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Past Revisions

Otherworldly Patron Starting 1st level, you can twist the past to unforeseen results.
At 1st level, a warlock gains the Otherworldly Patron feature. Once per turn when you roll damage for a weapon attack or a
Here is a new option for that feature: the Fateful. cantrip, you can reroll one of the damage dice and use the
new roll. The number rolled on that die determines the
The Fateful damage type of the attack or cantrip, as shown below.
Many pacts are based on an exchange of services between a Die Roll Damage Type
warlock and their patron, power in return for a favor. These 1 Acid
dealings are often means to an end, for all parties involved.
Your patron is a being of fate itself, said to be nigh omniscient 2 Bludgeoning
and all-powerful. The tasks it poses to you may change the 3 Cold
course of history, or merely serve as a form of entertainment
for your patron. Are the gifts it bestows upon you a reward for 4 Fire
your service and essential for the completion of future quests? 5 Lightning
Or a lure for more power, tools meant for amusement? Know
this, the greater the risks you take, the more you shall gain. 6 Necrotic
7 Piercing
Fateful Features
Warlock Level Feature 8 Poison
1st Expanded Spell List, Past Revisions 9 Psychic
3rd Pact of the Cards 10 Radiant
6th Future Bargain 11 Slashing
10th Present Warp 12 Thunder
14th Streak of Fate
Pact Boon: Pact of the Cards
At 3rd level, a character bound to the Fateful can select this
Expanded Spell List option instead on one of the warlock’s existing Pact Boon
The Fateful lets you choose from an expanded list of spells options.
when you learn a warlock spell. The following spells are The Fateful grants you a simple box made of wood or iron,
added to the warlock spell list for you. engraved with your name at the bottom. Upon inspection, the
Fateful Expanded Spells box appears empty. While the box is on your person, you are
proficient with all gaming sets.
Spell Level Spells Additionally, you can use your action to draw a card from
1st bless, chaos bolt XGE the box which magically appears in your hand as you reach
into it. If you do so, you roll on the Fate Cards table to
2nd blur, enhance ability determine the card’s effect. Spells cast as part of this action
3rd blink, baleful conflux don't require components. Once you have drawn a card and its
4th chaos ward, fateful vision
magic has taken effect, it crumbles to dust. You can only draw
one card at a time.
5th lethargy, reincarnate Once you have drawn a number of cards equal to your
Charisma modifier, you must finish a long rest before you can
  draw additional cards.
If you lose the box, you can perform a 1-hour ritual to
receive a replacement from the Fateful. The ritual can be
performed during a short or long rest, and it destroys the
previous box.
Future Bargain
At 6th level, your patron allows you to borrow luck from the
future. When you make an attack roll or an ability check, you
can roll an additional d20. You can choose to use this feature
after you roll the die, but before the outcome is determined.
You choose which of the d20s is used for the attack roll or
ability check and record the number of the roll.
The next time you make an attack roll or an ability check
and one of the die rolled equals the recorded number, you roll
an additional d20 and use the lower result.
Once you use this feature, you can’t do so again until you
finish a short or long rest.

