Base Class: Warlock
I don’t know how you did it, but somehow you made the one mistake no sane individual would wish upon their worst enemy. You have caught the eye of “Merlin”, an omnipotent, omnipresent, and omnificent mage. The pact you’ve made is singularly awful. Nothing can save you from this mad wizard’s torment, but that’s half the fun isn’t it?
Expanded Spell List
“Merlin” 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.
Wizbich Expanded Spells
Spell Level | Spells |
---|---|
1st |
catapult, hideous laughter |
2nd |
alter self, web |
3rd |
lightning bolt, tiny hut |
4th |
black tentacles, resilient sphere |
5th |
animate objects, mislead |
Mystical Mischief
Starting at 1st level, when you would be reduced to 0 hit points, you instead are reduced to 1 hit point instead. Additionally, the magic around you in a 15 foot radius begins to unravel. Roll on the Unraveling Magic Effects table (Tasha’s Cauldron of Everything), if the resulting effect has a duration it is changed to one minute. You can use this ability once per short rest.
Magic Broker
Starting at 6th level, you can call on your patron to alter reality in your favor. This feature can be used in the following two ways:
- When bartering with a trader, you can roll 1d10 + your proficiency bonus and multiply the result by 100 and reduce that amount of gold from the cost of the trade. (Traders will not give you gold as a result of using this feature).
- When making an ability check or saving throw, you can spend up to 100 gold pieces to modify the result of your roll, increasing the result of your roll by 1 for every 10 gold pieces spent.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Omnipotent Defense
Starting at 10th level, you can use an action to steal borrow a portion of your patrons power to become resistant to all damage for one minute. When this period of resistance ends, roll a d100. If the result is equal to or lower than your current warlock level, “Merlin” appears to exact a penance from you (determined by the DM).
Once you have used this ability, you cannot use it again until you complete a short or long rest.
Gift of Madness
Starting at 14th level, when you hit a creature with an attack that would reduce it to less than half its maximum hit points, it gets transported to “Merlin’s” shop. Roll a d100, on any number but 1 the target is barraged by predatory deals and fictitious bargains.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a Great Old One, it takes 10d10 psychic damage as it reels from its horrific experience.
If the result of the d100 roll was a 1, the creature instead takes no damage and returns with a magic item of Very Rare or Legendary quality.
Once you use this feature, you can’t use it again until you finish a long rest.
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