Warlock
Base Class: Warlock

You made a deal with an otherworldly creature to have it "Stream" your adventures as "videos" for the entertainment of otherworldly creatures called your "chat". Your Chat is the source of your arcane might, but due to it being a collection of various magical creatures of differing origins, it results in your magic being Inconsistent yet powerful.

 

Level 3: Thematic Benefits

At the start of the day, roll 1d8 on the patron table and gain the 3rd-level benefits of the matching patron. Depending on the  scenario or actions the player does, it can attract different audiences to your stream

1 Fiend - attracted by evil actions as well as actions or scenarios regarding paperwork and the hells
2 Celestial - Attracted by good actions and actions or scenarios related to the heavens and Light
3 Archfey - Attracted by chaotic actions and actions or scenarios related to the faewilds and mischief
4 Great old one - Attracted by Unique actions and actions or scenarios related to psionics and the outer planes
5 Hexblade - Attracted by Violent actions and actions or scenarios revolving around curses and the Shadowfell
6 Undead - Attracted by Selfish actions and actions or scenarios revolving around death and undeath
7 Fathomless - Attracted by Bizarre actions and actions or scenarios dealing with the Abyss and the ocean
8 Genie - Attracted by Bold actions and actions or scenarios relating to wishes and the elemental planes

Level 3: Donator Spells

The magic donated by your patrons ensures you always have extra spells ready; when you reach a Warlock level specified in the Donator Spells table, you thereafter always have the listed spells prepared.

These spells are randomized at the start of each day.

Donator Spells
Warlock Level Spells
3 2 Random 1st-level non-warlock spells, 2 Random 2nd-level non-warlock spells
5 2 Random 3rd-level non-warlock spells
7 2 Random 4th-level non-warlock spells
9 2 Random 5th-level non-warlock spells

Level 6: Dark One’s Own Luck

You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

Level 10: Fiendish Resilience

Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

Level 14: Hurl Through Hell

Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

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