Base Class: Warlock
Your patron is a spirit of fate and fortune itself. Not simply content with letting fortunes fall as they may, your patron grants you a small measure of influence in interfering with fate itself, fundamentally cheating the world and teaching you that all rules are flexible, with enough cleverness. Whether it has an agenda for doing so, or simply does so for its own amusement, is uncertain.
Expanded Spell List
The Gambler lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are warlock spells for you:
1st level: chaos bolt, disguise self
2nd level: detect thoughts, enhance ability
3rd level: clairvoyance, nondetection
4th level: locate creature, phantasmal killer
5th level: dominate person, mislead
Bonus Proficiencies
At 1st level, you gain proficiency in one type of gaming set and in the Deception skill.
Press Your Luck
At 1st level, when you gain this patron, you can attempt to cheat it out of an extra portion of its arcane magic when you channel its mystic might. When you cast a spell using a warlock spell slot, you may make a Charisma (Deception or gaming set) check against a DC of 15. If your check succeeds, you do not expend a spell slot when you cast this spell, and the DC of this ability increases by 5 until you finish a long rest. If your check fails, you cannot use this feature again until you finish a long rest, and if the check fails by more than 10, then the spell that you were casting fails, and the slot is wasted with no effect.
Gambler's Fortune
Starting at 6th level, you gain a pool of fortune dice. These dice are d4s, and the number of dice in the pool is equal to your Charisma modifier (minimum 1).
Once per turn, when you make an attack roll or ability check, you may expend one die from this pool, roll it, and add it to the triggering roll. You may do this after you roll the attack or check, but you must use this ability before the result is determined.
At 10th level, your fortune dice become d6s.
Your pool regains all expended dice when you finish a long rest.
Witty Mulligan
Starting at 10th level, your proficiency bonus is doubled for any Wisdom saving throws that you make. If you fail a Wisdom saving throw, you may make a new saving throw at the start of your next turn, ending any lingering effect of the initial failure on a success.
Shared Fate
Starting at 14th level, you can link your fate with a creature. Whenever you hit a creature with an attack or deal damage to a creature, you can link your fate to it for 1 minute or until you link your fate again. While your fate is linked to a creature and you suffer a death saving throw failure, that creature takes 10d4 necrotic damage.
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Posted Dec 8, 2018Is it supposed to only have 2 level 4 spell slots?
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Posted Sep 25, 2018Very cool concept.
I'd probably change the level 14 ability though. As it is, the DM basically has full control over whether you can use it by choosing which party members to attack, and 10d4 isn't really that much considering you're putting yourself on the brink of death. (I guess one would say it's quite the gamble though lol)