Base Class: Warlock
Stories abound of individuals confronting situations in which the stakes are so high, they might risk anything – perhaps everything – if only the odds would tip in their favor. And it’s in this very moment, capricious beings or artifacts with the power to twist fate often appear, offering bend the invisible forces of chance to your will,...at a price. You’ve made a pact with one of these forces. What lead to this fateful decision? How does your patron expect you to repay it for its gifts? How have you changed since making the bargain?
Beginners Luck
At 1st level, you learn the Guidance cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known. You also gain proficiency in two gaming sets of your choice. If you already have proficiency with either of these gaming sets, you can choose to gain expertise with it.
Favorable Odds
Also at 1st level, luck seems to follow you wherever you venture. When making an attack roll, saving throw, or ability check, you can call upon the favor of your patron. When you do, the DM flips a coin, keeping the result secret. You can then choose to replace the roll you made by guessing “head” or “tail”. You can choose to do this after seeing the result of your roll but before you know if the result is a success or failure. A correct guess of the coin flip equals an automatic success on the attack roll, saving throw, or ability check. Once you’ve used this feature, you can’t use it again until you’ve finished a short or long rest.
Double or Nothing
Beginning at 6th level, whenever you have advantage on an attack roll, saving throw, or ability check and your roll on the two d20's are the same number, the result automatically counts as if you had rolled a natural 20. However, life is a gamble. whenever you have disadvantage on an attack roll, saving throw, or ability check and your roll on the two d20's are the same
number, the result automatically counts as if you had rolled a natural 1. Alternately, when you have Advantage on an attack roll you can instead choose to Double Down.
Double Down
Also at 6th level, when you have advantage on an attack roll or ability check, you can give up advantage in place of a chance at a bigger pay off. You can gamble and roll with disadvantage but if the roll is successful, it is a critical hit/success.
Happenstance
At 10th level your patron smiles upon you when you suffer some lucky event (e.g., trip, fall, stumble, accidentally being shoved, bend over to pick up a copper on the street) that causes you to dodge out of the way of area effects such as a lightning bolt or a green dragon’s toxic breath. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
High Roller
Starting at 14th level, you enable exploding dice. Whenever you roll max damage on a damage die, you can add that roll to the damage total and re-roll that die for bonus damage. You can keep adding to the total until the roll is below the max result.
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