Warlock
Base Class: Warlock

You Embrace the unpredictability of the world around you. Allowing you to Bargain with Charles Darwin himself. 

Walking Darwin Award

At any moment you can call upon your patron, which will transport a d100 to you, the only drawback is it requires you to roll it the moment you get it, after which you and/or everything around you will receive an effect dependent of the number rolled. You must complete an entire dialogue with two NPCs or succeed an action roll before you can receive the d100 again.  All effects will happen instantaneously. Some effects will have a time limit.

1 - You are put on your death saving throws with 1 fail.

2 - You see a person in an all green armor He tells you "I'm gonna defeat you with the power of friendship and this gun I found", before shooting you in the foot while giving you health advice.

3 - Everyone rolls a DC 12 intelligence save on a failed save everyone is forced to roll a religion check to an Evil god.

4 - There is now a door in front of you.

5 - You gain knowledge of dimensions beyond your own. Seeing giants over your world. Suddenly your vision fails leaving you blind.

6 - A glowing red gem appears in your hand. It has the same effect as true resurrection when it comes in contact with a dead body. It can only be used once.

7 - Party body swap, all players must pass their char sheets to the player on their right

8 - A man in a trench coat appears for the players next turn in combat. He will deal 1d100 damage to a single enemy and then leave.

9 - Every creature around you in a 10ft sphere drops their weapons or becomes prone.

10 - A man who only speaks in alliteration pops into reality in front of you. He wants you to join in a fight against the british government for what they did to him.

11 - A small red, black, and white ball appears in front of you. If thrown roll a d10 to see what your new pet is. (Someone make a pokemon chart)

12 - You are struck by lightning dealing 4d8 damage, but you will also be able to select 3 creatures within range (30ft) to pass the lightning onto dealing the same damage.

13 - You summon a plague of locust on a 1000 meter by 1000 meter area.

14 - A mysterious rock about palm sized starts following the player around.

15 - A 50 ft area of lethargy forms for one hour. All attack, strength, dexterity, acrobatics, athletics, performance, stealth, and survival rolls have disadvantage. for hpur

16 - A brick falls on the head of the first person you see, knocking them unconscious.

17 - Your alignment is inverted

18 - You attract an ancient vampire that desires your hand in marriage, whether you want it or not

19 - You use up all remaining spell slots and unleash an orb of chaos. It is a guaranteed hit, and deals 2d12 × the number of spell slots used in force damage 

20 - You summon a baby red dragon for 15 minutes

21 - An elder red dragon

22 - You must roll a DC 15 Dex save or be pinned to the nearest surface until someone says your name backwards

23 - You cast banishment on yourself.

24 - A 50 ft area of aggression forms for one hour. All perception, intimidation, persuasion, insight, deception, history, investigation, and performance checks have disadvantage and, on a failure, can enrage the person you are interacting with. Everyone seems a bit angry.

25 - Blood moon, encounter chances are doubled

26 - A horde of ghosts fill the area. Many of the creatures nearby see dead loved ones and will follow them to an early death. If the party members have any dead loved ones the effected rolls a DC 12 Charisma save or be convinced to join them.

27 - An eclipse begins causing most fighting to stop for miles

28 - You level up 1 level for one hour, after the hour is done, return to your previous level. (this effect can stack but will not extend the time)

29 - Pick a god and pray, you gain their boon

30 - You summon a deck of cards. On their front are a variety of elemental based creatures, and seem to be used to play some kind of game.

31 - You summon a silver mirror. The next creature you touch with it is trapped inside until the mirror is damaged.

32 - A giant ring of fire surrounds the enemy’s leaving them vulnerable to ranged attacks

33 - You have theme music play for 15 minutes, giving the party bardic inspiration.

34 - You become incredibly paranoid. Every twig snap or sound around you makes you anxious. Until Dawn.

35 - Glowing orbs of light appear around you, making the surrounding 30 feet perfectly illuminated and the next 15 feet dimly lit.

36 - 1 set of rations appears at your feet.

37 - All effects from any prior (Walking Darwin Award) rolls end

38 - A single card from the deck of many things appear in your hand. Roll the deck of many things chart once you flip the card over. You can only receive the effect from this card once.

39 - The next creature that attacks you gets true polymorphed into the creature you name in the next 10 seconds. if nothing is said then nothing happens.

40 - You conjure a deck of illusions

41 - The next person/creature you touch turns lawful good for the next hour.

42 - You receive a notebook detailing future events, you can roll a d20 and use this roll in place of another.

43 - Every creature within 60ft of you receives the bleeding effect not including you.

44 - A magic hat lands on your head. It does nothing unless placed on a vaguely humanoid inanimate object. When placed a wintery magic swirls around it and it comes to life. It just wants to make everyone happy.

45 - A 100 ft area of Darkness affects the area for one hour. It is completely dark except for existing light sources. for 1 hour.

46 - You summon 4 elementals. They are extremely hostile and unstable.

47 - All of your armor is swapped with clothes from a creature significantly smaller than you. 

48 - Everyone in a 20ft radius must roll a DC 14 charisma save or will black out. When they wake up they will flip a coin, on heads their money is doubled and nothing is missing from their inventory, on tails they lost half their money and find their weapon for sale in a pawn shop.

49 - 2d100 gold rains from the sky in a 25ft area above you

50 - The next Creature you speak to falls madly in love with you.

51 - You know the location of any item you think about. You also know exactly how to get to it without alerting any humanoids.

52 - Much like beowulf your family sword fails against the power of grendles mom....your weapon breaks (If you don't understand... neither do)

53 - You become an frying pan for 2 seconds and can be used as an improvised weapon.

54 - Harsh sunlight affects a 100 ft area. Fire based attacks/spells have advantage and all attacks deal an extra 2d6 fire damage. for  hour.

