Base Class: Warlock
At a moment in your life, you came into contact with a powerful strange force, At first, it came as whispers you couldn't quite understand. But with time and dedication you have managed to convince them, through actions, words or perhaps it was just luck itself, that you could be a valuable servant. You bear the mark of this contract on your body and it has given you great powers. Spirits bound to fate itself have warlock servants that they use as pawns in their plans to create chaos or to change destiny itself. Warlocks serving their unseen patron are expected to listen to their whispers and step in when the quiet voices deem it so...
At 1st level, you have struck a bargain with a strange being of fate Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
You also gain at level 3 access to the Pact Boon - Pact of the Deck as one of your options.
Your patron gives you a deck called an Oracle Deck. The Oracle Deck becomes your spellcasting focus, through these cards you channel your spells. All of your somatic spells now require the manipulation of your deck, and all ranged spells are cast by throwing a card at the target. All single target ranged attack spells deals additional damage using your Cha bonus (this applies to only single target ranged spells that do not already add your cha bonus to them for damage). As soon as the spell takes effect, the thrown card returns to your deck.
You can use your bonus action to magically turn your cards from your Oracle Deck into a bound fan weapon in one or both of your empty hands. The bound fan is a finesse weapon that deals 1d6 slashing damage. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your bound fan weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
If you lose your Oracle Deck, you are no longer able to create a fan, cast ranged spells, or spells with somatic components until you are reunited with it. You can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous Oracle Deck. When you die your Oracle Deck will turn to ash.
Eldritch Invocations
Fate's Shield
Prerequisite: Pact of the Deck feature
As a reaction, you gain the ability to cast Shield. Once you use this invocation you can’t use it again until you finish a long rest.
Improved Bound Fan
Prerequisite: 5th level, Pact of the Deck feature
You can use the bound fan you summon with your Pact of the deck to make a thrown attack up to 30' away. When you hit a creature with your bound fan using a ranged attack, you can expend a warlock spell slot to deal an extra 1d6 force damage to the target, plus another 1d6 per level of the spell slot, and you can knock the target back 10' if it is Large or smaller. Once the fan is thrown it acts as a weapon of returning.
Furious Fan
Prerequisite: 5th level, Pact of the Deck feature
You can attack with your Bound Fan twice, instead of once, whenever you take the Attack action on your turn. (this includes ranged attacks if you also have improved fan invocation)
Superior Bound Fan
Prerequisite: 9th level, Pact of the Deck feature
You can use the bound fan you summon with your Pact of the Deck feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls.
Fate's Cruelty
Prerequisite: 12th level, Pact of the Deck feature
When you hit a creature with your bound fan, the creature takes extra force damage equal to your Charisma modifier (minimum 1).
Fate's Fortune
Starting at 1st level your patron grants you glimpses of the future. These glimpses can often give you an insight into things to come.
- Whenever you make an attack roll, an ability check, or a saving throw, you can choose to roll an additional d20. You can use this feature after you roll the first die but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
- You can also use this feature when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
- Once you use this feature, you can’t use it again until you finish a long rest.
Pact Magic
The Whispers of Fate let 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.
PACT SPELLS
2nd level | Augury, Mind Spike
3rd level | Motivational Speech, Spirit Guardians
4th level | Divination, Guardian of Nature
Fate's Chosen
Starting at 6th level, your link to the Whispers of the Fate allows you to occasionally change the fate of those around you for good or ill. As a reaction, whenever a creature within 30 feet makes an attack, ability check or saving throw, you may choose to give that creature advantage or disadvantage (your choice) on the roll. You can make this choice after the roll is made, but before the DM says whether the attack hits or misses. Once you use this feature, you can’t use it again until you finish a long rest.
Change Fate
Starting at 10th level, twice per long rest, you can alter your own fate or others in dire situations. As a reaction, when you or another creature within 30 ft of you that you can see would drop to 0 hit points, you may call out to the whispers to instead have you or the creature drop to 1 hit point instead.
The Power of Fate
Starting at 14th level, your spells eerily strike your foes weak points more often. Your spell attacks score a critical hit on a roll of 19 or 20. Also once per long rest if one of your spell attacks misses a target within range, you can turn the miss into a hit. Once you use this feature, you can't use it again until you finish a short or long rest.
Previous Versions
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