Warlock
Base Class: Warlock

You have made a pact with an entity who likes to toy with mortals including you and the ones around you, and will give the power to do so as well. This entity took an interest in you for some reason an wants to help you to reach your goes by changing the fate of the ones who stay in your way. They are more likely to be gods, powerful tricksters or both.

Expanded Spell List

The Master of Misfortune 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.

Fiend Expanded Spells
Spell Level Spells

1st

bane, tasha's hideous laughter

2nd

aid, phantasmal force

3rd

slow, hypnotic pattern

4th

confusion, polymorph

5th

mislead, modify memory

Aura of Bad Luck

You're surrounded by an aura of misfortune that mysteriously affects your enemies.

Starting at 1st level, you have a number of points of misfortune equals to your warlock level. When an creature you can see makes an ability check, attack roll or saving trow lower then your spell save DC or you hit a target creature with a magic attack, you may spend a misfortune point to roll on the mishap table and this creature is affected with a random magical effect. You gain any expended misfortune points once you make an long rest.

 Mishap Table

d20 Effect
1 A mysterious  explosion blossom from the target creature and causes a 5d6  force damage to the target and each creature in a 10-foot-radius.
2  You cast entangle centered in the target creature.
3 The target creature falls to the ground and drop any item it's holding that goes 5-foot to the front of the creature.
4 The creature's appearance change, like it had cast Disguise Self, however you choose the appearance that the creature will assume. The creature can't see the illusion and won't know that it has an alternative appearance.
5 The target sees every creature around them, except you, as a monster that you choose whose challenge rating is lower than you level.
6 The target creature is restrained for 1d10 turns.
7 The target creature and every item it's holding become intangible for 1d10 turns, while intangible it can't interact with anything or anyone. The creature can only receive magic damage and it can't cause any damage to other creature.
8 The creature's skin start to glow, every attack against this creature has advantage and every stealth check that the creature has disadvantage. A remove curse spell can end this effect.
9  For 1d10 turns the target hears a mysterious and loud song only they can hear and it's deaf.
10 For 1d10 turns the target sees a strong light only they can see, and the creature is blind.
11 You cast Fog Cloud centered in the target creature.
12  The creature teleport 30 feet in your direction or in the opposite direction (your choice).
13 The target creature levitates 30 feet in the air and it's speed become 0 unless it can fly.
14  If the creature dies within the next minute, it come back as a zombie as if you had cast animate dead.
15  You cast Grease centered in the target creature.
16   The creature is slow for 1 minute and it can make more than one action per turn.
17  For 1 minute, every time cause damage to the target creature, you heal yourself half the damage caused.
18 You cast Confusion centered in the target creature 
19 The target creature sees you as a monster that you choose and is frightened by you.
20 You cast polymorph in the target creature, it automatically fails it's saving trow.

Manipulation Of Fate

Starting at 6th level, you can call on your patron to alter fate in your favor. When you or another creature you can see make an ability check or a saving throw, you can spend 2 misfortune points and add or subtract a d6 to the roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Sudden Magic

Starting at 10th level, you can gain spell slots by spending a number of points of misfortune equals to the level of the spell slot you want to gain. You can't gain spells slots with a level higher then the higher between the spells you know. 

Fatal Bad Luck

Starting at 14th level, whenever you spend one or more points of misfortune you can spend an extra number of points of misfortune to each extra point you spend this way you can cause 1d10 of magic damage to a creature you can see.

Comments

Posts Quoted:
Reply
Clear All Quotes