Warlock
Base Class: Warlock

Know when to hold em, know when to fold em, know when to walk away and know when to run

Expanded Spell List

The Fiend 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.

Fiend Expanded Spells
Spell Level Spells

1st

bane, bless

2nd

phantasmal force, detect thoughts

3rd

nondetection, slow

4th

arcane eye, greater invisibility

5th

mislead, geas

Count Your Cards

Starting at 1st level, when you or any other creature you can see does or will do an action or make a roll that you are aware of, you can use the underhanded tricks of you patron to cheat fate and know the out come before it happens, when used on rolls or attacks you can specify which detail you wish to predict (i.e. you could choose to see the roll to hit with a sword or the damage it will do or what kind of attack the enemy will make), when used outside of combat you can get a small glance of the out come of actions such as the side a coin lands or a small amount of words said at the end of sentence. This ability is used as a bonus action and has an amount of charges equal to your proficiency bonus, all expended charges come back on long rest. 

Card Sharp

Starting at 6th level, you can use your underhanded magic to ignore normal casting requirements and seamlessly cast spells to confuse and deceive your adversaries. When casting a spell you can use this feature to ignore somatic and verbal components of the spell. You can also ignore material components if you have the components (or a spell casting focus of the same or higher value) on hand as long as the components aren't the focus of the spell and are not destroyed or altered by the spell.

Ace in the Hole

Starting at 10th level, you can alter the fate of actions you can see, whenever a creature that you can see or you yourself make a skill check, saving throw or attack roll you can use your reaction to impose advantage or disadvantage on the roll.

To use this feature you can expend on charge of count your cards and your reaction.

The House Always Wins

Starting at 14th level, when in dire need you can call on your patron to rig the course of fate to your will, on your turn you can use your bonus action to cause all skill checks, saving throws or attack rolls you make to succeed or fail at your will

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes