Warlock
Base Class: Warlock

You have made a pact with the forces beyond reality. These strange beings are called for a reason unknown to you, as the Dice Gods. The Dice Gods hold dominion over chaos, luck, and chance. Skill and ability mean nothing to them, as they choose whether any endeavor succeeds or fails. Their goals and schemes are beyond your understanding, you are one of many pawns in their game of millennias. However one thing is clear, these beings seek and thrive on chaos, and that which is unexpected. You need only know this, anything you achieve is through their gracious will alone. And every time you fail, it is they who have decided that it must be so. 

Expanded Spell List

The Dice Gods let 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.

Dice Gods Expanded Spells
Spell Level Spells

1st

Silvery Barbs, Chaos Bolt

2nd

Fortune's Favor, Nathair's Mischief

3rd

Bestow Curse, Blink

4th

Confusion, Divination

5th

Commune, Skill Empowerment

Fortelling of Bedlam

Once after every long rest, you receive a premonition from the Dice Gods. Roll a d8, and consult the table below. 

Dice roll

premonition

1

Do not go outside, stay in bed. Do not attempt even anything remotely risky. The Dice Gods are in a malevolent mood today. Once until the next long rest, the DM may instead of allowing you to roll, gift you a critical failure. 

2 - 3

The random currents of fate and chance have begun to turn against you. If you have inspiration, you lose it. 

4 - 5

The Dice Gods have neither a penchant for failure, or a desire for your success today. The first time you have disadvantage on a roll, and the first time you have advantage on a roll today, you roll normally. 

6 - 7

The Dice Gods have gifted you with the potential for success, use it wisely. If you do not already have inspiration, you gain one. 

8

Today is a day where the most unlikely ploys succeed, a day for mad plans and high risks. The Dice Gods have blessed you with unparalleled luck and favor. Once until the next long rest, you may choose that the roll you are about to make will be a critical success. 

Skill with Chance

While others may see chance as completely random, you know better. Through your experience with the whims of the Dice Gods, you gain expertise with the playing card, and dice sets. 

Induce Chaos

Starting at 1st level, your connection to the beings of chaos allow you to induce chaos into seemingly ordinary events. When a creature you can see within 60 feet of you is about to roll a d20 without advantage or disadvantage, you can use your reaction to apply disadvantage or advantage on that roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Chaotic Surge

Starting at 6th level, when a spell is cast within 60ft, that you can see, you can use your reaction and force the caster to roll on the Wild Magic Surge table. If that effect is a spell, it doesn't require concentration in this case and the spell lasts for its full duration. The DM may also choose to expend this feature after you cast a spell, as the Dice Gods use you to release chaos into your surroundings. In this case, your reaction is not used.

Once this feature is used, you can’t use it again until you finish a short or long rest.

Tumultuous Triumph or Collapse

Starting at 10th level, you can choose to toe the line between great success or terrible failure. When you make an attack roll or a damage roll, you can choose to use this ability and roll a d4. On an even number, you achieve a critical success on that attack, or roll the maximum amount of damage on the roll. On an odd number, you achieve a critical failure, or roll the minimum amount of damage. 

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

Roll the Dice

At 14th level, you learn to warp reality and bend fate by changing the dice. Once per long rest, any time a creature or the DM rolls dice, you can choose to replace the dice that they use. You can then choose to either raise that dice up by one, or down by one. For example, a d4 might become a d6, or a d20 might become a d12. The highest you can raise the dice is to a d20, and the lowest to a d4. If this targets an unwilling creature, they must make a Charisma saving throw, with the DC as your Warlock spell save. 

Previous Versions

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