Warlock
Base Class: Warlock

Your patron is an twin god of probability, luck, chance, whatever you might call that mysterious force who serves as hidden deity to gamblers, dare-devils, risk-takers, and fools.  He pulls and winds turn in favor, and she pushes and misfortune returns the balance, though now fate perhaps weaves a slightly different pattern.  The Twins, also known as Hveðrungr, SanXing, Tyche, La and Tui, Oponn, and many other names, inexplicably deals out fortune, or misfortune, to whomever they please. They are unseen, either choosing to, or forced to send pieces of themselves out into the world, subtly changing the line of fate, sometimes for inscrutable reasons, adding chaos and improbability into the world, but often seemingly in jest or spite toward the plans of other gods, which they revel in ruining. Occasionally one of the shards of The Twins become so curious with the great fortune or misfortune of an individual that they form a contract with them, usually in the form of a wager.  The resulting flesh and blood Warlock and Shard are changed, melding together into something connected to the god but not entirely bound to them.  Like a seed instead of a branch.  Or perhaps a new sapling with roots entangled with its mother tree. That drive to twist fate, especially of those serving other gods, will never fade away though, and as the sapling grows they must balance their interference with the risk of being noticed by something dangerous.

All or Nothing

Also at 1st level, you can attempt to push your luck beyond its limits. On your turn, you can choose to instead roll an attack roll, ability check, or saving throw with a d2, instead of a d20.

Choose either Heads or Tails, or roll a d20: 1-10 = Tails, 11-20 = Heads. On a success, the roll is a critical success and you regain a spell slot. On a failure, the roll is a critical failure and you expend a spell slot.

No other feature, ability, or modifier can be used to affect the outcome of this feature. This feature cannot be used with advantage or disadvantage.

Once you use this ability, you must finish a long rest before you can use it again. Starting at 10th level, you can use it twice before a long rest, but only once on the same turn.

Expanded Spell List

The connection to the Twins allows you to 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.

 

The Twins Expanded Spell List

Spell Level Spells
1st Bane, Bless
2nd Fortune's Favor, Nathair's Mischief
3rd Bestow Curse, Remove Curse
4th Gravity Sinkhole, Freedom of Movement
5th Banishing Smite, Reincarnate

Beginner's Luck

Beginning at 1st level, Lady Luck has chosen to smile upon you. You gain the ability to channel good luck for yourself and others. Whenever you or a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to roll 1d4 and add the number rolled as a bonus to the roll.

You can choose to use this ability after the initial dice roll, but must use it before the DM says whether the roll succeeds or fails.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all of your expended uses of Beginner's Luck when you finish a short rest.

Weighted Dice

 

At 6th level, you come across, create, or otherwise own a pair of old dusty dice with six sides each. They have a magical energy to them, as well as slight weight to the right.
In the moment the dice are rolled, you can tap into the possibilities caused by all the ways the dice might land.  You can pull favorable outcomes, push unfavorable ones for your enemies, or even manifest more than one possibility to alter the effects of spells you cast.

Your dice have a number of charges equal to your proficiency bonus.  This resets after a Short/Long Rest. You can use the charges in one of three ways.  High, Low, or Take the Shot. 

High Low

You throw the dice and try to find a possibility where your luck is greater than theirs.  Sometimes though, you just have bad luck.
"You never know what worse luck your bad luck has saved you from." - Yun Arelian

 As a reaction you can use one of the charges of your dice to try and impose advantage or disadvantage on a target you can see that has just made one of the following kinds or rolls:
  1. Any attack roll other than your own.
  2. Any ability check or saving throw that uses STR or DEX other than your own.

After the roll is made but before the outcome is known you use the ability and call High if you're trying to impose disadvantage, or Low if you're trying to grant advantage.

High: You attempt to roll a number higher than the target's roll.  Roll 2d6 + 10.
If your roll is greater than or equal to the target's roll they must reroll and use the Lower of the two results.(Disadvantage)

Low: You attempt to roll a number lower than the target's roll.  Roll 2d6 and subtract your Proficiency Bonus.
If your roll is less than or equal to the target's roll they can reroll and use the Higher of the two results.(Advantage)

If you roll a 7 on the dice you automatically succeed in granting advantage or disadvantage.
If you roll a 2 you automatically fail.

