Warlock
Base Class: Warlock

Your patron is a powerful and unpredictable being, a mortal that gained access to unthinkable magic that alters time and space. This magic revealed a previously unknown side of reality: alternate dimensions. However, your patron delved too far into their unstable discovery, trapping them in an abstract corner of existence. Through miraculous means, this being has found or developed a limited method of communication with your dimension. Its goals are as variable as its experiments and can range from world-shaking plots to mundane chores, since your actions in this dimension can have unforeseen consequences in others. The phenomenon that propelled your patron into its current situation is likely the first of its kind, so this being is completely unique. Its personality and motivations can fit almost any intelligent creature throughout the universe.

Expanded Spell List

The Mad Mage 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.

Mad Mage Expanded Spells
SPELL LEVEL SPELLS

1st

absorb elements, chaos bolt

2nd

blur, levitate

3rd

blink, slow

4th

greater invisibility, polymorph

5th

passwall, wall of force

Bonus Cantrip

At 1st level, you learn an additional cantrip of your choice from the warlock or wizard spell list. It counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.

Touch of Madness

Also at 1st level, your connection with your extra-dimensional patron sets your mind wandering to worlds unknown, allowing you to slip out of magical effects. When you make a Wisdom or Charisma saving throw, you can add 1d4 to the roll.

Experimental Magic

Starting at 6th level, your patron teaches you powerful but unpredictable methods of altering space and time. As a bonus action, roll a d20 and add your proficiency bonus. If you roll a 1 on the d20, you take 1d4 psychic damage. If you roll a 20, you can choose two of the following effects. Otherwise, on a success (DC 12), choose one of the following effects:

  • You teleport up to 120 feet to an unoccupied space that you can see.
  • For 1 minute, you can choose to automatically succeed on a saving throw or force an attack roll to automatically miss you. You must choose to do so before the roll occurs, and this effect ends once you do.
  • For 1 minute, you can see normally in darkness and magical darkness, see invisible creatures and objects, and automatically detect visual illusions, all out to a range of 60 feet.

If an effect has a duration, you can only have one of them active at a time, and it ends early if you fall unconscious. You can use this feature a number of times equal to your Charisma modifier, and you regain all uses when you finish a short or long rest.

Reality Shift

At 10th level, your patron can attempt to subtly alter your reality to prevent you from dying. When you are reduced to 0 hit points, roll a d20. On an 11 or higher, you disappear and reappear in an unoccupied space within 30 feet of you that is out of range of the source of the damage. This space is decided by the DM and should be the safest location for you on the current turn. If no such space is available, this feature cannot be used. In addition, you regain a number of hit points equal to the amount of damage you have received this turn, and any condition or effect placed on you this turn is removed.

You are the only creature immediately aware of this effect. If a creature triggered this feature, they believe you were never in your original location, and the cause of any irrational behavior is unknown. Observing creatures are not immediately aware of this phenomenon, but may sense something upon reflection.

Once you successfully use this feature by rolling an 11 or higher, you can't use it again until you finish a long rest.

Dimensional Rift

At 14th level, you learn how to open inter-dimensional portals. As an action, choose an unoccupied 5 foot cube that you can see within 60 feet of you. An undulating rift tears open in the space and closes after 1 minute or if you lose concentration (as if you were concentrating on a spell). The rift is opaque on all sides and creatures outside the rift cannot perceive anything inside it. Any non-living thing that enters it, including projectiles and spells, disappears from existence with no effect. Roll a d20 - the rift's effects are determined by this roll, as shown below. You can reroll this die once and must use the new roll.

  • 1-10: Creatures in this rift are projected forward through time and exit the rift in the same space that it entered 1d12 hours later. If that space is occupied, a creature is shunted to the nearest unoccupied space, taking force damage equal to the number of feet moved.
  • 11-16: Creatures in this rift are teleported vast distances through space and exit the rift at a random location on this plane, determined by the DM when this rift is created.
  • 17-20: Creatures in this rift are lost between dimensions and are removed from existence.

Whenever a Medium or smaller creature moves within 5 feet of the rift or starts its turn there, it must make a Strength saving throw against your warlock spell save DC. On a failure, it is pulled into the rift. If such a creature enters the rift's space, it automatically fails this saving throw. The rift's effect occurs for a creature 1 round after it enters. While inside the rift, a creature is no longer in the same dimension and cannot perceive anything on the outside, but it is still considered on the same plane of existence. A creature takes 3d8 force damage upon entering and exiting the rift.

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

Previous Versions

Name Date Modified Views Adds Version Actions
9/16/2019 4:50:17 PM
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8/1/2020 5:32:28 PM
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4
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2/14/2021 4:21:09 AM
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6/30/2022 1:56:24 PM
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