Warlock
Base Class: Warlock

Fate is what your patron is all about, a timeless entity that finds his purpose in the uncertainty of life. A roll of dice, a hand of cards or a simple coin toss is what your entity has power over, over the uncertainty of the result and over luck itself.  The Gambler travels the planes in search of chaotic entertainment, of life-changing bets and of the sweet feeling of a lucky victory. Being of this sort are not closed down any particular alignment, some may favour the act of playing games, of the loss and the wins, others the cheats and tricks in order to put luck on their side and some may even just care about seeing pure and simple luck in action.

Expanded Spell List

The Gambler lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spells
Spell Level Spells
1st bane, bless
2nd detect thoughts, enhance ability
3rd blink, bestow curse
4th confusion, arcane eye
5th mislead, modify memory

The Art of the Game

Starting at 1st level, your proficiency bonus is doubled for one chosen gaming set.

Press your luck

At 1st level, when you gain this patron, you make a gamble with your patron 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 Persuasion) 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 still use the required spell slot, 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.

Double or Nothing

Beginning at 6th level, whenever you have advantage on an attack roll, saving throw, or ability check and your roll on the two d20's are the same number, the result automatically counts as if you had rolled a natural 20. However, life is a gamble. whenever you have disadvantage on an attack roll, saving throw, or ability check and your roll on the two d20's are the same number, the result automatically counts as if you had rolled a natural 1.

Alternately, when you have Advantage on an attack roll you can instead choose to use True odds.

True odds

Additionally, at 6th level, when you have advantage on an attack roll or ability check, you can give up advantage in place of a chance at a bigger pay off. You can gamble and roll with disadvantage but if the roll is successful, it is a critical hit/success.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Card counting

Beginning at 10 level, your understanding of the cogs of fate and destiny has reached new heights, and you now feel outside of misfortune’s grasp. Whenever you make an ability check or a saving throw and have disadvantage on the roll, the disadvantage is removed for that roll.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

All or Nothing

Beginning at 14 level, you are now able to set up gambles your patron in person would be proud of. As an action you may now draw a wager between you and one willing creature, when stating the term of the wager it must be accurate, truth-ful and well-defined. As you set the term you are also presenting the bargain to your patron and as such the term and rules must be clear to all parties. The consequences of the bet is the only part which does not need to be clearly defined and can be looselly explained (ex. "if you lose your skin will hardens" "if you lose you will not be able to drink again") which insinuate the truth while not clearly stating it so long as the statement is technically truthful. Both creatures must be willing and agree on all the terms for the pact to be formed. Whoever loses the bet first or break any of the stated rules, must make a Constitution saving throw of 25, or is turned to stone and subjected to the petrified condition until the effect is removed. The condition takes place instantly. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

You can’t use this feature again for 7 days after one of the participants has lost. Otherwise, you can use it again after you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/12/2020 8:29:54 AM
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8/12/2020 8:37:06 AM
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