Warlock
Base Class: Warlock

A ******* wish dragon

Force of Creation

At level one, you learn the Minor Illusion cantrip. Upon casting it, you can turn the illusion to a reality. The creation lasts a number of minutes equal to your ten times your charisma modifier. You can only have one creation at a time.

Give or Take

Give:

Beginning at level six, you can begin to twist the fate of others and take a bit of the luck for yourself. You can use the Help action as a bonus action and you can target a creature within 30 feet of you that you can see with it. When you do, you gain Temporary hit points equal to your charisma modifier plus 1d8. You can use this feature a number of times equal to your charisma modifier before needing a long rest.

Take:

Additionally, while you have temporary hit points from the Give feature, as a bonus action you can roll 1d4, lose temporary hit points equal to the roll, and gain the effects of the Help action. If you roll higher than temporary hit points you have left, you lose all temporary hit points. 

Twist of Fate

At level ten, you begin to pull and push the forces of fate. At the end of a long rest, you can choose one, two, or three d20s. Choosing one results in no ill effects. Upon choosing two, you must make a Constitution saving throw with advantage against your own spell save DC, upon a failure you gain a level of exhaustion. Choosing three dice results in an instant level of exhaustion. Roll each of the d20s and record the rolls. Any time you see a weapon attack, saving throw, or skill check, you may choose to replace the roll with any of your recorded numbers. This does not remove the number from the recorded list. You can use this feature a number of times equal to the chosen number of dice. At the end of a long rest, you lose all recorded rolls and regain use of this feature.

Dimensional Alter

At level fourteen, you can shift the universe to one of your own, altering the rules of the world. As an action, you choose a number of creatures equal to your charisma modifier that are within a 70 foot radius that you can see, the chosen creatures must make a charisma saving throw against your spell save DC. Upon a failure, those creatures remain within their position as you and the chosen are transferred to a plane you have crafted. You may choose two effects from the following list to be currently active within the world. As an action you can exchange one effect for another. You can use this feature once and regain use of it at the end of a long rest. Moving within the altered world does not affect your position in the real world. Creatures are bound to your world for a number of rounds equal to half your charisma modifier, rounded down. Upon exiting the dimension, you, and all creatures exiting, take place back where you were upon entering, if you or the creatures cannot, you are shunted to the nearest open area and take 4d10 force damage.

 

  • Drifting Steps: When creatures, besides you, stop moving, they slide an additional 5 feet.
  • Quickened Steps: Creature gain +10 movement speed.
  • Clouded Sight: Any sight based skill checks or attacks are made with disadvantage. You do not feel the effects of the clouded sight.
  • Weakened Gravity: Creatures weigh half as much. Their jumping distance is doubled. Additionally, creatures besides you have disadvantage on any dexterity based saves or skill checks.
  • Heavy Gravity: Creatures weigh twice as much. Any creature of medium size or larger must make a strength save against your spell save DC or become prone. You do not feel the effects of the increased gravity.
  • Disruptive Steps: The ground is magical difficult terrain, this terrain does not affect you.
  • Soundless: No sound can be heard, spells with the verbal component cannot be casted by creatures other than you. 
  • Floating: There is no ground or gravity. All creatures gain a flying speed of 10 feet, you gain a flying speed of 20 feet. 
  • Darkness: The world is covered in magical darkness.
  • Burning Air: At the end of their turn, creatures besides you must make a Constitution saving throw against your spell save DC, upon a failure they take 1d6 fire damage.
  • Freezing Air: At the beginning of their turn, creatures besides you must make a Constitution saving throw against your spell save DC or gain -5 movement speed and take 1d4 cold damage. 

 

 

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