Base Class: Warlock
"Every wager is a prayer. Every duel, a ritual."
When the Calamity Wars came to an end, the soul of the demon king Exodus was shattered and sealed within ancient pyramids cast across the multiverse. Though broken, Exodus yet lives, his will leaking into the world through relics of games, chance, and battle.
Those who answer his call become binders of arcane champions, channeling his power through strange vessels such as enchanted cards, many-sided dice, spinning battle tops, metallic constructs, rune tablets, or other ritualized game pieces.
To these warlocks, combat is not merely violence, it is a duel of fate, wit, luck, and destiny.
Level 3: It´s Time To Duel!
3th-Level King Of The Games Patron Feature
At Level 3, Your patron teaches you to bind extraplanar spirits into ritualized vessels of conquest and competition.
When you cast a Warlock spell using a Pact Magic spell slot or Mystic Arcanum that, summons or creates a creature with a stat block, and normally requires Concentration, you can cast the spell without requiring Concentration.
Once you summon a creature in this way, you cannot do so again until that creature disappears, is reduced to 0 Hit Points, or you dismiss it (no action required).
Additionally, while a creature summoned by this feature exists the summoned creature gains a bonus to one damage roll of each of its attacks or damaging abilities equal to your Charisma modifier.
Level 3: King Of The Games Spells
3th-Level King Of The Games Patron Feature
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the King Of The Games Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Summon Beast, Summon Plant, Finger guns, Memorize |
| 5 | Blink, Dara Blocks |
| 7 | Summon Construct, Summon Elemental |
| 9 |
Level 6: Tribute Summoning
6th-Level King Of The Games Patron Feature
At Level 6, your patron teaches you the forbidden rites of sacrificial summoning, plundering magical secrets stolen from rival powers and fallen spirits alike, allowing shattered souls to fuel hidden magic.
Trap Spell
When a creature summoned by your It’s Time to Duel! feature disappears, is dismissed, or is reduced to 0 Hit Points, you gain one Tribute Counter.
As a Reaction, you may expend any number of Tribute Counters to cast a spell with a casting time of Reaction from any spell list. The chosen spell must be of a level equal to or lower than your Pact Magic spell slot level. The spell is cast at a spell level equal to the number of Tribute Counters expended.
For example, if you expend:
- 1 Tribute Counter to cast Hellish Rebuke, the spell is cast at 1st level.
- 3 Tribute Counters to cast Counterspell, the spell is cast at 3rd level.
- 5 Tribute Counters to cast Hellish Rebuke, the spell is cast at 5th level.
- 5 Tribute Counters to cast Shield, the spell is treated as a 5th-level spell for the purpose of effects such as Dispel Magic.
Spell casted using this feature are considered warlock spells.
The spell can have it range changed to target:
- Yourself
- The creature summoned by your It’s Time to Duel! feature that you can see.
- Your Pact Holder from the Faustian Bargainer feature that you can see.
You lose all Tribute Counters when you finish a Short or Long Rest.
Monster Reborn
Once per turn, you may expend 4 Hit Dice and take 4d8 + 8 Necrotic damage, which cannot be reduced or prevented in any way. When you do so, you immediately cast a spell as though you had cast it using your It’s Time to Duel! feature without expending a Pact Magic spell slot. The spell is cast at the level of your Pact Magic spell slots and otherwise follows all restrictions of It’s Time to Duel!
The cost of this feature increases each time you use it before finishing a Long Rest. The second use requires you to expend 7 Hit Dice and take 7d8 + 14 Necrotic damage instead. The third use and every use thereafter requires you to expend 9 Hit Dice and take 9d8 + 18 Necrotic damage instead.
The cost resets when you finish a Long Rest.
Level 10: Mystical Riddle
10th-Level King Of The Games Patron Feature
At the level 10, your patron teaches impossible gambits and cruel exchanges, turning your summoned spirits and foes into unwilling participants in eldritch riddles of pain and survival.
When you take damage while a creature summoned by your It’s Time to Duel! feature is within 60 feet of you, you can use your Reaction to force the summoned creature to share your suffering.
When you do so, any Resistance, Vulnerability, or other effects that modify the damage you take are applied first. After all such effects are applied, the damage you would take is halved.
You take one half of the resulting damage, and the summoned creature takes the other half as Psychic damage.
The Psychic damage dealt to the summoned creature by this feature cannot be prevented, reduced, resisted, or redirected in any way.
Starting at 11th level, your patron entrusts you with ever more elaborate schemes and forbidden wagers. Whenever you use your Mystic Arcanum feature, you may cast the spell Game of Fate in place of your Mystic Arcanum spell.
Level 14: Exodus The Prohibited One
14th-Level King Of The Games Patron
At level 14, your mastery over the shattered soul of Exodus reaches its terrifying apex. Through forbidden rites, desperate wagers, and fragments of the Broken King’s soul scattered across the multiverse, you may briefly manifest a fraction of Exodus’s catastrophic power upon the battlefield.
Grand Summoning
You may expend your Mystic Arcanum feature to cast a Warlock spell eligible for your It’s Time to Duel! feature instead of casting one of your Mystic Arcanum spells.
The spell is cast at the level of the Mystic Arcanum expended and follows all the rules of It’s Time to Duel!
For example, if you use your 8th-level Mystic Arcanum to cast Summon Beast, the spell is cast as an 8th-level spell.
Fragments of Exodus
At the start of each of your turns while you are in combat, roll three d100s. For each die that rolls equal to or lower than your Warlock level, you gain one Exodus Charge. You lose all Exodus Charges when you finish a Short or Long Rest.
When you reach 5 Exodus Charges, you may use your Action to unleash the fragmented wrath of Exodus. Choose one creature you can see within 60 feet to target with Exodus Decimate.
Exodus Decimate: Choose one creature you can see within 60 feet. The target must make a Charisma saving throw against your Warlock spell save DC. On a failed save, the target takes 30d4 Force damage. On a successful save, the target takes half as much damage.
This damage ignores Resistance and Immunity, bypasses magical barriers and creations of magical force such as Wall of Force and similar effects, and can affect creatures even within areas affected by Antimagic Field or similar effects that suppress magic. At 17th level, this damage increases to 45d4. At 20th level, this damage increases to 60d4.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Vessel of Avarice
As a Bonus Action, you may expend one Pact Magic spell slot to immediately roll two additional d100s for your Fragments of Exodus feature. You can use this feature only once per turn.
Previous Versions
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