Otherworldly Patron | The Fateful


Present Warp
Starting at 10th level, you can attempt to change the present.
Eldritch Invocations
Whenever you make a saving throw, you can roll a d6. If the At 2nd level, a warlock gains the Eldritch Invocations feature.
roll is odd, you gain a bonus to the saving throw equal to the Here are five new options for that feature.
roll. If the roll is even, you instead take a penalty to the saving
throw equal to the roll. You must choose to do so before you Bestial Harbingers
make the saving throw. Prerequisite: 7th level
You can cast animal messenger at will, without expending a
Streak of Fate spell slot or material components.
Starting at 14th level, you can push fate to its limits. When you
deal damage to a creature with an attack or a spell, you can Card Dealer
choose to roll a d20. On a roll of 10 or lower, you take psychic Prerequisite: Pact of the Cards feature
damage equal to the roll. This damage ignores resistance and Other willing creatures can use their action to draw a card
immunity. On a roll of 11 or higher, you deal force damage to from your box as if they used the Pact of the Cards feature.
the creature equal to double the roll and you can choose to Cards drawn by other creatures count against the number of
regain the use of this feature which you then must use cards you can draw between long rests.
immediately.
Once you use this feature, you can’t use it again until you Door to Destiny
finish a short or long rest. Prerequisite: 12th level, Pact of the Cards feature
You always know the location of the box granted to you by the
Guided by Fate Pact of the Cards feature while both of you are on the same
plane of existence.
Many warlocks bound to the Fateful let fate guide every aspect While the box is within 500 feet of you, you can cast
of their lives. Decisions are made on a coin flip and chance is dimension door without expending a spell slot, targeting a
the only constant they know. Whenever you finish a long rest, space within 10 feet of the box. You regain the ability to do so
you can choose to roll on the table below to determine your when you finish a long rest.
character trait for the day.
Rest for the Wicked
Fateful Traits Prerequisite: 5th level
d12 Feature Whenever you finish a long rest, you can choose one of the
1 You are optimistic and full of joy. warlock spells you know and replace it with another spell
from the warlock spell list, which must be of a level for which
2 You joke at every occasion. you have spell slots.
You are determined to finish two day’s work before You can also cast Leomund's tiny hut once without
3
you lay to rest. expending a sell slot. You regain the ability to do so when you
You devote your time to improve the well-being of
finish a long rest.
4
those around you. Struck by Chance
5
You spend much time contemplating your every Prerequisite: Pact of the Cards feature
move. Whenever you make an attack roll with advantage, you can
You are inquisitive about the secrets of others and
choose to take a gamble with fate. If you do so and the lower
6
always look for new places to explore. of the d20 rolls would also hit the target, you use the highest
number possible for each damage die. If the lower of the d20
7 You act impulsively and without thinking. rolls would miss the target, you instead use the lowest
You are insecure and ask for a second option on number possible for each damage die. You can’t reroll any of
8
whatever you do. the damage dice if you use this invocation.
You speak with authority and expect others to follow
9
your every demand.
10 You lie compulsively.
11 You are touchy and quick to anger.
You are indifferent about almost anything that
12
happens.

Credits
Created by u/sandwichbear. Thanks to everyone
on the Discord of Many Things who helped in
the process of creating this subclass
Made using GM Binder
Artwork by R.Black

Otherworldly Patron | The Fateful


Fate Cards
d100 Card Name Effect
01-02 The Fool You roll twice on this table, and use both effects in the order you rolled them.
03-04 The Magician You automatically succeed on the next saving throw you make.
05-06 The High Priestess All creatures within 30 feet of you are deafened for 1 minute.
07-08 The Empress You regain 1d20 hit points.
09-10 The Emperor All creatures within 30 feet of you become frightened of you until the start of your next turn.
11-12 The Hierophant The properties of all magic items within 60 feet of you are suppressed for 1 minute.
13-14 The Lovers You cast telepathy, targeting a friendly creature you can see within 30 feet of you.
15-16 The Chariot You concentration can’t be broken on the next spell you cast.
17-18 Strength Your Strength score is reduced to 1 for 1 hour.
19-20 The Hermit You are proficient in all saving throws until you move 5 feet or more.
21-22 The Wheel of Fortune Your box of cards is teleported to a random unoccupied space within 30 feet of you.
23-24 Justice The next time you hit a creature with an attack, you and the target take 4d4 radiant damage.
25-26 The Hanged Man All creatures within 10 feet of you take fire damage equal to half your current hit points.
27-28 Death You cast feign death on yourself.
29-30 Temperance You can’t have advantage or disadvantage on any attack rolls for 1 minute.
31-32 The Devil You are surrounded by a halo of flies until you take the Help action.
33-34 The Tower A random creature within 60 feet of you is struck by lightning, taking 6d6 lightning damage.
35-36 The Star You regain one expended spell slot of your choice.
37-38 The Moon All creatures within 120 feet of you fall unconscious until the start of your next turn.
39-40 The Sun All creatures within 1 mile of you regain 1 hit point.
41-42 Judgment You take 1d4 psychic damage whenever you knowingly lie within the next 24 hours.
43-44 The World All of your ability scores equal to your number of Hit Dice for 1 minute.
45 Ace of Clubs You have advantage on all ability checks for 1 minute.
46 Two of Clubs You learn the guidance cantrip. It doesn’t count against your number of cantrips known.
47 Three of Clubs You can take the Use an Object action as a bonus action until you take the Cast a Spell action.
48 Four of Clubs You learn the rope trick spell. The spell doesn’t count against your number of spells know.
49 Five of Clubs You can't take the Attack or Cast a Spell action until you finish a short or long rest.
50 Six of Clubs You cast nondetection on yourself.
51 Seven of Clubs You are immune to fire damage for 1 minute.
52 Eight of Clubs You don’t provoke opportunity attacks until the end of your next turn.
53 Nine of Clubs You cast death ward on yourself.
54 Ten of Clubs You spend your action on your next turn crying.
55 Jack of Clubs You ignore difficult terrain until you finish a short or long rest.
56 Knight of Clubs You have advantage on initiative rolls for 10 minutes.
57 Queen of Clubs You are immune to being frightened until you finish a short or long rest.
58 King of Clubs All creatures within 30 feet of you have advantage on the next ability check they make.
59 Ace of Diamonds No effect.
60 Two of Diamonds You gain immunity to piercing damage until you take slashing damage.
61 Three of Diamonds You can take the help action as a bonus action until you take the Attack action.

Otherworldly Patron | The Fateful


Fate Cards
d100 Card Name Effect
62 Four of Diamonds You don’t require food or water for 40 days.
63 Five of Diamonds You regain all of your spent Hit Die.
64 Six of Diamonds You cast life transference, targeting a random creature within 30 feet of you.
65 Seven of Diamonds The next time you make an attack roll with advantage, you treat both d20 rolls as a 1.
66 Eight of Diamonds If you have inspiration, you lose it.
67 Nine of Diamonds You cast goodberry, creating ten times the normal amount of berries.
68 Ten of Diamonds You are proficient with medium armor and martial weapons for 24 hours.
69 Jack of Diamonds You gain a flying speed of 300 feet until the end of your turn.
70 Knight of Diamonds You cast invulnerability.
71 Queen of Diamonds You gain proficiency in all skills for 1 hour.
72 King of Diamonds You gain resistance to bludgeoning damage and vulnerability to piercing damage for 24 hours.
73 Ace of Hearts You gain proficiency in the Religion skill if you don't already have it.
74 Two of Hearts You cast warding bond. The spell’s range is increased to 300 feet.
75 Three of Hearts You cast tongues on yourself.
76 Four of Hearts You become invisible until the end of your next turn.
77 Five of Hearts You take necrotic damage equal to 1d8 × your number of Hit Dice.
78 Six of Hearts You gain temporary hit points equal to your hit point maximum that last for 1 minute.
79 Seven of Hearts You cast daylight, targeting your box of cards.
80 Eight of Hearts Your eyes turn black for 7 days.
81 Nine of Hearts You are under the effect of a gentle response spell for 1 year.
82 Ten of Hearts Your hair turns golden for 24 hours.
83 Jack of Hearts You are immune to falling damage until you finish a long rest.
84 Knight of Hearts You are charmed by every creature you can see until you take damage.
85 Queen of Hearts You can breathe underwater for 7 days.
86 King of Hearts Whenever you make an attack roll within the next minute, you treat the d20 roll as a 10.
87 Ace of Spades You are blinded until you are reduced to 0 hit points.
88 Two of Spades You can speak celestial and abyssal for 1 year.
89 Three of Spades Whenever you speak within the next minute, any glass surface within 30 feet of you shatters.
90 Four of Spades You cast greater restoration on yourself.
91 Five of Spades The next time you make an ability check with disadvantage, you treat both d20 rolls as a 20.
92 Six of Spades You are immune to being charmed until you have moved 500 feet.
93 Seven of Spades You have advantage on all Charisma (Deception) checks until you deal damage to a creature.
94 Eight of Spades You cast sequester on yourself. The spell lasts until a creature says your name out loud.
95 Nine of Spades The sound of an explosion, audible from as far away as 1 mile, emanates from your mouth.
96 Ten of Spades You have disadvantage on all saving throws for 1 minute.
97 Jack of Spades For 1 minute, you can cast passwall without expending a spell slot or material components.
98 Knight of Spades You suffer one level of exhaustion.
99 Queen of Spades You have truesight until the end of your turn.
00 King of Spades Your Intelligence score is increased by 1d10 for 24 hours.

