Wyrdweaver Patron
Your patron is probability itself, the personified wellspring of chance as embodied by chosen deities, entities, and eldritch beings across the planes. By binding yourself to the Wyrdweaver, you live by the roll of the dice and the flip of the coin, delighting in the randomness of life and the thrill of new experiences. You might find yourself driven to invade a lich’s keep to ask it about its favorite song, or you might leap onto a dragon’s back to have the right to call yourself a dragonrider. Life with a pact-bond to your patron might not be long, but it will be exciting.
Level 3: Wyrdweaver Spells
Your connection to this ancient and majestic creature ensures you always have certain spells ready. When you reach a Warlock level specified in the Wyrdweaver Patron Spells table, you thereafter always have the listed spells prepared.
Wyrdweaver Patron Spells
Warlock Level | Prepared Spells |
---|---|
3 | Bane, Faerie Fire, Blur, Frenzied Bolt |
5 | Bestow Curse, Hypnotic Pattern |
7 | Compulsion, Reset |
9 | Battle Mind, Mislead |
Level 3: Probability Wellspring
You gain the ability to manipulate probability. You have a pool of d6s that you spend to fuel your patron abilities. The number of probability dice in the pool equals 1 + your warlock level.
You can use these dice to turn the odds in your or your ally’s favor. When you or a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend probability dice from the pool, rolling the dice and adding the total result to that roll. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Your pool regains all expended dice when you finish a long rest.
When you reach certain levels in this class, the size of your probability dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
Level 3: Appropriate Advantage
You learn to shift the weaves of fate to aid allies and hinder foes. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one probability die and force that creature to make a Charisma saving throw against your spell save DC, adding the probability die to the DC. On a failed save, the creature loses advantage on that roll, and one friendly creature you can see within 60 feet has advantage on its next d20 roll of the same type the creature used (attack roll, ability check, or saving throw).
Level 6: Improbable Duplicate
You can channel dark power from your patron to empower your attacks and spells. Once on each of your turns, when you hit a creature with an attack, you can expend one or more probability dice, up to half your Charisma modifier (minimum of 1), and add the probability dice to the attack’s damage roll.
Level 10: Inconceivable Channeling
You learn to redirect magical energy, converting the power to restore your pool of probability dice. When a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to take the damage instead. You halve the damage you take as your probability wellspring absorbs some of the magical energy. For every 10 damage prevented in this way, you regain one expended probability die. You can’t regain more than half your maximum probability dice from this feature. Once you use this feature, you can’t use it again until you finish a short or long rest.
Level 14: Favored Soul
Your very presence spins probability. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature has disadvantage on that roll, and you have advantage on one d20 roll of your choice within the next minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
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