Warlock
Base Class: Warlock

Your patron is a god that has dominion over dimensions and planes. They desire to reenter their home plane after being banished to another reality. 

Expanded Spell List

The Dimensional 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.

Dimensional Expanded Spells
Spell Level Spells

1st

Eldritch Favor

2nd

Reality Shift, Misty step

3rd

Blink

4th

Banishment, Dimension Door, Resonant Echo

5th

Contact Other Plane, Planar Binding

Other Dimensional Magic

Starting at 1st level, all of your magic is touched by your patron. You cannot be tracked by locate creature, anti-magic effects no longer effect you, and you, your spells, and magic items on your person no longer show up on detect magic. 

Additionally anti-magic effects no longer effect you or creatures in a 5 foot radius originating from you. 

Planar Positioning

Starting at 4th level, you can call on your patron to alter reality so you and another creature made different choices and ended up in different places in space. As an bonus action on your turn you can trade places with a creature of an equal or lesser size class that you can see within 60ft. If the creature is willing the effect succeeds automatically, if not the target must make a Wisdom saving throw equal to your Warlock spell save DC. You can do this an amount of times per day equal to your Charisma casting modifier minus 1. 

Possibilities Paralleled

Starting at 7th level, your patron gives you this ability to peak into another reality and a change fate in your home dimension. Using the foresight gained from this ability three times a long rest you may add 1d8 to a saving throw, attack, or ability check. Additionally you may subtract 1d8 from another creature's saving throw, attack, or ability check by expending an additional use and using a reaction. Also as a reaction you can add 1d8 to any attack, saving throw, or ability check made by another creature by expending 1 charge. 

Shatter Reality

Starting at 11th level as an action you may use Shatter Reality 

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10; the number rolled determines what happens to the target as shown on the Shatter Reality Effects table.

 

Shatter Reality Effects Table 
d10 Effect
1-2 Vision of the Far Realm. The target takes 3d12 psychic damage, and it is stunned until the end of the turn
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 4d12 force damage on a failed save, or half as much damage on a successful save.
6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 5d12 force damage and is knocked prone.
9-10 Chill of the Dark Void. The target takes 5d12 cold damage, and it is blinded until the end of the turn.
The Dimensional Image

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