Base Class: Warlock
Your patron is a player in the game of life as you know it, able to shift the pieces and roll the dice that define the world you know. Exactly what such beings desire by sponsoring you is often inscrutable, but your patron's drive to ensure the creation of a good story - with characters such as yourself - is clear. Sometimes this can involve the taking of a more difficult path and the endurance of hardship. Beings such as these include the legendary likes of Mathew Mercer, Brennan Lee Mulligan, Isabella Rolland, Aabria Iyengar, Brian Murphy, and Emily Axford.
Expanded Spell List
The Player 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.
PC Creep
Starting at 1st level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d4 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. The die increases to a d6 at level 6, and a d18 at level 10. At level 14, you can choose to give this bonus to an ability check or saving throw made by an ally.
Once you use this feature, you can't use it again until you finish a short or long rest.
Metamagic
At 6th level, your patron's metaknowledge gives you the ability to twist spells to suit your needs. You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. Additionally, you gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points gained from this otherworldly patron feature when you finish a short or long rest.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
- When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
- You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
- You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb re.
Plot Armor
Beginning at 10th level, your patron's investment into the continuation of the story gives you the ability to withstand harsh conditions. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally, you have advantage on Constitution saving throws against being blinded, deafened, or exhausted.
Existential Crisis
Starting at 14th level, you gain the ability to briefly expose the truth of your world to others. As an action, you can choose a number of creatures up to half of your proficiency (rounded down) to learn that they are merely characters in a TTRPG. The target creature(s) are overcome with the knowledge that they are living as playthings to greater beings and take 2d10 psychic damage. Additionally, the target(s) must make a Wisdom saving throw or become frightened. The target can make an additional Wisdom saving throw at the end of each of its turns.
If the creature you choose has an Intelligence of 3 or lower, the creature is unaffected.
You must finish a short or long rest before you can use this feature again.
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Posted Jul 4, 2023I forgot to list the extended spells, but the mechanics are in D&D Beyond: