Base Class: Warlock
The Victorious
The Victorious is the divine embodiment of optimization, efficiency, and unrelenting success (Your patron is, without a doubt, a Min-Maxer). As a warlock bound to this patron, you channel the will of a deity obsessed with achieving the pinnacle of perfection in combat. You gain powers that demand precise execution, adaptable tactics, and overwhelming force, but often at the cost of neglecting emotional bonds or diplomacy. In the eyes of The Victorious, victory is absolute, and perfection is mandatory.
Level 3: Victorious Spells
Your connection to The Victorious imbues you with spells designed for domination and efficiency in all situations. The magic of your patron ensures you always have these spells ready; when you reach the Warlock level specified in the Victorious Spell table, you always have the listed spells prepared, and they don’t count against the number of spells you can prepare.
| Warlock Level | Spells |
|---|---|
| 3 | Shield, Guiding Bolt, Misty Step, Mirror Image |
| 5 | Counterspell, Hypnotic Pattern |
| 7 | Banishment, Greater Invisibility |
| 9 | Cone of Cold, Hold Monster |
Level 3: Victorious Gambit
Victorious Gambit
Your patron, The Victorious, rewards your focus on combat excellence and tactical adaptability. You gain the ability to trade failures in skill for triumph in battle.
Activation: You can choose to automatically fail a Charisma, Wisdom, or Intelligence skill check. In exchange, you gain Combat Inspiration, which you can use to:
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Roll an additional 1d20 on one attack roll, saving throw, or ability check, and choose which result to use (effectively granting retroactive advantage).
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Alternatively, gain temporary hit points equal to 1d12 + your Warlock level.
Uses: You may use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
Level 6: Exploit Loophole
Exploit Loophole (6th Level)
Your patron, The Victorious, grants you the ability to exploit hidden flaws in the rules of reality (PHB, DMG, MM, and others). You may use this ability a number of times equal to your charisma modifier, you use this ability to bypass a single rule of combat, with the duration and consequences determined as follows:
- Activation: You can activate this feature as a free action, no matter your current circumstances in combat.
- Effect: Choose a combat rule to ignore. For 1 to 10 rounds (determined by the DM based on the significance of the loophole exploited (the rule ignored)), you gain the benefits of exploiting the rule.
- Limitations: The same rule cannot be exploited again until after a long rest. The feature itself is immune to any effects that could alter, suppress, or counter its activation.
Damage Feedback: For each round the loophole remains active, you take damage equal to Xd8, where X equals the number of rounds the loophole was maintained. This damage cannot be reduced or avoided by any means, as it represents the strain of breaking the rules of reality to fit your needs.
Combat Adaptation: Once per short rest, as a bonus action, you may swap one of your prepared spells for another spell of the same level or lower from the Warlock spell list or your expanded spell list.
Flavor: Upon activating this feature, cracks of divine energy ripple through your body, and your patron’s voice echoes in your mind, warning you of the price for pushing the limits of reality.
Level 10: Optimization Fiend
Optimization Fiend (10th Level)
Your patron, The Victorious, indulges your pursuit of peak combat efficiency and grants you unparalleled tools to sharpen your abilities. When you reach 10th level, you may choose one of the following benefits:
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Enhanced Critical and Feat: Your critical hit range increases by 1 for all weapon and spell attack rolls, making your strikes more decisive. Additionally, you gain one feat of your choice, which must align with combat optimization (e.g., Great Weapon Master, Metamagic Adept, War Caster, Martial Adept, etc.). The DM may veto feats that feel thematically disconnected.
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Feat and ASI: You gain one feat of your choice and increase an ability score of your choice by 2, or increase two ability scores by 1 each, as per an Ability Score Improvement (ASI). Feats must align with combat optimization, as determined by your DM.
Enhanced Critical and Feat
Your patron, The Victorious, indulges your pursuit of peak combat efficiency and grants you unparalleled tools to sharpen your abilities. When you reached 10th level, you choose the Enhanced Critical and Feat.
Enhanced Critical and Feat: Your critical hit range increases by 1 for all weapon and spell attack rolls, making your strikes more decisive. Additionally, you gain one feat of your choice, which must align with combat optimization (e.g., Great Weapon Master, Metamagic Adept, War Caster, Martial Adept, etc.). The DM may veto feats that feel thematically disconnected.
Feat and ASI
Your patron, The Victorious, indulges your pursuit of peak combat efficiency and grants you unparalleled tools to sharpen your abilities. When you reach 10th level, you choose Feat and ASI:
Feat and ASI: You gain one feat of your choice and increase an ability score of your choice by 2, or increase two ability scores by 1 each, as per an Ability Score Improvement (ASI). Feats must align with combat optimization, as determined by your DM.
Level 14: Avatar of Victory
Avatar of Victory (14th Level)
Once per long rest, You can call upon the full might of The Victorious as a bonus action, entering a state of combat perfection. For 1 minute, you gain the following benefits:
- Your critical hit range increases by 2.
- When you reduce a creature to 0 hit points, you can immediately make another weapon attack or cast a cantrip as part of the same action.
- You have advantage on all attack rolls against creatures that have less than their maximum hit points.
- Enduring Resilience: As a bonus action during this state, you can roll a number of your Hit Dice up to your Charisma modifier (minimum 1). Add the result to your temporary hit points, which last for the duration of Avatar of Victory. Once the ability ends, any unused temporary hit points vanish.
Cost: When Avatar of Victory ends, you gain one level of exhaustion, reflecting the toll that channeling such overwhelming power takes on your body and mind.
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