Warlock
Base Class: Warlock

Your patron is a divine existence beyond time, capable of perceiving your world in a higher dimension. Time is meaningless when its depth carries to different levels based on infinite choices, infinite actions, infinite decisions, and infinite consequences. Your pact with that being allows you to lightly gaze on what truth the world has to offer to you.

The Prophet is known as a being who can see the future, as they possess a third eye, physical or metaphorical, that allows them to peer into the many possible futures. Unlike the Wizards who study in the School of Chronurgy, the Prophet does not alter the future but merely anticipates and reacts accordingly. Their words speak fortunes, and their eyes gleam into the successes you can reach, and failures you can avoid. That is the power of the Prophets.

Expanded Spell List

The Prophet 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.

Spell
Level

SPELLS
1st Sanctuary, Gift of Alacrity
3rd Augury, Calm Emotions
5th Clairvoyance, Slow
7th Arcane Eye, Divination
9th Geas, Legend Lore

Futuresight

Starting at 1st level, your patron bestows you the ability to see into possible--certain--futures. You gain a special sense called futuresight with a range equal to your Warlock level times five feet. When you use your action to make a Perception (Wisdom) check on a creature, object, or location, you can attempt to see what happens to the target in the near future. With DM discretion, you can also try to gaze into a future way ahead of the present time. However, futuresight only reveals things that would have happened if you did not use this ability. Attempting to use futuresight to see multiple outcomes from different decisions that haven't been made is too difficult. (Don't pull a Doctor Strange.)

With futuresight, you can use your action to make a Perception (Wisdom) check to give yourself a bonus to your next ability check or saving throw equal to your rolled check, divided by 10. An initiative is also considered an ability check if you don't know.

 

Foretelling Reflex

Starting at 6th level, you can use your otherworldly senses and react accordingly. When you use your reaction against a trigger within your futuresight range, you can choose to make your reaction occur immediately before the trigger even happens, potentially causing an attack, action, or effect to fail or miss.

You can use this feature equal to half of your proficiency bonus per long rest.

Doom Undoing

Beginning at 10th level, your patron teaches you how to anticipate and prepare for any awaiting doom. You cannot be surprised, and you can choose to reroll your initiative once for each new initiative roll.

When you are about to be dropped to 0 hitpoints or be applied to a condition, you may use your reaction to take an action immediately before it happens. If that action requires a target, it must include either you or the creature/object that causes this trigger. Once used, you cannot use it again until you take a long rest.

Ruination

Starting at 14th level, you can sentence a creature into a prophesized doom. When you use the spell Hex on a creature, they are also cursed with misfortune. While Hex is active, when that creature rolls a 20 on their d20, it is instead considered a 1. Attacks against that creature that rolls a 1 are also considered a 20. For this instance, these changes occur after the advantage or disadvantage has been applied first.

Other than that, your futuresight improves. All your ability checks and saving throws gain a bonus equal to your rolled Perception (Wisdom) check, divided by 10. You roll this every time. 

Previous Versions

Name Date Modified Views Adds Version Actions
3/29/2024 12:05:17 PM
4
1
1
Coming Soon
3/31/2024 1:03:59 AM
12
1
--
Coming Soon
4/2/2024 8:11:41 AM
26
1
--
Coming Soon
4/3/2024 11:44:27 PM
26
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes