Warlock
Base Class: Warlock

Your patron is one of the many harbingers of chaos, powerful entities that represent the opposition to order and consistency in the multiverse. These forces can range from good to malevolent, or entirely alien in their moral code; they can be vast and unknowable, or spirits who delight in mischief. Beings of this sort include Ygorl, Slaadi Lord of Entropy; Hyrsam, the Archfey Prince of Fools; A powerful Topaz or Crystal Dragon; Tharizdun, creator of the Abyss; and various other beings of chaos.

Expanded Spell List

Your patron 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.


Spell Level

Spells

1

Chaos Bolt, Dissonant Whispers

2

Alter Self, Phantasmal Force

3

Blink, Tiny Servant

4

Confusion, Phantasmal Killer

5

Animate Objects, Temporal Shunt



 

Visions of Mayhem

Beginning at 1st level, Your patron has let you envision pure chaos, and grants you the power to force such a sight upon others. As an action, you can choose one creature that you can see within 120 feet and grant them visions of chaos that overwhelm the mind, causing them to make Wisdom saving throws at disadvantage for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Prankster’s Portal

At 6th level, you can magically evade harm and disorient your enemies. When you see a creature within 30 feet of you move towards you, you can use your reaction to instantly teleport to that creature's location, and they teleport to a point halfway between where you were standing and where they were standing. You are both facing the same directions that you used to be prior to the teleportation. The targeted creature must then make a dexterity saving throw, using the rest of their movement for the turn to continue moving in the direction they were moving prior to the teleportation on a failed save. Once you use this feature, you can't use it again until you finish a short or long rest.

Warding Flux

Warding Flux At 10th level, a constantly-changing protective energy flows through you. Whenever you finish a short or long rest, roll a d10 and refer to the damage type table below. You gain resistance to that type of damage until you finish a short or long rest.

Additionally, as a bonus action, you can force a creature that you can see to make a constitution saving throw. On a failed save, the creature gains vulnerability to that damage type until the end of your next turn, and you lose your resistance to that damage type. Once you use this bonus action, you can not do so again until you finish a short or long rest

 

d10

Damage Type

1

Acid

2

Cold

3

Fire

4

Force

5

Lightning

6

Necrotic

7

Poison

8

Psychic

9

Radiant

10

Thunder

Pandemonium

Starting at 14th level, you can subject enemies to chaotic transformations and punishments. As an action, choose a creature that you can see within 60 feet of you. Roll on the Pandemonium table below to determine the magical effect. Failing a Wisdom save against your Warlock spell DC, the creature suffers the effects of this roll. The creature must make a Wisdom save each round, and the effects end on the next turn after they succeed. 

If a rolled effect creates the effects of a spell that would normally require concentration, you must concentrate on this effect for its duration. The effect ends if you break concentration on said effect.

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

D20 Effect
01 The targeted creature glows brightly in a color of your choice for 1 minute. For the duration, ranged attacks against the creature are made at advantage, and melee attacks made against it by a creature within 5 feet of it are made at disadvantage.
02 A crowd of 2d4 commoners appears within 5 feet of the targeted creature, speaking quickly and frantically to it in an unknown language and following its movements for 1 minute, after which they'll disappear.
03 The terrain within a 10 foot radius of the targeted creature becomes difficult terrain of your choice for 1 minute.
04 The targeted creature suffers from the effects of the enlarge/reduce spell (roll a d2 to determine which version, with a 1 being Enlarge and a 2 Being Reduce).
05 The targeted creature's mind is addled. It has disadvantage on Intelligence saving throws for 1 minute.
06 The targeted creature becomes unable to speak, as a viscous iridescent goo fills their mouth for 1 minute.
07 The spell cloudkill is cast at 5th level, centered on the targeted creature.
08 1d4 large magical hands sprout from the ground within 10 feet of the targeted creature. The targeted creature and up to 3 other creatures (one for each hand) within 10 feet of it must make a Strength saving throw against your spell DC or be grappled for 1 minute, taking 2d6 force damage for each round that they are grappled. They can choose to repeat this saving throw each round as an action, freeing themselves upon a success.
09 The targeted creature suffers the effects of the confusion spell.
10 The spell fireball is cast at 3rd level, centered on the targeted creature.
11 A random Beast of challenge rating 4 or lower appears within 5 feet of the targeted creature, and is friendly towards you and your party, acting on its own initiative. It disappears after 1 minute.
12 The targeted creature's vision is blurred, giving it disadvantage on attack rolls for 1 minute.
13 The spell Otiluke's resilient sphere is cast at 4th level, centered on the targeted creature.
14 The targeted creature is teleported 60 feet to an unoccupied space you can see.
15 The targeted creature's Armor Class is decreased by 1 for 1 minute.
16 The targeted creature's speed is slowed by 10 feet for 1 minute.
17 The targeted creature grows strangely weary. It has disadvantage on Constitution saving throws for 1 minute.
18 The targeted creature's grasp on what it knows to be real grows tenuous, as chaos enshrouds it. It has disadvantage on Charisma saving throws for 1 minute.
19 A shroud of colorful, swirling chaos in the form of sphere with a radius of 5 feet enshrouds the targeted creature, causing the area to become heavily obscured, and causing it's speech and any sounds it makes to sound muffled to any creature outside of the affected area. If the creature moves, the sphere moves with it, and then dissipates at the start of the creature's next turn. If the creature dies, the shroud dissipates.
20 The targeted creature suffers the effects of the polymorph spell for 1 minute, turning into a beast of your choosing equal to or lower than the target's challenge rating or level.
   

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