Warlock
Base Class: Warlock

Across and between planes are powerful entities capable of manipulating the fates of mortals.  Those that serve them are often granted boons of foresight, omniscience, or intuition.  The strongest among their servants receive bits and pieces of similar power.  They can see many potential outcomes for the threads of fate that govern mortals, and are granted the ability to tug at those strands.  However, the strands of fate weave into a larger tapestry that is incomprehensible.  These strands might twist, turn, pivot or knot; for what may come to pass can be shifted and the paths they may follow are innumerable.  Be careful not to believe everything your Patron shows you, fate is fickle and so are those that tempt it.  Beings of the like are powerful masters of fate or probability. Prophets, Oracles, or seers may be Fate Benders, More powerful patrons might include: the Moirai, the Ursitoare, Istus, Beshaba, or Tymora.

Expanded Spell List

Your patron 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.

Archfey Expanded Spells
Spell Level Spells

1st

identify, false life

2nd

augury, blur

3rd

clairvoyance, speak with dead

4th

divination, arcane eye

5th

mislead, legend lore

Bend Fate

Starting at 1st level, your patron bestows upon you the ability to bend threads of fate in the world around you.  You have a pool of Fate Dice,  that is equal to your Charisma Modifier.  At the end of each long rest you can roll your fate dice, d6's. Whenever a creature that you can see within 60 feet makes an attack roll, saving throw, or ability check you may use your reaction to add or subtract one of your fate die to/from that roll. 

Once you use your all of your fate die, you cannot regain them until your next long rest

Your fate die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.

Wield Fate

Starting at 6th level, you gain insight into the Fate of those around you. As a creature’s strand of fate tenses near the point of breaking, power surges from the tension and you may command it as you see fit.  When you or a creature that you can see within 60 feet of you drops to 0 hit points you can use your reaction to roll a die equal to your Fate Die + your Charisma modifier to generate HP.  You may give that HP to the fallen creature or add it to your own total. 

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

Resilient Strand

Beginning at 10th level, your strand of fate has become exceedingly resilient.  You gain resistance to Psychic damage.  Also, once per day, when you take a large amount of damage from a single attack or spell effect, you may use your reaction to alter your fate and disperse that damage over a number of turns equal to your charisma modifier. The damage is divided mostly equally over the turns with any remainder occurring on the final turn that you take damage.

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

Fatal Vision

Starting at 14th level, you can show a creature the many potential ends of their own thread. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is frightened by you for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect creature may repeat its wisdom save if takes any damage external to the effects of this feature, and they have advantage on the saving throw.

Until this vision ends, the creature is racked with fear. They can only perceive the many terrible fates that you show them, unable to see or hear anything else.  While focusing on this effect, you may use your bonus action to deal 1d10 psychic damage to the creature.

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

Previous Versions

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