Warlock
Base Class: Warlock

Loki was fated to die at Ragnarok, his blood spilled by Heimdall’s hand. But prophecy was deceived—only a clone perished. When the end came and passed, Loki awoke not in death, but in a new body, bearing unfamiliar, boundless power. The world was changed. The gods were gone. Asgard, now Mount Celestia, stood empty beneath silent stars. In that hollow stillness, Loki ascended—not by stealing a throne, but by crafting one.

From memory, cunning, and divine instinct, he shaped the angels, sculpted the hells, and gave form to the planes. Where once the Nine Realms sprawled across the roots of Yggdrasil, now a new tree of reality rises—its branches twisted with infinite worlds, its heart beating with Loki’s will. In a cosmos without order, he became its design. Not the first god. The last.

You are one of the few touched by that power. Not chosen by whim, but by consequence. Your magic does not flow from the multiverse, but from the being who forged it—a god beyond gods, who sees all, knows all, and rarely moves… unless something stirs that even he did not foresee. You are a ripple of his presence, gifted the ability to bend reality, summon beings that never were, and speak with the authority of the one who remade existence.

"When the gods fell silent, I did not rise. I remained. And so, the world became mine." —Loki, The Last God

Level 3: Pact of the Variant

Loki marks you as a being of fractured destiny and limitless potential.

  • Summoner of the Strange: You learn the Find Familiar spell. When cast, it summons a Variant Familiar—a creature from a divergent reality. Choose one of the following variant types:

    • Celestial

    • Aberration

    • Fiend

    • Construct

    • Dragonkin

    Your familiar has resistance to force damage and can communicate telepathically within 120 feet. It appears with green-gold energy and shifting, unstable form.

  • Conjured Armament: If you take Pact of the Blade, your pact weapon can take the form of an exotic weapon from another reality. As a bonus action, you may change its shape, and choose for it to deal force, radiant, or psychic damage.

Level 3: Multiversal Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Multiversal Spells table, you thereafter always have the listed spells prepared.

Multiversal Spells
Warlock Level Spells
3 Divine Smite, Disguise Self, Mirror Image, Enhance Ability
5 Counterspell, Haste
7 Dimension Door, Hallucinatory Terrain
9 Wall of Force, Hallow

Level 6: Rift Conjuration

You can tear through the walls of reality and summon unstable entities from broken timelines.

  • Tear in the Veil: As an action, you rend open a glowing rift in space at a point you can see within 60 feet. From this tear in the fabric of reality steps a Variant Entity—an unstable creature pulled from an alternate existence. It uses the stat block of a creature from Summon Aberration, Summon Shadowspawn, or Summon Draconic Spirit, and remains for 1 minute or until destroyed.

    The entity's attacks deal force damage, plus one additional damage type of your choice when summoned, such as psychic, necrotic, or lightning. It gains temporary hit points equal to your warlock level plus your Charisma modifier, and it possesses a unique trait known as Flickering Form: once per turn, after hitting with an attack, it can teleport up to 15 feet to an unoccupied space it can see.

    The creature obeys your commands, acts immediately after your turn begins, and crackles with unstable multiversal energy as it flickers across space. You cannot use this feature again until you finish a short or long rest.

  • Multiversal Sympathy: You can maintain concentration on one summoning spell and one other non-summoning spell at the same time (up to 1 minute). If you take damage, you make a single concentration check for both spells.

Level 10: Multiversal Self

You can now temporarily embody other versions of yourself from across the multiverse.

As a bonus action, you split your existence into multiple overlapping versions of yourself. For 1 minute, you are considered to occupy two locations simultaneously, as long as they are within 15 feet of each other. You can teleport between these locations as a bonus action on your turn, leaving a faint shimmer of displaced reality behind.

While this form is active, you gain an additional weapon attack on your turn, as a variant echo mimics your strike in perfect unison. Once per turn, you may change the damage type of one of your attacks to force, psychic, or radiant, shaping your blows through divergent timelines. Additionally, when you cast a summoning spell that would summon a single creature of CR 2, you may instead summon two creatures of CR 1, if the spell allows for such a substitution.

During this time, enemies have disadvantage on the first saving throw they make against your spells each round, as the fractured presence of your being distorts their perception of what is real. Once you use this feature, you cannot do so again until you finish a long rest.

Level 14: The chosen Divergence

You are a fixed point in the multiverse—an anomaly favored by Loki himself.

  • Wish, Without Consequence: You can cast Wish once without drawback (excluding impossible effects). You do not suffer stress or loss of spellcasting power. You regain this ability after 30 days, or sooner if you:

    • Expend three 5th-level Warlock spell slots at once, and

    • Complete a Greater Restoration on yourself.

  • Bestow Wish (1/year): As an action, you may grant a Wish to another creature you touch. They cast it immediately, with no consequences, as if they had cast Wish themselves. You decide the intent of the Wish, and it cannot benefit you directly.

    This feature is regained only through a mythic ritual, direct intervention from Loki, or defeating a major extraplanar entity, at the DM’s discretion.

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