Warlock
Base Class: Warlock

You have made a pact with the very universe itself, and for it were granted visions of the endless realms of creation to which even the gods are a slave. In this endless chaos of shifting worlds you see a careful balance. Order and Chaos, Life and Death, Good and Evil... each just faces on a coin spinning through the never. Both must be so the other can have meaning. Both ever locked in conflict.

Just as quick as the vision comes it passes and fades away like a dream. And you are left looking into the eternal expanse. A soft burble reaches your ears, a tangible connection to the Living Star. And a promise to protect it.

Wild Magic Surge

Roll 1d100

01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast Spirit Guardian as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast Magic Missile as a 5th-level spell. 59-60 You regain your lowest-level expended spell slot.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must shout when you speak.
13-14 You cast Confusion centered on yourself. 63-64 You cast Fog Cloud centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of the next damaging spell you cast within the next minute. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast Mirror Image.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 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.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 You cast Levitate on yourself. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You are surrounded by faint, ethereal music for the next minute.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-00 You are effected by the catnap spell.

Living Star Familiar

You are able to use the Find Familiar spell as a ritual to summon a familiar with no material components. This familiar takes the form of the Living Star. In all other ways this acts as the Find Familiar spell.

Expanded Spell List

The Living Star 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.

Expanded Spells
Spell Level Spells

1st

Chaos Bolt, color spray

2nd

blur, alter self

3rd

Fireball(deals radiant damage), Haste

4th

Confusion, polymorph

5th

flame strike, Reincarnate

Moments of Chaos

Your magic draws from the raw magical energy of the realms and can have unpredictable effects. Similar to some sorcerers, your spells are imbued with Wild Magic. Whenever you cast a spell (cantrips included), you must roll an additional 2D10. On a total of 13, roll a D100 for a random effect on the Wild Magic Surge table of this class.

Otherworldly Geometry

Starting at 6th level, you can alter space to rearrange the battlefield. As a reaction when you are dealt damage, you can teleport up to 30' away and take only half damage.

Alternatively, if you were dealt damage from an attack, you can redirect some of the force of the attacking creature to a nearby creature. Make a spell attack against a target within 30' of you. They take 2d10 points of force damage.

Once you use this feature, you must finish a short or long rest before you can use it again.

Twisting Fate

Starting at 10th level, chance and fate twist to your will . For the next minute, any creature making an action within 15ft of you either adds or subtracts 1d4 from any attack rolls, saving throws, or ability checks. You choose whether the creature gets a buff or debuff. Once used, this feature cannot be used again until your next long rest.

Controlled Chaos

Starting at 14th level, you gain slight control over the chaotic magic that courses through you. Whenever you roll on the Wild Magic Surge table, you may roll twice and choose which of the two rolled effects to use.

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