Warlock
Base Class: Warlock

You have taken a Pact with a being of luck, chance, or perhaps chaos in the hopes of a high-risk high reward. You took the ultimate gamble by selling your soul to a being of higher power than you to gain a taste of that power, or to further your gambling career. The being you serve could have many motivations for why it would lend its power to mortals. It could just want you to create chaos, maybe it wants you to spread its influence, or maybe it just wants to watch the world burn. It could be one of those things or something else entirely. Make sure to talk to your DM about what your patron expects from you.

Expanded Spell List

Your patron 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.

 

Spell Level

Spells

1st

Bane, Bless

2nd

Blur, Blindness/Deafness

3rd

Blink, Bestow Curse

4th

Death Ward, Confusion

5th

Mislead, Reincarnate

Magical Gamble

Your patron has implemented luck itself into your spellcasting and made every spell a gamble. Starting at level 1, if you roll a 1 on the attack roll of the first spell or cantrip you cast on your turn in combat, it goes wild. If you are out of combat, your cantrips cannot go wild in this way. When a spell you cast goes wild in this way, roll on the table below to create a magical effect. If the original spell was of 1st level or higher, the spell slot is wasted without the spell taking effect.

 

 

Magical Gamble Table

d100

Effect

d100

Effect

01-02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

51-52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.

03-04

For the next minute, you can see any invisible creature if you have line of sight to it.

53-54

You are immune to being intoxicated by alcohol for the next 5d6 days.

05-06

You emit a bright light for 60 feet and dim light for 30 feet. The color is the color of your spells or patron and you have disadvantage on stealth checks. This will go away in ten minutes or if [Tooltip Not Found] is cast on you.

55-56

Your hair falls out but grows back within 24 hours.

07-08

You cast  Fireball as a 3rd-level spell centered on yourself.

57-58

For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.

09-10

You cast Magic Missile as a 5th-level spell.

59-60

You regain a Warlock spell slot.

11-12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

61-62

For the next minute, you must shout when you speak.

13-14

You cast Confusion centered on yourself.

63-64

You cast Fog Cloud centered on yourself.

15-16

For the next minute, you regain 5 hit points at the start of each of your turns.

65-66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

17-18

Anybody that smells you smells their favorite smell. This ends when a person who can smell you doesn't have a favorite smell.

67-68

You are frightened by the nearest creature until the end of your next turn.

19-20

You cast Grease centered on yourself.

69-70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

21-22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute.

71-72

You gain resistance to all damage for the next minute.

23-24

Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.

73-74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

25-26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

75-76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

27-28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

77-78

You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.

29-30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

79-80

For the next minute, if you roll a one you do not have to roll on this table.

31-32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

81-82

You can take one additional action immediately.

33-34

Maximize the damage of the next damaging spell you cast within the next minute.

83-84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

35-36

You cast Disguise Self and look exactly like the last person you have seen. This lasts for 10 minutes then dissipates.

85-86

You cast Mirror Image.

37-38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

87-88

You cast Fly on a random creature within 60 feet of you.

39-40

You regain 2d10 hit points.

89-90

You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.

41-42

For the next hour, you become extremely lucky and gain advantage on any performance checks related to games of chance.

91-92

If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.

43-44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

93-94

Your size increases by one size category for the next minute.

45-46

You cast Levitate on yourself.

95-96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

47-48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

97-98

You are surrounded by faint, ethereal music for the next minute.

49-50

You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

99-00

For the next 30 minutes, you take a minute to short rest.

All or Nothing

At first level, when you make an ability check or attack roll but before you know if it succeeds you could choose to make the roll with advantage. If you still fail you gain disadvantage on the next three rolls. You can do this once per short rest.

 

At Higher Levels: At 3rd level you can do this twice, at 6th level you can do this three times and at 10th level, you can do this four times.

Raise the Stakes

As a bonus action at 6th level, you look at a creature within sight and channel all of your bad luck into it. That enemy has disadvantage on all rolls until the end of your next turn. On the other hand, you can, as a bonus action, put all of your good luck into a creature within sight and they get advantage on all rolls until your next turn. You can do this twice per long rest.

Ante Up

You are always the first to put your money in. At 6th level, you are able to add your charisma modifier to your initiative.

Bluff

Starting at 6th level, you gain a great poker face and gain proficiency in deception and performance (if you don’t already), and gain advantage on those checks.

Call

When hit at 10th level, as a reaction, you can cast a damaging spell or make a weapon attack against the creature that hit you. You add the damage you just took to the damage you do to the creature. You can do this once per long rest.

At Higher Levels: When you reach 14th level you can do this twice per long rest.

All In

Stating at 10th level, when you roll with advantage or disadvantage you roll with three dice.

Hit Me

When you reach level 14, when rolling on the magical gamble table, you can choose to roll an additional d100. If you roll above a fifty, you choose either your class abilities or your spell slots and regain all of them. Below a fifty and you cannot use any class abilities or 1st and 2nd level spell slots for a minute. On a fifty nothing happens. You get three uses of this that recharge on a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/10/2020 7:03:12 PM
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5/11/2020 5:47:46 PM
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5/26/2020 4:37:43 AM
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6/27/2020 9:15:23 AM
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