Warlock
Base Class: Warlock

Your patron is an inscrutable goddess of immense reality-bending power, a mysterious deity who serves as patron to gamblers, dare-devils, risk-takers, and fools. The Luck inexplicably deals out her fortune, or misfortune, to whomever she pleases. With warlocks as her pawns, she plays a mercurial game of chance against the fates, adding chaos and improbability into the world. Her motivations in why she chooses her warlocks are as varied as they are mysterious. Perhaps she wishes to support those who take risks, defy fate, or simply play with the lives of boring mortals. Though she may have few true followers, many still pray to The Lady hoping she may smile upon them.

Expanded Spell List

1st-level Lady Luck feature

Lady Luck 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.

Lady Luck Expanded Spell List

Spell Level Spells
1st Bane, Bless
2nd Enchance Ability, Magic Weapon
3rd Bestow Curse, Remove Curse
4th Death Ward, Freedom of Movement
5th Circle of Power, Reincarnate

Beginner's Luck

Beginning at 1st level, Lady Luck has chosen to smile upon you. You gain the ability to channel good luck for yourself and others. Whenever you or a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to roll 1d4 and add the number rolled as a bonus to the roll.

You can choose to use this ability after the initial dice roll, but must use it before the DM says whether the roll succeeds or fails.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all of your expended uses of Beginner's Luck when you finish a short rest.

All or Nothing

Also at 1st level, you can attempt to push your luck beyond its limits. On your turn, you can choose to instead roll an attack roll, ability check, or saving throw with a d2, instead of a d20.

Choose either Heads or Tails, or roll a d20: 1-10 = Tails, 11-20 = Heads. On a success, the roll is a critical success and you regain a spell slot. On a failure, the roll is a critical failure and you expend a spell slot.

No other feature, ability, or modifier can be used to affect the outcome of this feature. This feature cannot be used with advantage or disadvantage.

Once you use this ability, you must finish a long rest before you can use it again. Starting at 10th level, you can use it twice before a long rest, but only once on the same turn.

Everything's Looking Up

Starting at 6th level, things just start going your way. You have advantage on all Charisma (Persuasion), Charisma (Deception), and Charisma (Performance) checks against any creature of your choice that isn’t hostile toward you.

In addition, you gain an uncanny ability to remain safe in dangerous situations. You have advantage on Dexterity saving throws against effects such as traps and spells. To gain this benefit, you can't be incapacitated.

Million-to-One Chance

It’s a million-to-one-chance, but it might just work! Beginning at 10th level, you can call on your patron to intervene on your behalf when your need is great.

Imploring your patron’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Warlock level, your deity intervenes. The DM chooses the Nature of the intervention; the Effect of any Warlock spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

All The Luck

Beginning at 14th level, your patron can grant you all of the luck. For 1 minute you implore your patron to bestow her divine favor upon you, making you the luckiest being alive. For the next 8 hours you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

Previous Versions

Name Date Modified Views Adds Version Actions
6/25/2021 6:10:00 PM
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6/25/2021 6:26:41 PM
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