Base Class: Warlock
You have made a pact with an avatar of fated chance, an entity whose motives are veiled and verdicts binding, and who irrevocably governs the outcomes of countless finalities all around us. In striking this pact, you hope to add weight to your slot on the Wheel, to beckon and beg as its ticks slow to deliver you to good fortune. The Wheel is an impassive dealer of fates, however, and in every spin lurks the inescapable fact that a skewed result demands a heavy price.
Expanded Spell List
The Wheel 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.
Great Old One Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Nudge the Spin
Starting at 1st level, your awareness of the Wheel and its influence over fate gives you the ability to influence the fates of other creatures. You gain access to a special Wheel Die, with a number of sides equal to your Warlock level. When a creature other than yourself that you can see within 30ft makes an ability check, attack roll, or saving throw, you may use a reaction to expend this Wheel Die and roll it, and must then choose to have the Wheel Die's result added to or subtracted from the target's roll. You may choose to expend the die in this way after learning the die is rolled, but must do so before the DM declares the outcome of the roll.
When you Nudge the Spin in this way, you disturb the Wheel's usual roll. The next ability check, attack roll, or saving throw that you make is altered by the opposite effect of the result you Nudged. For instance, if a level 6 Warlock rolled a 6-sided Wheel Die and increased an ally's saving throw by 4, the next roll made by the Warlock is reduced by 4.
After using this feature once, you must complete a long rest before regaining access to it.
Seize the Threads
At 6th level, you learn to magically trace the lines of fate between you and every other creature tethered to the Wheel, empowering you to temporarily exchange places in fate with others. When at least two creatures make ability checks or saving throws simultaneously (eg, a saving throw to escape the breath weapon of a dragon), you may choose to swap the numbers rolled between two targets. This feature exchanges the resultant die rolls only, before ability modifiers are applied, and does not allow targets to escape from or apply advantage or disadvantage.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Durable Fate
Starting at 10th level, your fate can't be altered by means you do not consent to. You are immune to the bane, and any similar effects that would magically diminish a check, attack roll, or saving throw that you would make. If you would have disadvantage applied to an ability check, attack roll, or saving throw, you may make a DC12 Charisma saving as a free action. On a success, you do not suffer disadvantage.
Wrench Fate
At 14th level, you gain the ability to directly reach out and stop the Wheel midspin. When a creature other than you that you can see makes an ability check, attack roll, or saving throw, you may use your reaction to wrench the Wheel as it spins, and decide the creature's fate yourself. You cause a local disturbance in fate in the process, taking on that debt yourself. Choose one of the options below:
Victor. The target's roll is a critical success. A vacuum in local fatespace is created, and an upcoming ability check, attack roll, or saving throw that you make is selected at the DM's discretion to settle this imbalance, and becomes a critical failure.
Spoil. The target's roll is a critical failure. The local fatespace around you is suffused with unspent, cosmic potential, and the Wheel spins heavily. Each time you make an ability check, attack roll, or saving saving throw, roll 1d6 and add x, where x is the amount of previous d6 you have rolled with this feature. On a 6 or higher, the associated roll becomes a critical success, drinking the unspent potential from the space around you. Until then, all attack rolls targeting you are made with advantage, as the channels of bounteous fate are thrown wide around you.
After using this feature once, you must complete a long rest before regaining access to it.
Previous Versions
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3/9/2023 8:10:47 PM
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