Warlock
Base Class: Warlock

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to take extreme risks, to test the limits of your capabilities. Pushing your abilities to the brink, you seek insight on how lucky you truly are. Yet the really lucky ones understand that being fortunate is more than the presence of luck, but rather a lack of misfortune.

Expanded Spell List

The Twister of Fate 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.

Twister of Fate Expanded Spells
Spell Level Spells
1st Bane, Bless
2nd Mirror Image, Spiritual Weapon
3rd Blink, Bestow Curse
4th Faithful Hound, Elemental Bane
5th Commune, Dream

Bonus Cantrips

At 1st level, you learn the guidance and true strike cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

In addition, when you cast true strike, the spell instead grants advantage in the next attack roll made by you or your ally, instead of just affecting you.

Twist of Fate

At 1st level, you gain the ability to channel energy to manipulate the fates of creatures. You have a pool of points that you spend to fuel this effect. The number of points in the pool equals your warlock level + your Charisma modifier. (minimum of 2)

As a reaction to an attack roll or ability check made within 60 feet of you, you can spend points from the pool. For each point you use, you either reduce or add them to the rolled dice. You can choose to spend your points after the die has been cast, but before the outcome is determined.

The maximum number of points you can spend at once equals your Charisma modifier(minimum of one point). 

Your regain all expended points when you finish a long rest.

Fortune's Own

Starting at 6th level, your link to the Twister of Fate allows you to serve as a conduit for the manipulation of the luck. Whenever you make a roll that both benefits from advantage and suffers from disadvantage, instead of making a straight roll, you always roll with advantage in those situations.

In addition, you may cast true strike as a bonus action.

Manipulate the Fate

Starting at 10th level, you may now use your Twist of Fate feature on saving rolls made by creatures within 60 ft of you that you can see.

In addition, whenever you or a creature within 30ft fails a saving throw, ability check, or misses an attack roll you may change that roll to be a 15 instead. You can choose to do this after you roll the die, but before the outcome is determined.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Tear the Fabric

Starting at 14th level your power manifests much more strongly, allowing you to distort the future of your enemis. You focus on a creature within 60 ft of you that you can see. As an action you rip apart all the possible choices that creature would make within the next minute.

The creature must succeed on a Charisma Saving Throw against your Spell save DC, on a fail, for the next minute it has disadvantage on all attack rolls, saving throws and ability checks. All attack rolls made against the creature are with advantage. On a successful save you can't use Tear the Fabric until you take a short rest.

Once you successfully use this feature, you can't use it until you take a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes