Warlock
Base Class: Warlock

You, through some ritual have attempted to harness raw, untamed magical energy.  Only the madly ambitious and the desperate attempt this.  You have, to an extent succeeded.  You may be the only one  to have ever succeeded.  You have the primal power of creation at your finger tips.  It may tear you apart eventually.  You maintain control out of pure force of will.  In quiet moments you can feel it pulse beneath your skin.  You will slowly gain control of this profoundly unstable force.  Won't you?

Expanded Spell List

Harnessing Wild Magic 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

color spray, inflict wounds

2nd

blur, heat metal

3rd

meld into stone, blink

4th

confusion, Ice storm

5th

creation, animate objects

Losing Contol

Starting when you choose this "patron" at 1st level, your spellcasting can unleash surges of untamed magic. When you cast a spell you make a constitution saving throw versus your spell save DC.  On a failed save you roll and effect off the Wild Magic Surge table.  

Losing Control

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, if a 01-02 is rolled again during that minute nothing happens.

03–04

For the next minute, you can see any invisible creature or object if you have line of sight to it as a blur of energy in the shape of the object.  Your character must use their intuition to interpret what or who the figure is.

05–06

A ghostly NPC of the DMs design and discretion appears in an unoccupied space behind you.

07–08

You cast Evard's black tentacles as a 4h-level spell centered on yourself.

09–10

An orb of pink energy appears in an unoccupied space in front of you. You can make a gesture with a hand and make a spell attack roll.  On a hit the target takes 1d100 psychic damage.

11–12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is even, you shrink. If the roll is odd, you grow.

13–14

You cast confusion on yourself.

15–16

You absorb life energy from the surrounding area.  Roll a number and variety of dice equal to the most recent damage dice rolled,  you may gain hit points equal to the result you rolled.  

17–18

Creatures with 15 feet of you make a Strength Saving Throw versus your Spell Save DC.  on a failed save they take 1d6 force damage and are flung  away from you till they are 15 feet away.  Objects react as the DM feels is natural.

19–20

An alarm spell is created and tripped.  All creatures in ranfe here it.

21–22

You shoot beams of magic from your eyes.  Every creature directly in front of you for 100ft. may make a Dexterity Saving Throw versus your Spell Save DC.  Creatures that fail the save take 3d6 magical piercing damage. 

23–24

Your skin turns a vibrant shade of green and your hair pink. A remove curse spell can end this effect.

25–26

Your eyes glow blue.  You gain the ability to see through walls up to one foot thick.  Artificial eyes and empty sockets are affected as well.

27–28

For the next minute, your cantrips are cast twice in one action, but share a single attack roll or if multiple rolls are made, roll twice as many.

29–30

You teleport yourself and creatures within 10 feet of you up to 60 feet to an unoccupied space of your choice that you can see.

31–32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.  You are frightened.

33–34

Maximize the damage of the next damaging spell you cast within the next minute.

35–36

You lose 1 constitution point.  Greater Restoration and abilities on par with it restore all points lost this way.  If your Constitution modifier is negative a higher spell slot must be used.  (ex. 6th level for a -1 modifier, 9th for a -4 modifier.

37–38

The weapon closet to your character's dominant hand (or a random hand if the character is ambidextrous) is turned into a random different weapon.  The weapon is determined by rolling a d100. dividing the number by 3 and rounding down to the nearest full number.  Turn to the list of weapons on page 149 of the player's handbook and find the weapon that is the calculated number from the top, ignoring the sickle, javelin, dart, blowgun and net.  Rolling a 100/00 results in the weapon transforming into a organic [equipment]laser rifle.[/equipment].  The weapon retains any magical abilities it has.

39–40

You regain 2d10 hit points.

41–42

A glob of acid forms in your mouth, you can expel it as a free action onto the floor within 5 feet of you.  As a bonus action you can make a ranged weapon attack with you strength score.  The glob deals 1d8 acid damage plus your Constitution modifier.  

43–44

Time stops at the beginning of the next combat round or 6 seconds from now as described in the time stop and then resumes after you take a turn or after 6 seconds.  This happens 1d4 times.

45–46

You cast expeditious retreat on yourself.

47–48

A water weird controlled by the DM appears in a space within 5 feet of you, then becomes an equivalent amount of water 1 minute later.

49–50

You summon a dust devil that is friendly only to you and controlled by the DM.  It dissipates after 1d4 rounds.

51–52

You are able to breath fire 3 times as if you were a Dragonborn with red dragon ancestry.  See PHB, page 34.

53–54

The contents of the nearest book are scrambled into some other text in a different script.  If the nearest book is your book of shadows, all the cantrips contained within must be replaced.  The book is still functional.

55–56

Any hair on your body becomes multicolored feathers.

57–58

An instance of the shocking grasp spell occurs in each of your hands, (prosthetic limbs are unaffected).  They discharge against the next creature you touch that is not a familiar belonging to you and then the instance on that hand dissipates.  The spell wears off after an hour.  

59–60

You regain an expended spell slot.

61–62

For the next minute, your speech and thoughts becomes unintelligible to listeners.

63–64

You cast stinking cloud centered on yourself.

65–66

Lightning crackles up your arm, immediately make a ranged spell attack. On a hit you deal 5d10 lightning damage.

67–68

You are charmed by the nearest creature until the end of your next turn.

