Base Class: Warlock
You are now marked with a brand that encircles your wrist, since your encounter with the being you have noticed you feel a little bit differently, not neccesarily in a bad way, but different none the less.
Expanded Spells
SPELL LEVEL SPELLS
1st Dissonant Whispers, Hideous Laughter
2nd Gust of Wind, Phantasmal Force
3rd Wind Wall, Stinking Cloud
4th Confusion, Death Ward
5th Awaken, Dominate Person
Losing Control
Starting when you choose this "patron" at 1st level, your spellcasting can unleash surges of untamed magic. When you cast a spell you make a constitution saving throw versus your spell save DC. On a failed save you roll and effect off the Wild Magic Surge table.
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.
03–04
For the next minute, you can see any Invisible creature if you have line of sight to it.
05–06
A modron (Monodrone, Duodrone, etc.) chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07–08
You cast Fireball as a 3rd-level spell centered on yourself.
09–10
You cast Magic Missile as a 5th-level spell.
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.
13–14
You cast Confusion centered on yourself.
15–16
For the next minute, you regain 5 hit points at the start of each of your turns.
17–18
You grow a long beard made of tentacles that remains until you cough, at which point the tentacles pop off and climb down you and into the shadows where they disappear.
19–20
You cast Grease centered on yourself.
21–22
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23–24
Your skin turns a vibrant shade of color and your hair a different color of the DM’s choice. A Remove Curse spell can end this effect
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.
27–28
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29–30
You teleport up to 60 feet to an unoccupied space of your choice that you can see.
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.
33–34
Maximize the damage of the next damaging spell you cast within the next minute.
35–36
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37–38
1d6 flumph controlled by the DM appears in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39–40
You regain 2d10 hit points.
41–42
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43–44
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45–46
You cast Levitate on yourself.
47–48
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49–50
You can’t speak for the next minute. Whenever you try, black smoke bellows out of your mouth.
51–52
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53–54
You are immune to being intoxicated by alcohol for the next 5d6 days.
55–56
Your hair falls out but grows back within 24 hours.
57–58
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
59–60
You regain an expended spell slot.
61–62
You change genders for d6 + 2 days.
63–64
You cast Fog Cloud centered on yourself.
65–66
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67–68
You are frightened by the nearest creature until the end of your next turn.
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.
71–72
You gain resistance to all damage for the next minute.
73–74
A random creature within 60 feet of you becomes poisoned for 1d4 hours.
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.
77–78
You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
79–80
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next thirty seconds and then they change to hornets and smoke for the next thirty seconds.
81–82
You can take one additional action immediately.
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.
85–86
You cast Mirror Image.
87–88
You cast Fly on a random creature within 60 feet of you.
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.
91–92
If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93–94
You change race for 2d12 + 4 hours, roll on Reincarnate table to find out to what.
95–96
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97–98
You are surrounded by faint, tribal drum music for the next minute.
99–00
You regain all expended Warlock spell slots.
Shadow Visions
Starting at 1st level:: You are Quick to notice details of your environment, you gain the following benefits:
• Increases your Intelligence or Wisdom by 1, to a maximum of 20.
• If you can see a creature's mouth while it is speaking a language you understand, you can interpret their words by reading their lips.
• You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.
Up In Smoke
Starting at 6th level::
You seem to disappear when you want as if youve simply gone up in smoke, you are very quick and nimble on your feet and scaling city walls is no struggle for you!
+1 Strength or Dexterity, +5 ft. Speed, Acrobatics or Athletics proficiency
Elusive
At Level 10 You gain the following benefits:
- You have advantage on any Dexterity (Stealth) check made to hide when you are in dim light or darkness, even if you are hiding from creatures with darkvision or similar senses.
- After you have taken the Hide action, you can move at your full speed without revealing your position.
- Whenever you roll initiative in an environment of dim light or darkness, you can simultaneously take the Hide action if there is an appropriate place to hide within 5 feet of you.
Crystal Ball
At level 14 You possess the unique ability to see the future. Whether this be because a higher being has given you their blessing, or you somehow manifested this power yourself, you can now see vague scenes from the future.
You have a set of Future Points equal to your character level. You can only regain one Future Point after a short rest or all Future Points after a long rest.
As an action, you can look into the brief future and determine what the most likely outcome will be and the DM will roll a d8. If the roll is a 3 or higher your vision will be fairly accurate and on a 2 or lower your vision will be flawed. You will not know if your vision is accurate or flawed.
When in combat, if you can convey to your allies what your opponents will do without your opponents overhearing, you can impose disadvantage on your opponents attack rolls and saving throws and give your allies advantage until your next turn. Conversely, if your vision is flawed and you convey to your allies the results, your opponents instead have advantage against your allies who have disadvantage until their next turn.
When outside of combat and you use this ability, you make an inquiry to the DM about an event or time frame and what is likely to happen. The DM can respond as vaguely or clearly as they would like and the contents of their response would mirror the dice results.
If you overuse this ability you will be unable to see the future again for 1d4 days.