Warlock
Base Class: Warlock

Your patron is an all knowing, all seeing being from another plane, a creature of legend who sees and knows more than ought to be possible.  They are outside of time and space and bestow on you the ability to see fractions of the ways in which they see the universe.  Beings of this nature are not terribly concerned with the affairs of simple mortals and a pact with one is rare but powerful.

Expanded Spell List

The Allthing 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.

Allthing Expanded Spells

Spell Level

Spells

1st

bane, detect magic

2nd

augury, locate object

3rd

clairvoyance, slow

4th

arcane eye, divination

5th

mislead, telepathic bond

Bend Fate

Beginning at 1st level, your patron grants you the ability to bend reality to your whims.  You are given 3 Fate points that you can expend to do a number of things.  You gain 3 of the following Bend Fate options and gain an additional option at levels 6 and 14. Your Fate points are restored after you finish a long rest.  You gain 1 additional fate point at levels 6, 10, and 14

Temporal Shift

As a reaction, when you are hit with a melee or ranged weapon attack you can spend 1 fate point to force the attacker to reroll their attack

Extraplanar Sight 

As a bonus action, you may spend 1 fate point to peer into other planes of existence.  For 1 hour you can see into the ethereal plane as you wish

Foresight

As a bonus action, you may spend 1 fate point to look into the future and attempt to see incoming challenges giving you advantage on your next ability check, saving throw, or attack roll 

Advance Warning

When rolling for initiative, you may spend 1 fate point to gain advantage on your initiative roll

Penetrating Eye

When casting a spell that relies on your ability to see the target, you may spend 2 fate points to ignore cover including doors, walls, or other obstacles as long as the target is within range and the source of cover is not magical in nature.

Mulligan

If you fail an ability check with a skill or toolset you are proficient with, you may spend 1 fate point to reroll the check, but you must keep the second roll.

Stretch Time

When you cast a spell that has a duration of 1 round or longer, you can spend 2 fate points to double the duration of that spell.

Fold Space

You may spend 1 fate point increase your movement speed by 10 feet this turn.  Additionally, you do not provoke attacks of opportunity this turn.  You may spend multiple fate points on this feature.  Each fate point you spend increase your movement speed by 10 feet.

Advance Warning

When rolling for initiative, you may spend 1 fate point to gain advantage on your initiative roll

Extraplanar Sight

As a bonus action, you may spend 1 fate point to peer into other planes of existence.  For 1 hour you can see into the ethereal plane as you wish

Fold Space

You may spend 1 fate point increase your movement speed by 10 feet this turn.  Additionally, you do not provoke attacks of opportunity this turn.  You may spend multiple fate points on this feature.  Each fate point you spend increases your movement speed by 10 feet.

Foresight

As a bonus action, you may spend 1 fate point to look into the future and attempt to see incoming challenges giving you advantage on your next ability check, saving throw, or attack roll 

Mulligan

If you fail an ability check with a skill or toolset you are proficient with, you may spend 1 fate point to reroll the check, but you must keep the second roll.

 

Penetrating Eye

When casting a spell that relies on your ability to see the target, you may spend 2 fate points to ignore cover including doors, walls, or other obstacles as long as the target is within range and the source of cover is not magical in nature.

Stretch Time

When you cast a spell that has a duration of 1 round or longer, you can spend 2 fate points to double the duration of that spell.

 

Temporal Shift

As a reaction, when you are hit with a melee or ranged weapon attack you can spend 1 fate point to force the attacker to reroll their attack

Mental Infiltration

Starting at 6th level, once per short rest as an action, you can attempt to delve into the mind of another creature within 60 ft that you can see.  The creature you target must succeed a wisdom saving throw.  On a failed save, you know the creature's alignment

In addition, you may choose to either have advantage on insight and Charisma checks against that creature for the next 10 minutes, or to ask your DM one question abut some piece of information that the creature is likely to know about to some degree and gain access to that information, eg: the combination to an important safe, the location of a nearby item, the name of a secret informant, etc.

Dissociate

When you reach 10th level, you can use an action to dislodge yourself from time and space.  Time slows around you and you enter the ethereal plane.  You may spend a number of minutes in this state equal to half your warlock level (rounded down).  During this time, you are considered invisible to creatures without truesight, your speed is doubled, and you have advantage on Dexterity saving throws. When you return to the material plane (free action on your turn) you must succeed a WIS saving throw with a DC of 10 + your warlock level or take 1d6 psychic damage for each minute you spent in the ethereal plane (minimum of 1d6).

Once you have used this trait, you may not use it again until you finish a long rest.

Threat Sense

Starting at 14th level, your patron gives you insight into the inner workings of tense scenarios.  When a creature you can see, either allied or hostile, attempts a saving throw, you can use your reaction to add or subtract your Charisma modifier to the save.

You must finish a short or long rest before you can use this feature again.

Previous Versions

Name Date Modified Views Adds Version Actions
10/7/2019 10:25:46 PM
2
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes