Warlock
Base Class: Warlock

Where other warlocks have masters, you play a much more dangerous gamble. The Eternal Game was once a simple set of rules and taboos to keep godly wars from destroying the universe; eons of bureaucracy, development, and automation have turned it into something more powerful and nuanced. Now, the Eternal Game is equal parts bargaining, underhanded regulations, and dares. Most mortals never play the Eternal Game on their own behalf, but with ancient rites and a bit of luck, you are one such player, empowered by your first victory. The costs of losing in the Game are great--you can lose memories and knowledge, be struck with strange taboos, or have the right to your own destiny ripped away in a few key moments. Some warlocks even lose their souls, becoming nothing more than bargaining chips in another player's hoard. But there is a freedom of sorts. Where other warlocks are bound to a patron, your destiny is your own to gamble--so long as you keep winning.

Expanded Spell List

In order to succeed at the Eternal Game, 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.

Kraken Expanded Spells

SPELL LEVEL

SPELLS

1st

bane, command

2nd

augury, find traps

3rd

magic circle, nondetection

4th

compulsion, secret chest

5th

commune, mislead

Push Your Luck

When you hit with an attack that deals damage, you can pull at the strings of fate and push your luck. When you push your luck, you make the attack roll again, with disadvantage (this attack does not gain any advantages of the original attack). If this second attack hits, you add 1d6 to the damage result of the first attack. If the attack misses, then the original attack continues as normal. If both attack rolls for the second attack fail to hit the target's AC, then your original attack is treated as a miss.

At 6th level, the extra damage of this ability increases to 2d6. At 12th level, it becomes 3d6, and at 18th level, it becomes 4d6.

Fix the Odds

You know the fine magic of making a deal. Choose one of the following skills: Deception, Intimidation, Insight, or Persuasion. You gain training in the chosen skill, or if you already have training, you gain expertise.

In addition, the Eternal game protects you in times of parley. Whenever you are actively interrogating or negotiating with a willing creature, then you gain the effects of a sanctuary spell against that creature and its allies. A creature who does not engage with your attempts to negotiate does not trigger this effect, but a creature pretending to engage with you for another purpose does.

Cheat Death

At 14th level, your power is such that you can pull the strings of Fate to cheat Death itself. When you would drop below 0 hit points, or when you would be affected by an effect that imparts the charmed, paralyzed, petrified, restrained, stunned, or unconscious conditions, you can use this ability as a reaction to take no damage and suffer no conditions from the triggering effect. In return, you take two levels of exhaustion. If the triggering effect deals more damage than half your maximum hit points or is permanent, you instead take three levels of exhaustion.

Winning Streak

You have amassed great power in the Eternal Game; at a whim, you can cash in a minute portion to grapple for the reins of fate itself. At the start of a round, you may declare you are using your winning streak as a reaction, and it lasts until the end of the same round. Until then, each time a creature within 120 feet makes a d20 roll, you can force them to reroll the d20 after seeing the results. This ability also affects targets outside of the explicit range of winning streak, as long as they are making an attack or using a skill against a creature that is within range. If you target yourself with this ability, you gain advantage on the reroll. You can force a maximum number of rerolls equal to your Charisma modifier. You can force a reroll on a reroll you don't like, but each additional reroll counts as twice the number of rerolls as its predecessor for the purpose of expending all your rerolls (two for the second reroll, four for the third, etc.).

You must finish a short or long rest before you can use this feature again.

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