Warlock
Base Class: Warlock

You have pledged yourself in service to the three Fates, who are also the ones called the Norns. They represent the past, present and future. You can use the power they vested in you to control the flow of time and the outcome of actions. The three Norns are:

-Urd, "What Once Was" (Past)

-Verdandi, "What is Coming into Being" (Present)

-Skuld, "What Shall Be" (Future)

Expanded Spell List

The Fates let you choose from an expanded list of spells when you learn a warlock spell. These spells' effects are all related to the flow of time.

The Fates Expanded Spells
Spell Level Spells

1st

bane, bless

2nd

augury, hold person

3rd

clairvoyance, blink

4th

banishment, dimension door

5th

hold monster, scrying

Blade of the Fates

Starting at 1st level, when you hit another creature with a melee weapon attack, you may deal extra damage equal to your Charisma modifier plus your level in this class by warping reality so your blade or spell cuts deeper.

Reality Warping

Starting at 6th level, you can manipulate the strands of destiny. When you make an attack roll, ability check or saving throw, you can use this feature to add a d10 + your Charisma + your proficiency bonus to your roll. You can do so after the roll is declared a success or failure but before the effects occur.

You can use this feature a number of times equal to your Charisma modifier - 1(minimum 1 time) and regain all spent uses when you finish a short or long rest.

Not Destined to Die

Starting at 10th level, you weave the tapestry of fate in such a way that it is harder to kill you. You can add your Charisma modifier and proficiency bonus to death saving throws.

Destroy Destiny

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly cause a creature's fate to unravel, hurling it into an alternate timeline. The creature is banished as if through the spell banishment. It remains banished in an alternate timeline for 1d6 weeks. After that time, the tapestry of fate repairs itself. Alternatively, planar travel can bring it back into the main timestream, but the creature has disadvantage on ability checks, saving throws and attack rolls until its banishment would naturally end.

Once you use this feature, you can’t use it again until you finish a long rest.

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