Base Class: Warlock
Your patron is a powerful being of the Astral Plane that manipulates fate through the Arcana and the souls of creatures. You have signed a contract to enter their realm through your dreams and gain a deeper understanding of your fate. Your pact with that being allows you to summon the power of your Astral Body to aid you in combat and gain access to magic through your bonds.
The chance at this contract is earned through a test of your will against ruin when it seemed there was no hope for you. You might be driven to use this power to break through barriers not open to the average person. Where there is oppression by a massive force, you will be driven to tip the scales in the favor of rebellion. Where there is lies and corruption, you will be there to seek the truth.
The Wildcard is a being that looks to tip the scales of fate in the direction of salvation for the races of the multiverse, sometimes in ways that not all would agree. It's methods include using artifacts like the Deck of Many Things. It carves out a realm for itself somewhere within the vast Astral Sea.
Most often a soul might find themselves in the domain of the Wildcard on their way to the outer planes after death and offered the contract if they are found to be a good candidate against ruin, possibly returning to life. When there is a high risk of ruin and little to stand against it, the Wildcard reaches out to the dreams of their candidates to offer their power. The Wildcard changes its form and the shape of its domin to reflect the soul of the person who visits them or to represent the challenges they are facing. One person could visit a golden library run by a angelic being and another could awaken on a endless carriage ride being greeted by a drunken old man. No matter their appearance their role remains the same, to create salvation against ruin, but be careful as this doesn't always mean the same as peace. Warlocks who loses their will to stand against ruin may find their connection to the Astral Plane weakened and eventually their contract voided.
Expanded Spells List
The Wildcard 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.
Expanded Spells List
SPELL LEVEL | SPELLS |
---|---|
1st | bless, bane |
2nd | alter self, zone of truth |
3rd | beacon of hope, bestow curse |
4th | summon elemental, summon construct |
5th | summon celestial, summon draconic spirit |
Arcana Links
Starting at 1st level, you gain the ability to draw power from the souls of your friends and allies. When you form a strong bond with a creature, that bond gives you access to an Arcana based on their strongest traits(listed next to the arcana). A creature need only have one of the traits to be associated by the arcana and that creature is not defined by all of the traits. The DM may even rule that the Arcana you gained from a creature has changed due to the creature having an epiphany, change of heart, or by having some reason to treat you much differently. You automatically obtain The Fool, which represents your connection to your patron, the Wildcard. You may obtain as many arcana as you have strong bonds(as determined by the DM) but may only use the effects of up to 2 Arcana at a time. (Increasing to 3 at 10th level)
You can change out your equipped Arcana using a action.
Balance
(Cautious, Opposite, Harmony) Once per long rest, when you or an ally you can see takes damage, you can give resistance to that attack's damage type and give yourself vulnerability to another damage type until their next long rest.
Comet
(Talented, Confident, Powerful) Fate favors you in victory. When you find money in a treasure hoard, it is increased by 10%.
Donjon
(Arrogant, Authoritative, Condemned) When initiative is rolled, you may immediately use a reaction to target a hostile creature you can see. It makes a CON save, on a fail both you and the creature are vulnerable to the first damage taken in that encounter.
Euryale
(Toxic, Quick to Anger, Sensitive) At the start of a long rest you may go into a deep slumber, turning yourself to stone for 8 hours, gaining the effects of the spell Feign Death during this time. At the end of the duration you shed the stone and are cured of any exhaustion, poisons, and any scars you have are removed.
Flames
(Passionate, Destructive, Kind) Once per rest, when an ally you can see would take fire or radiant damage you can use your reaction to cause them to be healed by that amount instead.
Gem
(Potential, Wealthy, Obsessive) A pocket dimension is made for you in the realm of the Wildcard. You can use an action to reach into one of your pockets and either store or retrieve an item from that pocket dimension. Any creature that attempts to enter the pocket dimension takes 1d10 bludgeoning and is ejected out.
Idiot
(Free, Ignorant, Misguided) Reduce your INT score by 6. Increase one ability score of your choice by 2. Also you lose the memory of the last day. You may also choose to reduce your INT score by 4 and forget nothing.
Jester
(Free, Madness, Spontaneous) After the end of a long rest roll 2d6. One of the rolls determines an ability score type. The other determines how much that ability score lowers. You choose which determines the ability score. If you roll the same number on both d6, instead gain no ill effects.
1 - STR
2- DEX
3 - CON
4 - INT
5 - WIS
6 - CHA
You gain the power of one Arcana that you have not obtained.
