Base Class: Warlock
Your patron is any deity connected to luck and/or chaos. Some of those try bringing bad luck, accidents or lies upon the world, while others reward risk taking or bargaining. Your patron can be Vergadain, the Merchant King, who advised you to seek your good fortune in any bargain that could be made and to amass fabulous wealth. Beshaba, goddess of misfortune, Lady Doom, and your function is to bring misadventure to anyone in your way. Or Her Sister Tymora, Lady Luck, desires you to involve less risk taking, pursuing your dreams and generally being helpful to other beings.
Expanded Cantrip List
Your patron gives you cantrips instead of Spells to choose from. This replaces the Expanded Spell List. At certain Warlock levels you may choose new Cantrips. You may choose cantrips from any Spell list. Those Cantrips count as your Warlock cantrips.
Cantrips list
| Warlock Level | Cantrips |
|---|---|
|
1st |
Choose and learn 3 Cantrips of your choice OR Roll a d6 and learn that many cantrips instead |
|
3rd |
Choose and learn 2 Cantrips of your choice OR Roll a d4 and learn that many cantrips instead |
|
5th |
Choose and learn 2 Cantrips of your choice OR Roll a d4 and learn that many cantrips instead |
|
7th |
Choose and learn 3 Cantrips of your choice OR Roll a d6 and learn that many cantrips instead |
|
9th |
Choose and learn 4 Cantrips of your choice OR Roll a d8 and learn that many cantrips instead |
Challenge your fortune
Starting at 1st level, your patron bestows upon you the ability to try your luck with minor magic. As a bonus action, you can cause your next cantrip to do something special or maybe nothing at all. Immediately after you cast a cantrip, roll on the "Feeling Lucky?" table. You may expend a spellslot to reroll the die and may choose which roll to use. You get to use this feature a number of times equal to your Warlock level divided by two, rounded up.
You regain all uses upon doing a short or long rest.
| Feeling Lucky? | |||
|---|---|---|---|
| d20 | Effect | d20 | Effect |
| 01 | You don't cast anything lose the lowest level Spellslot (if you don't have one you take 1d6 damage of a random damage type) and waste your action | 09-13 | Cast the cantrip normally except it deals 1d6 extra damage of the same damage type it already does |
| 02 | You don't cast anything and waste your action | 14-16 | Cast the cantrip normally. Roll a d20. If you roll a 20 cast the cantrip again. You may choose a new target |
| 03-04 | Your cantrip changes to a random target in range and you roll on a d20. if you roll a 1 the cantrip hits another random target. And repeat the process. | 17-18 | Cast the cantrip two times. You may choose a new target for each cantrip |
| 05-06 | Your cantrip changes to a random target in range | 19 | cast 3 additional random cantrips chosen from your cantrip list. You may choose a new target for each cantrip |
| 07-08 | Your cantrip changes to a random cantrip in your cantrip list | 20 | Cast the cantrip three times. You may choose a new target for each cantrip |
Did it work?
Starting at 6th level, you can urge your patron to alter destiny in your favor. Whenever an enemy succeeds an ability check,a saving throw or an attack roll, you can use this feature to force the enemy to re-roll the highest rolled die.Or whenever an ally fails an ability check,a saving throw or an attack roll, you can use this feature to force the ally to re-roll the lowest rolled die.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Did it hurt?
Starting at 10th level, you make sure anything hits as hard or as weak as it can. Whenever an enemy or an ally deals damage choose one of the damage dice and maximize the roll or minimize it. You may Use this feature only, your warlock level divided by 4 rounded up, times.
You regain all uses upon a short or long rest.
Did it help?
Starting at 14th level, you may share a bit more of your luck with your allies. After a long rest choose allies equal to the amount of your charisma modifier. Everyone you chose and you get a flat bonus to all of their damage which is equal to half of their damaging ability modifier rounded down. if an ally or you deal damage with this bonus that ally or you roll a charisma saving throw. DC = 13 - charisma modifier. If your ally or you fail that person loses that bonus until you use this feature again.
If you roll a 20 on the charisma saving throw you can make an enemy of your choice deal less damage equal to his damaging ability modifier the next time he deals damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/29/2020 1:24:09 AM
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314
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33
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A
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Coming Soon
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7/8/2022 6:40:13 PM
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582
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75
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B
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Coming Soon
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7/8/2022 6:47:46 PM
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573
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4
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C
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Coming Soon
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