Base Class: Warlock
Many pacts are based on an exchange of services between a warlock and their patron, such as power in return for a favor. These dealings are often a means to an end for all parties involved, but your patron is a being of fate itself, said to be nigh omniscient and all-powerful. The tasks it poses to you may change the course of history or merely serve as a form of entertainment for your patron. Are the gifts it bestows upon you a reward for your service and essential for the completion of future quests? Or are they just tools meant for amusement? All you can be certain of is this: the greater the risks you take, the more you shall gain.
Fatesinger Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fatesinger Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Bane, Calm Emotions, Command, Enhance Ability, Yehse's Bone Shard |
| 5 | Clairvoyance, Speak with Dead |
| 7 | Confusion, Divination |
| 9 | Raise Dead, Scrying |
Altered Fate
Through your understanding of the chords of fate, you can attempt to change the events of the present. As a reaction whenever you make an ability check or saving throw, you can roll a d6 and use the number to alter the result in several possible ways. You can choose to use this feature after you roll the die, but before the outcome is determined.
If the roll is even, you add that number to the result of your ability check or saving throw. However, if the roll is odd, you have a few choices:
- You can choose to subtract that number from the result of your ability check or saving throw.
- You can choose to add that number to the result of your ability check or saving throw, but take damage equal to double that number.
- You can choose to add that number to the result of your ability check or saving throw, but deal damage equal to that number to the ally with the least amount of current hit points.
You can use this feature a number of times equal to your proficiency bonus, and all uses are regained after finishing a long rest.
Future Bargain
Your patron allows you to borrow luck from the future. When you make an attack roll or an ability check, you can roll an additional d20 and choose which of the two rolls to use. After you do so, record the number of the roll. You can choose to use this feature after you roll the die, but before the outcome is determined.
The next time you make an attack roll or ability check and one of the dice rolled equals the recorded number, you roll an additional d20 and use the lower result.
You may only have up to three bargains active at a time. Once this feature is activated and the lower d20 roll is used, the bagain is considered to be complete.
Forgotten Lore
Through the stories of your patron, you gain insights into techniques used by the greatest forgotten heroes of the past. You gain proficiency in Intelligence saving throws.
Additionally, whenever you are subjected to an effect that requires you to make a saving throw, you can choose to make a Charisma saving throw instead. If the effect would deal damage, you take no damage from it on a success and half damage on a failure.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Secrets Revealed
Your enhanced perception of reality around you guards your mind against deception. You become immune to the charmed condition.
Additionally, by tapping into the omniscient, prying eyes of your patron, you can gain secret knowledge about the frailties of a target. As a bonus action, choose a creature you can see within 60 feet. The next two damage rolls you make against that creature will be considered critical hits.
Once you use this feature, you cannot do so again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/27/2025 10:41:57 PM
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Coming Soon
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