Taking a Shot

  On your turn, you can use a bonus action to Roll 2d6. A spell you cast before the end of your next turn is affected by one of the following effects, described on the table below.  You Must cast a spell by the end of your next turn or else the effect backfires, causing you to take 2d6 Psychic damage.

Weighted Dice Outcomes

 
2d6     Effect
(2)Aces The spell still uses the spell slot immediately, but then is delayed until your next turn.  It is cast at the start of your next turn with no changes. If it it's not possible to be cast(target no longer exists etc.) then it fizzles.
(3)San Double the duration of the spell.
(4)Dancer Choose a number of creatures up to your charisma modifier, they automatically succeed on any saving throw for the spell you cast.
(5)Fire Reroll a number of damage dice equal to your charisma modifier, you must use the new results.
(6)Easy Give the target of the spell disadvantage on the saving throw.
The Lathe of Seven
D6One d6Six   
The next spell must target a hostile creature or be centered on a hostile creature's space.  When it is cast, two more versions are also cast.  One that targets you or is centered on you, and one that targets a friendly creature you can see within 60 feet.  All three spells are linked, meaning anything that causes one of them to not trigger means none of them trigger, and anything that dispels or ends an ongoing effect caused by the spell ends that effect on all targets.  This only triggers when the dice show a one and a six.
(7)The Devil The next spell you cast is upcast by one level.
(8)Windows Transmute the spell into acid, cold, fire, lightning, poison, force, or thunder.
(9)The Line The spell is cast immediately as part of this bonus action. If a spell is not cast immediately you take  2d6 Psychic damage.
(10)The Paws You and the target of the spell switch places if they are willing or if they fail a DC 14 charisma saving throw. This happens immediately before the spell is cast.
(11)The Way When you cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell.
(12)Midnight The spell originates from a creature or object you choose within 30 feet of the caster.

 

  If you have Luck Points you can spend one to reroll your Weighted Dice once per turn, and you can use either result. After being rolled, the Weighted Dice reappear back in your pocket.

  You can use this feature a number of times equal to your Proficiency Bonus and uses reset after a short or long rest.

  When you reach Level 11 you gain one extra Weighted Die.  Afterwards once per Short Rest you can roll all three dice and pick which two you want to count for that roll.

On the Edge of a Coin

At 10th level, when brought down to 0 HP but not killed outright, a coin flies out from somewhere on your body and hits the ground, spinning in place, somewhere you choose up to 30 feet away.  Make a luck roll (D20), if the result is less than your Charisma Modifier + Warlock Level the coin stops on its edge and you cheat death, returning to 1HP and switching places with the coin. In addition you regain a single spell slot.  If the result of the luck roll is equal to or greater than your Charisma Modifier + Warlock Level, or it is a Natural 20, the coin falls over and you go unconscious, immediately failing a death saving throw.

  Once you use this feature you can not use it again until you finish a long rest.

 

 

Push and Pull

Starting at 14th level, you can finally start to feel the threads in balance, and to limited extent, bend them to your whim.  When a creature you can see within 60 feet rolls a natural 20 or a natural 1 on an attack roll, ability check, or saving throw, you can use your reaction to reverse their luck, turning the natural 20 into a 1(Push) or the natural 1 into a 20(Pull).  

Push: Choose a target besides yourself within 60 feet.  For the next minute, or until you use Pull, the target has advantage on either attack rolls, ability checks, or saving throws as you attempt to bring luck back into balance.

Pull: Choose a target besides yourself within 60 feet.  They must make a Charisma saving throw against your Spell DC.  If they do not succeed, for the next minute, or until you use Push, the target has disadvantage on either attack rolls, ability checks, or saving throws as you attempt to bring luck back into balance.  If they succeed on the saving throw, the bad luck has no place to go and rebounds.  Choose attack rolls, ability checks, or saving throws.  For the next minute, or until you use Push, you have disadvantage on whichever you chose. 

Once you have used Push, you can not use it again until you have used Pull, and vice versa.

You can use each feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest.

 

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