Base Class: Warlock
All warlocks took a chance with their pacts, none more so than the Fate Gambler. Your patron is an entity of chance or luck. It might be a good of bets and wagers or a cosmic being that rules over the mysterious nature of luck. Such beings seem to be motivated by the sheer excitement of gambling. As a warlock of one of these creatures you gain the ability to bet against the very rules of reality. You may not always win but you know how to help your odds a little bit.
Level 1: Fate Gambling
You can channel the forces of luck to empower your strikes in exchange for a reduced chance of hitting or give your attack better odds in exchange for weakening its power. You gain proficiency in a gaming set of your choice and in the Deception, Insight or Sleight of Hand skill. When you take the attack action, before you roll; you can either choose to use the Wager or Play it Safe option.
Wager:
You give yourself disadvantage on the attack roll, if you hit you deal extra damage equal to your Charisma modifier (Minimum of 1).
Play it Safe:
You give yourself advantage on the attack roll, if you hit you reduce your damage dealt by an amount equal to your Charisma modifier (this cannot reduce the damage of the attack below one)
You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses on a short or long rest.
Level 6: Stack the Odds
You gain the ability to use your cosmic powers of luck to help your own odds. When you are about to make a roll and you do not have advantage on the roll, you can use this feature to give yourself advantage on that roll. You can use this feature a number of times equal to your proficiency bonus before needing to take a short or long rest to regain all expended uses.
Level 10: Boundless Luck
You have tremendous luck that seems to protect you from dangerous situations. You have advantage on dexterity saving throws, death saving throws and either wisdom or constitution saving throws. In addition, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage on a successful save.
Level 14: Life-Force Gamble
You have learned how to wager your very life energy for a chance to horribly damage an opponent. As an action you can gamble your life-force against a creature that you can see within 60 feet of you. You choose to gamble a number of d8's of life energy up to your level (you have to gamble at least 4d8 worth of life energy) and you make a Charisma check. The creature you chose makes a Wisdom check contested against your Charisma check. If you lose the contest then you roll all of the d8's of life energy that you gambled and take an amount of psychic damage that cannot be reduced in any way and that ignores resistance and immunity equal to the total, in addition your hit point maximum is reduced by an amount equal to the damage taken until you finish a long rest. If your target loses the contest you roll twice the amount of d8's that you gambled and they take that much psychic damage (Which cannot be reduced in any way and ignores resistance and immunity). In addition you can choose one of the effects below.
1. Life force absorption.
You regain hit points equal to half of the damage your target took.
2. Stolen luck
You can add a d6 to any attack rolls or saving throws you make in the next minute.
3. Cosmic misfortune
Your target has disadvantage on any ability checks or saving throws that it makes in the next minute.
Once you use this feature you must wait 1d3 long rests before using it again.
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