Base Class: Warlock
Your patron is a being who personifies the concept of fortune itself, known simply as The Lady of Luck. She travels the Astral Plane on a great wheel, her seven snake eyes observing every possible outcome of every action, her eight hands occasionally tugging at the strands weaved by her sister Destiny, in order to subtlety influence causality, whether this is ultimately for good or bad only she knows. She is fickle and inscrutable, as quick to give her blessing as to take it away, and if trifled with she may even cast a belful curse that lays ruin on whoever fails at tempting her, she does however look favorably upon those who know how to play the odds, and if not squandered, her favor ensure that anyone can thrive should they know how to use it.
Expanded Spell List
The Fiend 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.
The Lady of Luck Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Stacking the Deck
Starting at 1st level, your patron teaches you how to improve the odds in your favor, you gain proficiency with Dexterity (slight of hand) checks, as well as a special set of playing cards known as a gambit. You can summon your gambit to you hand as a bonus action, and you can use it as a focus for your warlock spells. Your gambit has a number of charges equal to your Charisma modifier (minimum of 1). And you can spend them to produce the following effects. you can use these effects after you see a roll but before any of its effects are applied. you regain all charges of your gambit once you finish a long rest, and you get 1 additional charge whenever you roll a 1 or a 20
- Whenever you or an ally that you can see makes an ability check, saving throw, you can use your reaction and spend a charge of your gambit to grant them advantage on that check
- Whenever you or an ally that you can see within 30 feet of you makes an attack roll, you can use your reaction and spend a charge of your gambit to give you or that ally advantage on the attack roll.
- Whenever a hostile creature makes an attack roll against you or an ally you can see within 30 feet of you, you can use your reaction and spend a charge of your gambit to give that creature disadvantage
Luck on Your Side
Starting at 6th level, The laws of probability slightly shift around you. Once per round, the first attack roll, saving throw, or ability check, made by you or an ally within 10 feet of you that is made at disadvantage is made as a straight roll; and the first attack roll, saving throw, or ability check made by a hostile creature with advantage is made as a straight roll. At 12th level the range becomes 15 feet
Reversal of Fate
Starting at 10th level, You regain 1 charge of gambit whenever initiative is rolled. Additionally when a creature you see rolls a 1 or 20 on an attack roll, saving throw, or ability check, you can treat that roll as the opposite. You can use this twice per short rest
Double or Nothing
At 14th level you can drastically alter the fortunes of everyone around you. When a creature you can see makes an attack roll, saving throw, or ability check. you can use your reaction to roll a d20, if the result is 11 or higher the creature's roll is treated as a 20 if the result is 10 or lower the creatures roll is treated as a 1. Using this also negates advantage and disadvantage. This roll is called a Coin Toss. It can be used twice per long rest.