Base Class: Warlock
you make a pact with an Omni powerful being with infinite knowledge on this plane and all other luck.
Mark of the D.M
You mark a target gaining knowledge on them. As a bonus action, you leave a mark on a creator/person (person must make a Charisma save) when marked you know where they are within 60ft of you. Also, you can send a 5-word message to the marked creature. You can do this equal to their proficiency bonus, you can only mark one creature at a time. Creatures stay marked for 1 minute and you cant remark a creature until the next dawn.
Marked when you deal damage to your marked creature you deal an extra 1d4 force Damage the damage upgrades at 6th (1d6) 10th(1d8) and 14th(1d10).
Know your Encounter
You ask your patron for some insight into your enemy. As a bonus, you can learn something about your enemy from the given list: 1: one of the ability scores, 2: current/max HP, 3: AC, 4:Weapon damage and their range, 5: Resistance/Vulnerability (if any, pick one). You can do this once per short rest but you can do this again if you expend a spell slot
Pulling Punches
You manifest all your and your patron’s power to defend yourself. When you are hit with an attack as a reaction you can roll d8 equal to your spell level (5d8) + your Chr mod and subtract that to the damage you would take. You can do this as many times as equal to a proficiency bonus
Grater Mark of the D.M.
Your mark of the D.M. becomes empowered due to your local service to the D.M. The Range increases to 180ft, you can send 15-word messages, and you can mark 2 people at once (Creatures stay marked for 1 hour and you cant remark a creature until the next dawn)
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