Warlock
Base Class: Warlock

Your patron was a mysterious being you met at a tavern after a particularly nasty losing streak. Run down on your luck, he approached you and offered a drink. You two shared drinks, had some laughs, and they seemed as normal as normal came. That's all you remember from that night. The next morning, you awoke at home, with a note and some odd, almost demonic, dice at your bedside. "I've lent you my luck. Win some games for me and we'll drink again someday. Signed - Your New Drinking Buddy"

Expanded Spell List

The Hustler 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.

Hustler Expanded Spells
Spell Level Spells

1st

Entangle, command

2nd

Calm Emotions, Enhance Ability

3rd

Bestow Curse, Vampiric Touch

4th

Black Tentacles, Confusion

5th

Geas, Dominate Person

Game of Fate

At 1st level you inherit the luck of your bar hopping patron.  You can proficiency with Dice Sets if you do not already have it.

During your turn, you can compel a creature within 60ft of you to a game of dice as an action. The target makes a Wisdom Saving throw. A creature that is Charmed by you automatically fails this roll. If a creature is Frightened by you, they automatically succeed the roll.


If they succeed the saving throw your action ends and nothing happens. If the creature fails, the game begins. You roll 3d6 and the creature rolls 3d6, forgoing its action. Compare results. The loser of the game takes 3d6 Necrotic Damage.


The Warlock can choose to add or subtract up to 2d6 from their roll. If they add dice then the creature they gambled takes 1d6 less damage for each die the Warlock added. If the Warlock loses the gamble with added dice they take 1d6 more damage for each dice they added.


If the Warlock chooses to roll less dice and wins, the creature they gambled takes 1d6 more damage for each dice subtracted. If the Warlock loses they take 1d6 less damage for each dice subtracted.

The base damage for Game of Fate is 4d6 at 6th level, 5d6 at 10th level and 6d6 at 14th level.

This feature can be used as many times per day equal to your Charisma Modifier (minimum of 1).  You regain these uses after a long rest.

Lady Luck's Blessing

At 6th level you've gained a better understanding of your patron's blessings. As such, you become proficient with Sleight of Hand checks if you aren't already.
When you play a Game of Fate, once per long rest, you may use your borrowed powers to choose the outcome of your dice roll. At 10th level you may use this ability twice per long rest, and three times per long rest at 14th level.


Additionally, you unlock a new ability based on the Pact Boon you have chosen:

Pact of the Blade

If you are wielding your Pact Weapon and win in a Game of Fate, you may add your weapon damage to the damage dealt from Game of Fate as if you had attacked with it.

Pact of the Chain

Your familiar can attempt to interfere in the Games of Fate you play. You may have your familiar distract the creature you're playing against and re-roll your dice for the Game of Fate. Make a Dexterity(Sleight of Hand) check against the creatures Wisdom(Insight) to see if you pulled off the trick. If you succeed, you must take the new roll in your Game of Fate. If you fail, regardless of the dice rolls, your patron punishes for you for getting caught cheating and you lose the game.

Pact of the Tome

If you hit a creature with a cantrip you learned from Tome of Shadows or Eldritch Blast, the next time you challenge that creature to a Game of Fate they roll their Wisdom Saving Throw at disadvantage.

One Chip Left

At 10th level, you fully understand the risks and rewards of the Game of Fate. Your Games of Fate now ignore resistance except yours and you have resistance to Necrotic Damage.


Additionally, if would be reduced to 0 HP due to you losing a Game of Fate, you are reduced to 1HP instead.

Double or Nothing

At 14th level you have mastered your patron's abilites. After winning a Game of Fate against a creature, you can play a second game as a bonus action. Roll 5d6 for this game and compare results.


If the creature loses, the damage they took from the first game is doubled.


If the Warlock loses, they take damage equal to the damage the creature took from the first Game of Fate and 1 spell slot of their lowest level is consumed.


You can use this feature once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/14/2019 7:15:04 AM
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