Warlock
Base Class: Warlock

The Fates are fickle masters and though some Warlocks can sway them to change the course of events,  the full consequences of such an action are well beyond mortal understanding or prediction.  The Fates grant their warlocks powerful boons, but they always carry unpredictable, sometimes dire effects.

Expanded Spell List

The Fates patron allows you to cast additional spells beyond the warlock list.  The follow spells are added to the warlock list for you:

 

Level Spells
Cantrip
1
2
3
4
5

Bend Fate

Starting at Level 1 when you select this class, when a creature you can see makes a d20 test, you may have them re-roll the dice and they must use the new roll.  You take Psychic damage equal to half the difference between the two rolls. You can use this ability a number of times equal to your Charisma Modifier and regain all uses after a long rest.

Tempt Fate

Starting at Level 6, you may regain all used pact slots.  Until you finish a short or long rest, every time you cast a spell using a Pact Slot, you must roll 1d20 and apply the resulting effect from the the Backlash Table to the spell cast.  You may use this feature once and regain its use after a long rest.

Master of Fate

Starting at Level 10,  when a creature you can see chooses one or more targets for a spell or magical ability you may use your reaction to roll 1d20 on the Twist of Fate table and it apply the result to the spell or ability.  If the effect mentions Pact Slots and the creature does not have them, you may substitute "Spell Slot of the same or higher level" or "Use of this Ability". You may use this feature a number of times equal to your Charisma Modifier and regain all uses after a long rest.

Fateful Arcana

As an action, you may regain use of one of your Mystic Arcanum spells.  The next time you cast that spell, you must roll 2d20 and apply both corresponding effects from the Quirks of Fate table to the spell. You may use this ability a number times equal to half your Proficiency Bonus rounded down and regain all uses after a long rest.

Quirks of Fate

When you change the course of Fate, it will have unintended consequences, roll 1d20 and apply the corresponding effect to a spell you cast.  If the effect would reduce you to 0 hit points, you lose all unused Pact Slots and Mystic Arcana and are reduced to 1 HP instead.

Starting at Level 10, you may pay HP equal to the spell's level to roll 2d20  and choose which result to use.

Roll Effect
1 When the spell deals damage to any creature you take an equal  amount of the same type of damage unless you choose to grant the creature immunity to that damage instead.
2 The spell affects all legal targets within range. 
3  If you cast the spell on yourself or one or more allies, it also affects one hostile creature within range of the DM's choice.
4  If you cast the spell on one or more hostile creatures, it also affects you.
5 You take psychic damage equal to twice the spell's level. 
6-10 Expend one additional pact slot or the spell fails. 
11-15  You are incapacitated until the end of your next turn.
16 You are enshrouded in magical darkness for the duration of the spell, or until the end of your next turn.  Darkvision cannot penetrate this darkness. 
17 You cannot be affected by new spells or magical effects until the start of your next turn.
18 Gain Temp HP equal to twice the spell's level. 
19 Creatures have disadvantage on saving throws for the spell. 
20 When the spell deals damage, you heal for an equal amount of HP. 

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