Warlock
Base Class: Warlock

You have made a pact with a being of unspeakable power.  Truly a being that holds fate in the palm of it's hands.  You have made a pack with... The Dungeon Master!

How you gained the ability to see beyond the world, beyond the weave, beyond the grid and see the roll of fate's dice.  You can see beyond the world... map.

The nature of your pact is very different than others, as your patron is ever present and always watching.  new demands and amendments to your bargain can come at any time.  others will think you mad as you speak of scores and rolls of strange dice, however you know the truth.  you know the powerful being you have bargained with, a being who's ends may not be best served by your survival

Patron's Support

Given your patron's constant presence they can gift you with extra spell slots.  The DM can grant you a number of bonus warlock spell slots equal to 1/4 of your warlock level (minimum 1) per long rest.  The DM may award these for good roleplaying, advancing the plot, self-sacrifice, an epic finishing move, or because it was Tuesday.  Seriously, the DM is your patron, whatever they want is what you do

   
   
   
   
   
 

You dropped these

Starting at 1st level, your ability to perceive beyond the world (map) has given you the ability to bolster yours and your ally's endurance.  At the end of a short rest You can restore all of the used hit dice of one party member, if this is not all of their hit-dice, you can restore a number of your used hit dice equal to their unused hit dice.

Which one do we use again?

At 6th level, you learn to warp reality and bend fate by change dice.  Once per long rest you may choose one single purpose that a dice is used for by anyone at the table, and replace it with any of the following: D20, D12, D10, D8, D6, or D4. 

The purposes you can select are: To hit, to save, damage for a specific weapon, ability checks, for example.  This effect applies to one creature at a time.  They must attempt a save against your warlock spell-save DC.  On a successful save you can only move the dice size by one (replace a D20 with a D12, or replace a D4 with a D6).  If they fail their save, you may replace things anyway you choose.  A creature can choose to willingly fail this save IF your patron the DM allows it

This effect last 1 minute

Let Me See...

Starting at 10th level, your thoughts transcend this plan and see onto a higher plane.  You can see what your patron sees... the DM's Guide.  You can ask the DM to see the stat block of a creature in your line of sight.  The first time this occurs after a long rest, the DM will set a 60 second timer.  If you have not handed the block back to the DM and declared what you will be doing before this happens, the creature you just examined has noticed you and has advantage on attacks to hit you for the next minute.  If you are in combat with a creature and do this, then you can also see it's current hit points and the status of it's expendable abilities (spells, breath weapons, Legendary actions or resistances, etc.)  If the time runs out on you, you have spent your entire turn doing this.  If not, this does not cost you any action or free action.

The 60 second timer does not reset until you complete a long rest.

I'll Do that too

At 14th level, you gain the ability to copy the racial or class ability of any of your party members.  This takes effect at the end of a long rest, and last until you begin another long rest

If you copy a cleric, paladin, or druid's subclass spell list, you have access to those specific spells, BUT are still limited to your warlock spell slots

If you copy another class's Spell casting feature, it scales to your level, but you only have access to your warlock spells (which will cast with the new spell casting modifier)

If you copy a skill which references a skill, ability, or spell you do not already have, you do not gain that skill, ability, or spell.

The DM can tell you no to any ability you wish to copy.  Because he is your patron

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