Warlock
Base Class: Warlock

Your patron is the Weaver of Fates, also called the Changer of Ways. It exists in the spaces between and beyond the planes, a being of the Far Realm that is beholden to neither gods nor mortals. It weaves the threads of fate into the great tapestry of existence. Its motives are incomprehensible, its schemes so vast and convoluted that even it may not fully know where they lead.

A pact with the Changer of Ways is an invitation to chaos beyond mortal understanding. You may be called upon to topple kingdoms or to live as a hermit for decades—whatever small action is required so that, years later, a single conversation or a single death sends the world down a path only the Weaver can see. The Changer of Ways may seem indifferent to your suffering, but it sees all, and with the pluck of a few threads it can rewrite your destiny in ways no mortal mind could predict.

This subclass includes the following new monsters: The Chaos Master, Greater Horror, Lesser Horror, and Minor Horror

Level 3: Hand of Fate

Your patron grants you limited influence over destiny. When 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 impose advantage or disadvantage on that roll.

You can use this feature twice, and you regain all expended uses when you finish a long rest. You gain an additional use at 5th, 9th, 13th, and 17th level.

Level 3: Changer of Ways Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Changer of Ways Spells table, you thereafter always have the listed spells prepared.

Changer of Ways Spells
Warlock Level Spells
3 Alter Self, Chromatic Orb, Command, Mirror Image
5 Bestow Curse, Slow
7 Banishment, Polymorph
9 Dominate Person, Geas

Level 3: Blessed Changes

Your patron has rewritten the way magic flows through you. Whenever you cast a spell of 1st level or higher that requires a spell attack roll or forces a creature to make a saving throw, and the spell fails to affect at least one target (you miss the attack roll, or the target succeeds on its saving throw), you gain one mutation of the Changer of Ways.

Using an ability such as Legendary Resistance to automatically succeed on a saving throw does not count as the spell failing for the purposes of this feature.

In addition, the first time you cast a spell granted by an Eldritch Invocation after finishing a short or long rest, you gain one mutation (this happens whether the spell succeeds or fails).

You can gain only one mutation per spell cast. Mutations take effect immediately, are cumulative, and are subject to the normal limits of ability scores. Unless a mutation says otherwise, all mutations fade when you finish a long rest.

When you gain a mutation, roll 1d12 and consult the Blessed Changes table.

1d12

MUTATIONS

1

Febrile - Your Strength score is reduced by 2 as the failure saps your energy. You also gain 1 level of exhaustion. You gain resistance to cold damage.

2

Extra Eyes - You grow new eyes somewhere on your body. Roll 1d4 and gain +10 feet of that sense type. These new eyes can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while these eyes persist. 1- Blindsight, 2- Darkvision, 3- Tremorsense, 4- Truesight

3

Corrosive Vomit - You gain the ability to vomit a destructive concoction on command. As a bonus action, make a ranged spell attack roll against one target within 10 feet, dealing 1d6 acid damage on a hit and half of that damage again on the next turn. Increase the damage by 1d6 when this result is repeated.

4

Everchanging Visage - Your face ceaselessly shifts between impossible beauty and nightmarish horror. Anyone seeing your face must make a DC 13 wisdom saving throw or be frightened of you for the next hour. On a success, the target creature instead has disadvantage on social related skill checks while in your presence and cannot be frightened by this feature for the next hour. Increase the DC by 2 each time this result is repeated.

5

Reptilian Scales - Scales begin growing from your skin in patches. You gain +1 AC. Each repeat result causes more scales to grow and you AC to increase by +1.

6

Iridescent Wings- Bright, iridescent feathers begin sprouting in alien patterns from your limbs. Gain a fly speed of 10 feet, but also lose the ability to wear normally designed armor. Increase your fly speed by 10 feet each time this result is repeated before your next long rest. If this result is rolled 3 times, the feathers finish growing, granting a permanent fly speed of 30 feet. This mutation can not be hidden by magic and only be undone by a wish spell. If this mutation becomes permanent, reroll any further instances of this result.

7

Chiropteric Ears - Your ears enlarge, improving your awareness. You gain advantage on perception checks and vulnerability to thunder damage.

8

Corpulent Growth - Your body swells by 6d12 pounds. You gain +2 to your constitution score and -2 to your dexterity score.

9

Avian Talons – Bird-like talons grow on your hands or feet. You gain a +1 magical claw attack (1d6, finesse) that you are proficient with, and you can attack with it as a bonus action.

Rolling this result a second time makes the claws +2. Rolling it a third time makes them +3 and permanently changes your limbs to a more avian form (this change can’t be hidden by magic and can only be undone by a wish spell). Further rolls of this result are rerolled.

10

Ungainly Growth – Your body grows 1d8+4 inches. Your move speed increases by 10 feet, but Dexterity Saves are now rolled at disadvantage

11

Benthic Tentacles– Large octopedal tentacles erupt from your body to support your weak flesh. Gain temporary +2 to either your strength, dexterity, or constitution scores and suffer  -2 to either intelligence, wisdom, or charisma scores.

12

Extra Brains – You grow an additional brain. Gain +2 to either your intelligence, wisdom, or charisma scores and -2 to either strength, dexterity, or constitution score.

 

Level 6: Spellburn

At 6th level, you learn to influence destiny. Your patron grants you the ability to tap into the raw magical energy of other timelines at the cost of your own stamina.

When you make a spell attack roll or a saving throw to resist the effects of a spell, you can spend and roll one of your unspent Hit Die and add the number rolled to the attack roll or saving throw (no action required). You can use this feature before or after you make the attack roll or saving throw, but before the DM says whether the roll succeeds or fails.

Additionally, you gain resistance to psychic damage.

Level 10: Neverborn Summoner

At 10th level, you learn the spell Summon Greater Demon if you have not learned it yet.

You can cast Summon Greater Demon once without expending a spell slot to summon a Chaos Master (CR 7). When cast in this manner, the Chaos Master has disadvantage on charisma saving throws (as if you knew its true name) The Chaos Master also does not gain the benefit of its magical resistance feature to its saving throw against this spell. You regain the ability to use this feature when you finish a long rest.

Level 14: Champion of the Lord of Sorcery

At 14th level, your long suffering devotion to the Changer of Ways has earned you the distinction of being its Champion Magus. To reward your service and continue furthering its plots, the Great Architect permanently increases your total number of spell slots by one.

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