Otherworldly Patron | The Fateful


Spells d8 Damage Type
The following spells are available to warlocks with the Fateful 1 Acid
patron at certain levels. They are presented in aplabetical 2 Cold
order.
3 Fire
Baleful Conflux 4 Force
3rd-level conjuration
Casting Time: 1 action 5 Lightning
Range: 30 feet 6 Poison
Components: V 7 Psychic
Duration: 1 minute
8 Thunder
You imbue a creature within range with unstable arcane
energy. An unwilling target can make a Wisdom saving throw,
and if it succeeds, it is unaffected by this spell. If you roll the same number on both d8s, energy erupts at the
When it is first affected by this spell and at the start of each target's location and all creatures with 5 feet of the target take
of its turns for the duration, the target is teleported 30 feet in damage equal to your spellcasting modifier. The damage type
a random direction. Roll a d4 for the direction: 1, north; 2, is the same as that of the bolt.
south; 3, east; or 4, west. If the target arrives in a place already Fateful Vision
occupied by another object or creature, it is shunted to the 4th-level divination
nearest unoccupied space that it can occupy and takes force
damage equal to twice the number of feet it is moved. Casting Time: 1 bonus action
Range: 60 feet
Chaos Ward Components: V, M (gold dust worth at least 100 gp)
4th-level evocation Duration: 1 round
Casting Time: 1 action You can predict the actions of a creature within range until the
Range: Self end of your next turn. This has the following effects:
Components: V, S
Duration: Concentration, up to 1 minute You have advantage on attack rolls against the creature
and on saving throws against spells cast by it.
You surround yourself with a ward of volatile energy. Until the The creature has disadvantage on attack rolls against you.
spell ends, you can use a bonus action on your turn, or a For every 5 feet the creature moves, you can move 5 feet
reaction whenever you get hit by an attack, to unleash a bolt of (up to your normal movement) on the creature's turn when
energy. Choose one creature you can see within 30 feet of you. it has completed its movement. For every 5 feet you move
The target must succeed on a Dexterity saving throw or it this way, your speed is reduced by 5 feet until the end of
takes damage equal to 2d8 + your spellcasting modifier. your next turn.
Choose one of the d8s. The number rolled on that die
determines the bolt's damage type, as shown to the right. Lethargy
  5th-level transmutation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
You choose a point within range and cause a wave of lethargy
to emanate from there. Each creature in a 30-foot-radius
sphere centered on that point must make a Constitution
saving throw. On a failed save, a target's speed is halved for
the spell's duration and it has disadvantage on all attack rolls,
ability checks and saving throws using Strength or Dexterity
during that time.
A creature affected by this spell makes another Constitution
saving throw at the end of it's turn. On a successful save, the
effect ends for it.

Otherworldly Patron | The Fateful

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