Warlock
Base Class: Warlock

A man stands at a castle wall, raining a seemingly unending rain of magical destruction down on the enemy forces. Seeming to always have yet another spell to cast. Yet with every sucessful cast, the man winces with regret and dread.

A woman stands before a beholder, surrounded by her wounded and dying friends. Now unable to get out of the insane creatures anti-magic eye cone, it laughs and taunts the mage at her 'useless' attempt to cast a spell. That is untill it's head is caved in by the force of her magic detonation.

A mage taunts a wounded opponent, delivering a witty one liner before finishing a incantation with the intent to obliterate the creature. Their mood suddenly sours when their casting results in an anticlimactic fizzle of nothing, and they quickly turn to run away.

All of these people have one thing in common, a trick of magic that sets them above the competition. Most of the time. A Warlock of the Shattered Clock Patron has made a implicit deal with the alternate versions of themselves across parallel timelines. They have learned how to reach across the sands of temporality and grab the magic that their counterparts rightly had to use, and in doing so, many of their counterparts have learned the same thing.

Every decision you make, there is another version of reality where you made the other decision. Warlocks of this patron use that fact to gain more power, by stealing it from other versions of themselves. This, however, comes with a downside. The other versions of yourself can steal from you. This trade of power and risk is at the heart of every Shattered Clock Warlock, and it makes them impossibly powerful foes, capable of achieving the impossible itself. If, and only if, luck lands in their favor.

Dunamancer's Deal

The main trick that all Warlocks of this patron share is the ability to reach into alternate time lines and use magic from their other selves. This, however, opens them up to losing their magic to these other selves in much the same fashion.

You have a dunamancy dice, which is a D8. When you attempt to cast a Warlock spell of first level or higher you must first roll this die. If you roll anything other than a one you cast the spell as normal. If, however, you roll a one you fail to cast the spell at all, consuming the spell slot and action to no effect. 

In addition, if you don't have a warlock spell slot available you may try to cast a spell as if you did. To do this decrease the size of your dunamancy die by one step (from a D8 to a D6 for instance) and cast the spell as normal, rolling your new dunamancy die before you cast as per this class feature. You cannot use this feature in this way while your dunamancy die is a D4. 

Your dunamancy die increases in size to a D10 at tenth level. Your dunamancy die resets to its original size after you complete a long rest.

Dunamancer's Delight

By opening yourself up more fully to the flows of time you can gain unique skills and power's, at the cost of making your timeline easier to reach into by your other selves. You can decrease the size of your dunamancy die by one to gain two of the following effects for one hour. This class ability is obvious when in use.

-You can cast magic even when under the effects of antimagic fields  (such as the central eye cone of a beholder) normally.

-You can cast spells without providing any components that lack a gold cost.

-You can cast spells and make attacks as if you were anywhere you were previously during your turn.

-You can cast spells that require line of sight and make a attack even if you don't have line of sight (For instance, if there was a wall instead the way).

-You can choose one spell from the Warlock spell list and gain the ability to cast it for the duration of this class feature.

-You can roll your dunamancy die and add the result to any skill check you make for the duration of this class feature.

-You can remove the obvious effects of this class feature for its duration

You may only have each option active once from this class feature. You may use this class feature multiple times, decreasing your dunamancy die by one each time and gaining the benifits of each use. You may not use this class feature if your dunamancy die is a D4.

Dunamancer's Defence

You can negate damage by spreading it across multiple versions of yourself, making it negligible, at the cost of making yourself more vulnerable to those other versions of yourself. As a reaction whenever you take damage you may negate it by decreasing the size of your dunamancy die by one. You cannot use this feature if your dunamancy die is a D4.

Dunamancer's Doppelganger

Once per long rest you can create a dunamantic echo of yourself, at any unoccupied point within 100 ft., as an action. This echo has the following properties. It's hp is equal to your Warlock level plus your proficiency bonus, it has your speed, size, senses, ability scores, saving throws, proficiencies, class features, and equipment, an AC of 10+your proficiency bonus, and can preform any action you could (including casting and concentrating on spells) using your proficiency bonus. It can move and take one action on your turn, and shares your resources for moving and performing those actions (it uses your spell slots and magic item charges, for instance). It lasts for one minute or until it dies, and when it disappears it leaves nothing behind (such as spell effects it cast or equipment it used).

Shattered Clock patron expanded spell list

Your patron gives you access to the following spells

Lv.1

Gift of alacrity, Magnify Gravity

Lv.2

Fortunes Favor, Wristpocket 

Lv.3

Pulse Wave, Haste

Lv.4

Gravity Sinkhole, Leomund's Secret Chest

Lv.5

Temporal Shunt, Passwall