Warlock
Base Class: Warlock

Your patron is a former god of fortune. Over the years, they have fallen into oblivion, and they stopped receiving offerings. Their need for worship turned to greed, and it grew to the point of corrupting them. As their new and only servant, your task is providing them with offerings. In cash, mostly. In exchange they will reveal to you the secrets of the spiritual realms and bring you good fortune, as they used to in their days of glory. After all, if their servants' wealth grows, the more offerings the patron will receive. If you were to break the contract or forget to make your usual offerings, a feeling of greed would overcome you and wouldn't stop until you'd paid your debt.

Expanded Spell List


"If you didn't want me to open that chest, then you shouldn't have closed it! Duh!"

"Have you ever thought of a pet mimic? That would be like top notch security..."

"Oh, so you want my treasure? *Way too many traps and spells pop out* Good luck with that."


Your patron bestows upon you ancient knowledge to help you protect your wealth. You gain various defensive spells, as well as some handy tricks.

Fortune Spirit Expanded Spells
Spell Level Spells

1st

alarm, sanctuary

2nd

arcane lock, knock

3rd

glyph of warding, spirit guardians

4th

secret chest, faithful hound

5th

animate objects, awaken

Sacrificial offering


"A little bloodspill is as good of an offering as the most generous donation!"

"Trade offer: I get: Your soul. You get: Eldritch Blasted!"


 Starting at 1st level, you can approach any hostile creature that has been reduced to 0 hit points and perform a Spirit Looting as a Bonus Action in your turn. You gain a special currency named Spirit Coins. You gain a number of Spirit Coins equal to your Charisma modifier + your warlock level (minimum of 1). Spirit Coins have no weight and you can carry an unlimited number of them as long as you carry a symbol of your patron. For this purpose, your patron gifts you a Miniature  Offering Box, wich can be used to make offerings, both of common and spiritual currency, and works as an Arcane Focus. Any offering stored vanishes instantly and becomes power for your patron. If you happen to lose it, your patron can give you another one after 24h, but any accumulated Spirit Coins are lost.

There are two ways of spending Spirit Coins:

  • Your patron lends you their power to substitute a spell component that is worth a certain sum of money (for example, "300 gp worth of diamonds"). The Spirit Coins are consumed instead. 1 gp is worth 1 Spirit Coin.
  • You consume the Spirit Coins to recover spent spell slots. The price for a slot equals the slot level x10 Spirit Coins.

Both of these methods are automatically performed when casting a spell that uses the gained slot or materials.

Manifestation of Fortune


"What do you mean luck isn't a skill?"


Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

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

Counterwise Wheel of Fate


 "¿Me? ¿Cheating? I'd never do that! I'll show you my cards... UNO REVERSE!"


Starting at 10th level, whenever you have Disadvantage in an Ability Check or Saving Throw, you can overcome it and gain Advantage for that roll. If the roll was a contest, your rival gets Disadvantage for their next roll of the same type, too. If the same rival gets Disadvantage for another kind of roll from this trait, only the latest remains. Both actions must be decided before the roll. You can do this a number of times equal to your Charisma modifier per long rest.

Thousand Curses of Misfortune


"This is MATHEMATICALLY equal to breaking 153.8 orc-sized mirrors. I wouldn't leave your home if I were you..."


Starting at 14th level, when you hit a creature with an attack, you can use this feature to curse them with unlimited bad luck. All of their rolls have Disadvantage and their Proficiency modifier becomes -1.

The curse ends after a whole year has passed, if the victim dies, or if you dispell the curse. Dispelling the curse requires an hour long ritual and a cash offering of at least 1000 gp (which go directly to your patron, so don't you think of grabbing any coins)

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

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