow them to make their next roll with advantage.

Comments

Posts Quoted:
Reply
Clear All Quotes