Warlock
Base Class: Warlock

Atem is the a god of luck and fate, or he will be at least. Atem is a visage that has no physical body on the material plane and needs a host to help him with his ascension into godhood. As payment for this service Atem grants his host power and a small bit of control over fate itself. However his power is not meant to be transferred through a physical conduit and as a result there is a chance that power can surge into raw chaos magic. Atem is always there, watching through his host eyes, listening through their ears, and communicating with them themselves telepathically. Atem is a quizzical and curious entity that loves to take a chance no matter how dangerous. He is calm and kind yet holds little to no forgiveness for those who cheat fate whether it be as grand as death or as simple as a game of dice.

Chance of Chaos

Atem is the God of Luck however his power comes with the chance to release the chaos of raw magical power. Starting at level 1, whenever you win a game, hit with a ranged attack spell or succeed a skill check you gain one luck counter, alternatively when you loose a game, miss with a range attack, or fail a skill check you loose luck counters (count negatives).

Directly after you cast a spell of 1st level or higher, you must roll a percentile dice and if you roll above 50 + (luck counters x 5) your spell is negated and a surge of chaos magic ensues. Roll another percentile dice and the effect from the Chaos Surge chart immediately takes place.

Chaos Surge

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it.

05–06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 5th-level spell.

11–12

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

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

You cast grease centered on yourself.

21–22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29–30

You teleport 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.

33–34

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

35–36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You regain 2d10 hit points.

41–42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast levitate on yourself.

47–48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain your lowest-level expended spell slot.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67–68

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

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You regain all expended sorcery points.

Fate touched

Starting at 1st level, Atem grants you the ability to alter fate slightly for your allies and your enemies. As an action, you can cast either bless or bane at level 1. You can do this as many times equal to your Charisma modifier between long rest.

Atem's Blessing

Starting at 6th level, Atem allows you to attempt alter fate for you and your allies. When you or an ally would take attack damage from a melee or ranged attack reducing your hit points to 0, you can use your reaction this turn to try to change fate. Time is slowed and reversed forcing the attacker to make a new attack roll this time subtracting your proficiency modifier.

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

Dual minded

Beginning at 10th level, Atem is with you and protects you from mind-altering magic. You are immune to being charmed, and have advantage on wisdom and intelligence saving throws.

Atem's Visage

Starting at 14th level, Atem has found a way to project himself forward for a small time. For up to 1 minute a ghastly astral projection of Atem is brought forward within 60 ft. of you to a space both you and Atem have agreed on. After Atem has summoned himself he shares your initiative roll and is considered an incorporeal creature.

While summoned Atem has a movement speed of 50 ft. and can pass through objects as if it were difficult terrain. Atem's form cast dim light for 30 ft. If the host is within the light, they have advantage on their chaos check after casting a spell. Chosen creatures within that light gain advantage on all saving throws and ranged attack rolls also other creatures have disadvantage on attack rolls against them.

After using this ability, Atem cannot project himself for another 7 days.

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