55 - You cast a healing word on every creature in a 30ft radius. Healing for 3d8+spell casting modifier.

56 - You suddenly become the center of attention for a Warren of kobold as they now perceive you as their dragon for an unknown amount if time

57 - Every chest a creature you can see touches will become a mimic, and only be hostile to the opener for 2 days.

58 - A diamond worth 2d100 gp appears in the players bag

59 - You teleport to the outskirts of the nearest forest.

60 - A 30ft radius sphere of dead magic appears around the user.

61 - A vial filled with polyhedral dice appear in your hands. (1 of each of the standard DND dice) you can add each of them to any roll you are present for. As they're used they turn to ash.

62 - Every creature you can see within 25ft must make a dc 12 wisdom save or will suddenly see you as it's one true love and fight any other suitors to the death. If one wins it will be a loyal follower and companion.

63 - A small piece of paper in the shape of a raccoon head falls from the air in front of you. It says "Thanks for the gear! ~The Cooper Gang"

64 - All prior relationship partners(dead included) appear around a creature of your choice.

65 - A portal opens up and spits out a plus 3 longsword you have one hour to use it before the poral opens back up and takes it back.

66 - You and your party hears a whistling. You must roll a DC wisdom save of 16 on a failed save nothing happens (don't tell anyone)

67 - Nothing noticeable happens. However, on your next long rest you awaken to a man screaming "sic semper tyrannis" as he tries to assassinate you. Upon defeating him you find that you look astonishing similar to a king of a distant land who recently disappeared with the entire treasury.

68 - Hunger trap! You become famished and take a point in exhaustion

69 - The player mouth is sealed for 10 minutes

70 - You cause a meteor to fall in front of you dealing 8d6 fire damage to a 120ft sphere

71 - A harsh storm effects a 100 ft area. Lightning and thunder based attacks/spells have advantage on all rolls while fire based attacks and spells loose their potency, having disadvantage and lose 1d6 of damage. for 1 hour.

72 - A 80ft zone of truth appears underneath you. Permanently.

73 - A 6ft hole appears  15ft in front of you, it is 60ft deep and the walls are greased 

74 - The next person you touch receives a wild magic surge.

75 - You choose 3 enemies within 30ft of you to explode. The explosions deal 3d6 radiant damage to these enemies if it kills them it will do an additional an 1d6 to those around them.  Each explosion has a range of 20ft. 

76 - You hear Nuke sirens.

77 - Everyone in a 80ft radius suffers the effect of the mental prison effect (damage or no is discretion of dm)

78 - Your connection to your patron fades, halfing all spell rolls (to hit, damage, and DC)

79 - Wind constantly follows the player making them and everyone around them harder to hear giving advantage on stealth outside and disadvantage while inside.

80 - Any gold your hands touch will turn to venomous snakes. this effect persists for the next 48 hours.

81 - All guards inside towns follow you and see you as a criminal they just need to prove it. This effect persists until you leave town.

82 - You get a bottle of liquid and a pound cake. They both have a label that says eat me

83 - You conjure a fey spirit, it offers a trade. It wants a name and it will help you.

84 - A bag of holding appears in your hand. It has a +3 long sword. On it is inscribed "only the strong prevail". With each use you must flip a coin. On a heads you take half the damage rolled, on tails it acts as a normal +3 sword. It will disappear after 15 minutes of not being used to battle or if placed back into the bag.

85 - You summon a gnome 5 feet in front of you. He will laugh at you and make fun of any action or deficiency you have and then run away.

86 - A red line appears on the ground leading you to your destination/where you need to go. Only you can see this line.

87 - Your connection to your patron is improved. It doubles all save DCs for your spells as well as damage.

88 - You summon the one....the only....tarra-.... Tabaxi. She is a little girl and she asks you if you have any food. She is starving and knows nothing of her past 

89 - you hear the roar of a Tarrasque in the distance.

90 - A random creature in the whole worlds (roll a d100 to see if its someone of significance) will be transported to the astral plane for 1 second.

91 - You suddenly realize that a Tarrasque has spikes on its back. Only prey have horns on their back to avoid being eaten. That means at some point there was something BIGGER than a Tarrasque. you become frightened for 10 minutes, or until someone comforts you. Any you tell about this, will have to roll a DC 14 wisdom save.

92 - You trigger the effects of a random encounter

93 - You create a prophecy of a great flood.

94 - The next time you call for help, a voice will ring in your head detailing exactly why you are not receiving it.

95 - Everything tastes and smells like chocolate

96 - You receive a psychic message from a sales man. Succeed a DC 15 wisdom save or else have disadvantage on all rolls for the next 5 minutes.

97 - You open a portal that when looked through shows...the roman empire fighting soldiers on top of a dam. You can't go through the portal, but you can grab it and carry it around. It seems like a high quality art piece 

98 - You cast levitation on every creature in a 120ft radius. The spell lasts for 4 minutes.

99 - A 50 ft area of Manic energy affects the area. Everyone feels quite energetic and happy. All charisma and constitution based rolls have advantage.

100 - The next creature you point to spontaneously combusts killing it instantly, if it is a creature of a size of large and above it will also deal 4d8 fire damage to anything within 20ft of it

Reroll lvl 1

You gain the feature to Reroll the d100 avoiding the effect you previously rolled. At 6th level you only have one charge of this which increases in later levels which you can chain together. The next number rolled is the effect that plays out.

Reroll lvl 2

You gain the feature to Reroll the d100 for a second time avoiding the effect you previously rolled. The next number rolled is the effect that plays out.

Reroll lvl 3

You gain the feature to Reroll the d100 for a 3rd time avoiding the effect you previously rolled. The next number rolled is the effect that plays out.

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