Base Class: Warlock
You have made a pact with a force capable of bending the very rules of reality to shift your luck. Such beings desire chaos and life to flourish and know that do to so sometimes requires a weighted die or a marked card. Beings powerful enough to warp reality and bend luck to their will include tricksters such as Loki, Coyote or Puck. Even some gods and devils find themselves pulling the strings of luck such as Tyche, Tymora, Beshaba, Mammon, and Lucifer.
Expanded Spell List
The Fortunate 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.
Fortunate Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | bane, bless |
| 2nd | fortune's favor, enhance ability |
| 3rd | bestow curse, remove curse |
| 4th | divination, secret chest |
| 5th | mislead, seeming |
Playing it safe
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor and shields
A lucky rabbit's foot or a horseshoe can turn the tide of battle, but sometimes its better to have a little more reliable protection.
Burst of Luck
Starting when you make this pact, your spells are accompanied by bursts of wild luck. Whenever you cast a spell using a warlock spell slot flip a coin. On a success, roll on the good luck table. On a failure, roll on the bad luck table. if a spell is cast from the table if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Bad Luck
|
D20 |
EFFECT |
|
1 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
2 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
3 |
You cast confusion centered on yourself. |
|
4 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
|
5 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
6 |
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. |
|
7 |
You cast fog cloud centered on yourself. |
|
8 |
You are frightened by the nearest creature until the end of your next turn. |
|
9 |
You cast grease centered on yourself. |
|
10 |
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. |
|
11 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
12 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
13 |
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. |
|
14 |
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. |
|
15 |
For the next minute, you must shout when you speak. |
|
16 |
Your hair falls out but grows back within 24 hours. |
|
17 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
18 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
19 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
20 |
You cast fly on a random creature within 60 feet of you. |
Good Luck
|
D20 |
EFFECT |
|
1 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
2 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
3 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
4 |
You cast levitate on yourself. |
|
5 |
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. |
|
6 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
7 |
You regain a warlock spell slot. |
|
8 |
You cast mirror image. |
|
9 |
You regain 2d10 hit points. |
|
10 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
11 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
12 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
13 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
14 |
You gain resistance to all damage for the next minute. |
|
15 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
16 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
17 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
18 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
19 |
You cast magic missile as a 5th-level spell. |
|
20 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
Hotstreak
Starting at 6th level, you sometimes can feel all the dice coming up your way. Whenever you roll a 20 on an attack roll you automatically regain an expended warlock spell slot.
Once you use this feature, you can’t use it again until you finish a short rest.
50/50
At 10th level, your luck becomes stronger, sometimes raising you up to new heights of success and sometimes dashing you on the rocks of failure. Once per short rest when you roll a D20 you can instead choose to flip a coin. On a win you critically succeed, just as if you had rolled a 20. If you lose the flip you critically fail.
Cheat Fate
Starting at 14th level, you've become bold enough to cheat luck itself. Whenever you flip a coin as part of a a warlock class feature, you can instead flip 2 and ignore one of the flips. You can use this feature a number of times equal to your proficiency modifier and regain all uses after a long rest.
Previous Versions
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8/5/2021 9:27:01 PM
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Coming Soon
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