69–70

Each creature within 30 feet of you treated like they are heavily obscured for the next minute. The obscuring ends on a creature when it attacks or casts a spell.  Outside of the 30 feet everything appears normal.

71–72

You flicker in and out of an ethereal state for the next minute, giving you a +2 to AC for that minute.

73–74

A non-humanoid, living creature within you line of sight or your familiar is subject to a polymorph spell's effects and is changed into a different non-humanoid, living creature with CR no more than 4 greater or lower.

75–76

Magical energy vibrates off your person.  It makes a deafening chime.  Creatures within 30 feet are deafened.

77–78

You lose 1 Wisdom.  Remove Curse and similar abilities can be used and you will regain all Wisdom lost this way.  If your Wisdom modifyier is a negative number at the time of removing the curse a higher level spell slot must be used (ex. 4th level for a -1 mod., 7th for a -4 mod.) or it will be ineffectual.  

79–80

Illusory terrain in the form of the surface of an ocean is formed in a 100 foot diameter sphere around you reaching up 1 foot from the ground.  Sea life can be seen swimming in it.  Walls are unaffected beyond the bottom foot of the wall.  objects contained within the illusion are heavily obscured and the ground/floor as well as holes and descending stairs cannot be seen.

81–82

Your familiar casts a cantrip of their choice from your spell list as a first level caster.

83–84

Frost forms on everything within a 40 foot cube centered on you.  2d8 frost damage is done to anything that stays in the cube for more than a round.

85–86

A cocoon-like vessel appears in a unoccupied space within 10 feet of you.  It contains an instance of the clone spell.  The clone within is the clone of creature of valid size that you touched within the last day of the DM's choice.  If no creature was touched, the clone is of you without any of your Warlock abilities.  

87–88

You cast levitate on three random creatures within 60 feet of you.

89–90

The next non-creature object you touch that was not on you person when you rolled on the Losing Control Table is dealt 5d10 acid damage.  The DM may destroy the object if they it appropriate.  Your pact weapon can by re-summoned if it is the object you touch.  

91–92

Creatures within 30 feet of you, including you are set upon by black cloud and must make a DC 20 Dexterity Saving Throw if they require air to breath, you automatically fail.  Creatures that fail and then proceed to die within 10 days becomes subject to a reincarnate and then becomes a chaotic alignment they remain evil, good or neutral.

93–94

You age one year.

95–96

You and all creatures within 50 feet of you, excluding you are target of a sleep spell cast at a level in which you have spell slots.

97–98

You begin to exude a thick grey smoke from your person as if you were on fire for 1d4 rounds.  If you are required to breath you begin to cough and cannot maintain concentration.  Creatures within the first 15 feet of the 5 foot wide cloud of smoke exuded from you must make a Constitution Saving Throw versus your Spell Save DC or lose concentration if they are maintaining it.  You  and anything you are holding/wearing smell of thick smoke until they are cleaned.

99–00

You regain all expended Warlock spell slots.  

Harnessed Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a warlock spell. You then regain the use of this feature

Chaos Unleashed

Starting at 6th level, as an action, once you run out of spell slots you may let your wild magic run wild.  You roll a d100 and have the relevant effect take place.  You may not roll a second dice when using wild magic this way, should you have access to such an option.  After the end of the round you take a d8 necrotic damage plus your charisma modifier.  You must complete a long rest before you can use this ability again.  

Illusion of Control

Beginning at 10th level, as a reaction you may take 5d8 damage to prevent the effects of a losing control effect from happening.  This ability can be used after the d100 is rolled, but not after the effect has begun.  As you are aware of what the effect is going to be before it happens even if you would not have control of the effect.  If this effect causes your character to fall below 0 hit points and you are revived you gain a level of [condition]exhaustion[/condtion].    

Improved Critical Cantrips

Starting at 6th level, your wild magic occasionally enhanced the potency of your cantrips.  Spell attack rolls are critical hits on natural 19s and 20s.  A sign you are gaining control over the wild magic you are harnessing, or a sign your losing it?

Chaos Unleashed

Starting at 10th level, once per long rest you can cast a spell in an unorthodox way by leaning into wild magic and briefly loosening control of your harnessed wild magic.   Perhaps you spell appears to start in several locations at once, or it is cast faster than normal.  There are innumerable possibilities of how this can happen and each use of the ability will be different.  Creatures that would be affected by the spell you cast with this ability have disadvantage against it.  You do this once per long rest.  Any more and you would be quickly ripped apart by your own magic, and worse, much, much worse.  

(This may not be combined with abilities that allow the caster to exclude targets from the area of affect.  Such as the sorcerer's subtle spell.  You also must cast it using proper components, you may still use your spell focus.)

Double Surge

Starting at 14th level, Once per long rest when you roll on the Losing Control table, you may roll two results instead of one, one after the other..  The first is resolved as normal.  The second result is suspended and is contained with you and can be used at any time as a bonus action before your next long rest.  If you carry the suspended surge until a long rest you regain one fewer hit dice and the Losing Control result is lost and can no longer be used.  If the second effect is dealt with this way, you cannot use Double Surge until you complete a short or long rest.  The effect may be forcibly resolved, when you cast a spell make a DC 12 Charisma saving throw on a failed save the Losing Control effect resolves.  If you are made to roll on the Losing Control Table the second effect resolves instead.  

Previous Versions

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