Warlock
Base Class: Warlock

For those that are at the end of the line, sometimes you need to make a wager to get by. However, a wager with the wrong (or right) entity can lead to places and powers no ordinary mortal should wield. Through some happenstance, you’ve gambled with a patron, and in exchange, they’ve given you power, though you now owe them returns that may prove too much.

 

Examples of this kind of patron include the Gambler Black of Materra, [REDACTED] of Erranis, or any other archdevil or extraplanar creature willing to gamble for a soul. Of course, it’s not a one time deal, but power is power.

Gambling Adept

When you pick this patron at 1st level, you gain proficiency in sleight of hand or deception and a gaming set of your choice. You may use a deck of cards, set of dice, or other gambling game pieces as a spellcasting focus for your Warlock spells.

Beginner's Luck

Beginning at 1st level, your patron allows you to bend the luck of yourself and others in order to win big. At the end of a short or long rest, roll a d20 and save the number that was rolled. At any point before your next short or long rest in which you or someone else within sight makes a skill check or saving throw, you may choose to impose the value of your rigged dice on that roll instead of what was rolled. This expends your rigged dice. If this dice value turns failure into a success or vice versa, whichever benefits you, you gain advantage on your next attack roll or saving throw, whichever comes first.

Wager of the Weave

Beginning at 6th level, you gain the ability to wager on your chances of success with your patron. Whenever you make an attack with a cantrip or spell, you may wager an amount of hit dice up to your warlock level, and determine a result on which you are wagering. If the spell targets multiple creatures, pick a single designated target. The wager can be on one of the following:

  • The spell hitting the designated target
  • The spell missing the designated target
  • The target failing the saving throw (The designated target cannot choose to purposely fail the saving throw)
  • The target succeeding the saving throw

If the contingency is met, you gain one benefit of your choice out of these options:

  • Roll those hit die and regain hit points based on the number rolled plus your CON mod
  • Gain bonus damage die on your next spell attack that hits, with an amount equal to how many hit dice you wagered. This extra damage is a d4 per hit die, becoming a d6 at level 10 and a d8 at level 14. The element of this damage is determined by the spell’s damage type.
  • Gain a bonus to you or a target allied creature’s saving throw, equal to the amount of hit die wagered. This bonus can be given to one allied creature you can see within 30 feet of you, increasing to 60 feet at level 10, and may be used once within the next 10 minutes. The bonus is given on wager resolution.

When the wager ends, contingency met or not, you expend the wagered hit dice. If the contingency is not met, you are dealt damage equal to the rolls of the hit dice wagered.

Double Down

Beginning at 10th level, you gain the thrill of risking it all for the satisfaction of a big payout. Once per turn, you may choose to take a -5 penalty to any spell attack roll or DC in exchange for +10 to the damage roll. For any AoE spell, this extra damage and lowered DC applies to only one target.

Jackpot

Beginning at 14th level, your patron gives you the payouts you so desired. When you roll a 20 on an attack roll or saving throw, you regain one spell slot. If you have all of your spell slots, you instead regain health equal to your level + your CON mod, with any over your maximum becoming temporary hitpoints.

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