Warlock
Base Class: Warlock

There's a sad run-down tavern in the woods. Inside there are only two souls, one who is desperate for their life to turn around and will risk anything for that goal. The other will be the winner. They hold but a pair of glowing dice, inside rattle the souls of those who have lost in life and their ready to add another to their collection. This is a warlock of the gambler, someone who risked it all in a game of chance with a being of another world such as a fey or fiend.  Whether they won the power they desired or lost their soul to their opponent is up to you, but one thing is certain. They've come to love the game, the gamble, and the risk, and they're ready to roll the dice.

Gamblers Luck

You live life on the edge, a step away from ultimate victory or crushing defeat. When you roll a D20 and roll a 20 you automatically succeed in the check or saving throw. However, if you roll a 1 on a D20 you fail on the check or saving throw and a terrible consequence unfolds. "What's the worst that can happen?"

Souls Companion

Starting at 1st level, your soul is bound to the game. You gain a gaming implement such as dice, cards, or a roulette table. The object becomes a focus for your spellcasting you can also teleport the object to your hand as a bonus action. In addition, you can control the outcome of your implement such as which number you will roll or what card you will draw. Discovering the cheating nature of the object can only be done through magical means. If this object is ever destroyed an exact duplicate is created in your free hand. "Today is not your lucky day."

Quirk of Fate

At 1st level, you learn to bend luck to your will...at a risk. As a reaction, you can select a creature within 60 feet of you and roll a D6. On a roll of 4 and above the selected creature gains advantage on all attack rolls, saving throws, and ability checks for the next minute. On a roll of 3 and below the selected creature gains disadvantage on all attack rolls, saving throws, and ability checks for the next minute. On a roll of 1, you roll the dice again and apply an additional effect based on which number was rolled. 

  1. Souls of the forgotten flood the body of the selected creature. The creature becomes incapacitated until the end of its next turn. 
  2. The creature's visage becomes distorted and terrifying. All creatures that can see the target become frightened of the creature until the end of your next turn. 
  3. The creature's eyes become replaced by bloodstained dice. The creature becomes blinded until the end of its next turn. 
  4. The creature's body becomes misty and unfocused. The creature gains the ability to cast misty step at will until the end of its next turn. 
  5. The creature's mouth disappears leaving only melted-looking skin. The creature cannot talk until the end of their next turn. 
  6. Souls of the damned swirl around the selected creature in a maelstrom possessing all they can reach. All creatures other than the creature become incapacitated until the end of its next turn. 

You can only use this ability a number of times equal to your proficiency bonus. You gain all expended uses after a short or long rest. "Karma is impossible, luck is forever."

Dealer of Souls

At 6th level, you can let souls be your currency. When you play a game with someone you can both agree to stake your souls on it. Both you and the opponent must do this of their own volition and free will. If you win this game the loser is charmed permanently and you can store the soul of the loser in your spellcasting focus, you can hold a number of souls equal to your charisma modifier. While you are holding your spellcasting focus on your person you can expend one soul as a free action to gain one of the following effects. 

  • You regain one of your spell slots that you have expended. 
  • The next time you use the quirk of fate feature you can forgo rolling the dice and choose what number you roll (if you choose 1 you still must reroll the dice and gain both effects based on your new roll) 

If you lose this game then you must follow all of the winner's instructions without fail but you are not charmed. Additionally if you  expend a soul the original owner of the soul is no longer charmed by you. "A soul is but a poker chip, and pokers my lucky game."

Ultimate Stakes

Starting at 10th level, fate becomes just another game to you. As a reaction, you can expend one use of your quirk of fate feature and target one creature within 60 feet of you (Including you). The next time they make an attack roll, ability check, or saving throw they do not roll a die instead they flip a coin. On heads, it is treated exactly as if they rolled a 20 naturally however if they get tails then it is treated exactly as if they rolled a 1 naturally. This roll is subject to your gambler's luck feature, critical hits, and natural 20s and 1s if you are using that rule. "Surly it can't happen AGAIN, right?"

Soul of a Gambler

Starting at 14th level, you become a master over souls. When you have your spellcasting focus on your person when you expend a soul for your Dealer of Souls feature you can select these two additional effects. 

  • You summon the original owner of the soul you expended. This creature must follow all of your verbal instructions without fail to the best of its ability. The creature you summoned returns to its original location after 1 hour has passed. 
  • You can select one Eldridge invocation. For the next hour, you have that invocation in effect. This does not count for the maximum number of invocations you can have.  

Additionally when you lose a game with your soul on the line you must only perform one action for the winner to the best of your ability. "Let us make a deal."

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