Base Class: Warlock
You have made a pact with an entity who has taken an interest in your propensity for misfortune. Whatever their motives are, they have allowed you to harness that bad luck and turn it against your enemies-- but not without cost.
Fortune’s Fool
You are cursed. The origins of this curse may not be known, but what you do know is this: Your fate is not your own.
Whenever you complete a long rest, the DM rolls two d20s and can choose to replace any roll you make or made against you with one of their die. Casting Remove Curse negates the effects of the curse until your next long rest. You can use Inspiration to force the DM to reroll one of the die.
Expanded Spell List
Your patron 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.
1st: Bane, Dissonant Whispers
2nd: Phantasmal Force, Tasha’s Mind Whip
3rd: Bestow Curse, Slow
4th: Edvard’s Black Tentacles, Compulsion
5th: Temporal Shunt, Mislead
Jinx
At 1st level, you have the ability to rub some of your bad luck off on others. You can use your reaction to roll 1d4 and subtract the result from an attack roll, saving throw, or ability check as long as the roll is happening within 60 feet of you and you can see it. You can choose to do this after the roll, but before the outcome is determined.
You can use this feature a number of times equal to your charisma modifier (minimum of 1), and you regain all expended uses of it when you finish a long rest.
The die becomes a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.
Tough Luck
At 6th level, you can turn the tables against a foe. Once per short or long rest, when a creature you can see rolls with advantage, you can use a reaction to have them roll with disadvantage instead.
Misery Loves Company
At 10th level, you can force others to share your misfortune. Whenever you fail a saving throw that causes a status condition, you can choose one creature you can see to make a saving throw against your spell save DC. On a failed save, they suffer the same status condition as you.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Aura of Bad Vibes
At 14th level, your curse can no longer be contained. As an action, you can evoke an aura of misfortune with a radius of 15 feet centered around you. The aura moves with you and lasts for one minute, or until you lose concentration, fall unconscious or die. All creatures within the aura (including friendly) roll attack and saving rolls with disadvantage, and attacks made against them have advantage.
Once you use this feature, you can’t use it again until you finish a long rest.
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