Base Class: Warlock
These entities are pure wild magic animated bring life too what is dead, they gift there magic Apon others not due to a want or a pact but as that is just what they do no thought or calculation the entity itself may not even think or have humanity but the people it contacts gain uncontrollable power, that physically burns at there bodies and even souls. to receive this blessing is almost never a choice some have attempted to make these patrons for themselves most die or are unsuccessful but to those who succeed and survive they can ask for as much power as there bodies can handle.
Expanded Spell List
you have access to all wizard spells, but when casting any spell you must succeed a DC 7 Arcana check or cast a different spell.
All things chaotic and wild
As your patron is in no control of there powers neither are you, but as you have a connection too the weave you can cast spells you don't even know but it causes great strain on the body you take force damage equal too twice the spells level and on a failed arcana DC 7 check a wild magic surge occurs just after you cast the spell.
in addition you can cast a spell without expending a spell slot by taking 10 times the spell level in force damage and causing a magic surge on a failed Constitution saving throw equal too your spell save DC, taking half as much on a successful one and not causing a magic surge
Spreading Chaos.
Starting at 6th level, you can call on your patron to shake the weave around you, as an action you create a 60ft radius sphere around you in which all magic is wild ,any spells cast in this area (including your own) cause wild magic surges on a failed Arcana check equal too your spell save DC, any magical fields or charms become distorted altering there effects in an unexpected way and causing wild magic surges any time the Field or charm does its desired effect. magical creatures on a failed wisdom saving throw become savage or fall unconscious (DM's choice). magic items either stop functioning or there effects are twisted causing magic surges when activated or used becoming inactive after the surge. Any wild magic surge deals force damage equal too your constitution modifier too your character
you can use a bonus action to end this effect, the area also disappears if you fall unconscious die, or your winsome or intelligence drop too 1.
Once you use this feature it last for a number of minutes equal too your constitution modifier (minimum of 30 seconds) , you can’t use it again until you finish a long rest.
Magic Resilience
Starting at 10th level, you gain resistance to magic damage, only the mundane and boring can afflict the best effect. in addition you have advantage on all spell saves against spells and magic traps.
Method too the madness
Starting at 14th level, when you are forced too roll on the wild magic surge table you can use your reaction too choose between 4 results then roll a D4 to decide which one is picked, you can re roll this dice but each time you roll you take damage equal to half your Warlock level times your constitution modifier in force damage.
this ability is recovered once per long rest
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