Key
(Multitalented, Knowledgeable, Prestigious) Door locks that have a lockpick DC below your spell save DC to unlock, unlock themselves as you approach them.
Moon
(Inspirational, Trickster, Creative) During a long rest you can focus on two creatures whose names you know and have seen in person, the next time those creatures sleep their dreams are joined allowing them to communicate as though in a Dream spell in your control.
Rogue
(Romantic, Rebellious, Impulsive) If you are surprised, you may take your turn as normal on your initiative.
Ruin
(Wrathful, Vengeful, Weakened) Equipping this Arcana breaks your pact with the Wildcard, then you are put under the effects of the Contact Other Plane spell. A primal creature from a plane of chaos, such as Limbo or the Abyss then becomes your patron and seeks to destroy your soul. In exchange for this curse you become immortal, gaining eternal life until you are consumed by chaos.
Skull
(Mysterious, Changing, Existential) When a creature within 100 ft. of you dies, its spirit becomes bound to its’ remains for 10 minutes, remaining nearby. It is visible to you and to creatures that can see through invisibility. Creatures that can see the spirits can converse with them if they share a language. This also extends the resurrection timer for the purposes of spells like Revivify by 10 minutes.
Star
(Generous, Lucky, Hopeful) Once per long rest, when you or a visible Arcana Link fails an ability check, saving throw, or attack roll, you may choose to reroll and take the new result.
Sun
(Happy, Optimistic, Role-Model) You can use your action to cleanse the fear or charmed condition from one creature from one creature that can hear you by giving them words of encouragement.
Talons
(Warring, Commanding, Physically Strong, Self Assertion) Once per long rest, you can touch a Arcana Link. If there is a creature within 1000 ft. that will become hostile on sight to the Arcana Link, they receive a vision of its face. If the creature doesn’t have a face they obtain an understanding of its general features.
The Fates
(Divine, Manipulated, Apathetic) Once per long rest, you can use an action to touch a creature and gain insight into its future. Over the next minute you receive vague visions, hinting at the next important event fated to happen to this creature.
The Fool
During a long rest, you can visit the domain of the Wildcard through your astral body. During the time you are visiting the Wildcard your material body cannot be awoken. If you spend your long rest in the Wildcard's domain, it is completed in 4 hours.
The Knight
(Loyal, Respectful, Honorable) Gain +1 in an ability score of your choice. Each time you speak a lie, steal, or hide, take 4d6 psychic damage.
The Throne
(Leader, Desperate for Control, Motherly, Fatherly) A servant in the form of a smartly dressed humanoid attendant is carved out of the astral plane and appears before you when you equip this Arcana. The attendant serves you or whomever you allow it to receive orders from. It has the stats of a Commoner and is dull but, it slowly develops a personality and skills the longer it remains in existence. When you change from this Arcana the servant disappears.
The Void
(Gluttonous, Solitude, Hidden) You gain the benefits of the Bless spell(without concentration) while in darkness.
Vizier
(Educated, Conservative, Pious) You can spend one hour performing a ritual to ask a question. If a creature you know or one of your allies knows has the answer to this question, the ritual reveals that creature's name.
Learned Persona
At 1st level, you can make an insight check against any creature you are meeting for the first time against their deception check. On a success you learn their strongest personality trait and gain advantage on CHA checks against them until they become hostile against you. A hostile creature cannot be affected by this ability.
Summon Astral Body
Starting at 6th level, when you cast a spell that summons a single creature, it's appearance changes to that of your soul or astral body, (determined by you) augmented by the nature of the spell and remains your ally throughout the spell's duration. Concentration on a spell that summons your astral body cannot be broken by damage.
Tied Together
Starting at 10th level, you gain an innate sense for the well being of those with whom you share a strong bond. When a creature you have a Arcana Link with is knocked unconscious or is killed, you magically learn this and gain a short vision of their location.
Once per long rest, if a creature you have a Arcana Link with would die, you can pull on the strings of fate to allow them to miraculously survive. Roll 1d4 and gain that much exhaustion, in exchange they survive with one hit point.
Grand Summoning
Once per long rest, when you would summon your astral body, you can have it take the form of a creature that you have a Arcana Link with for 10 minutes. It gains their abilities, memories, and acts as if it was the creature. It cannot cast spells above 5th level and requires components only for spells that have a gold cost. After the duration the Astral Body reverts it's normal form.
Previous Versions
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