Warlock: Misfortune & Timeless

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Otherworldly Patron: The Misfortune

Born with an innate misfortune or gaining it later in life, these warlocks are cursed with eternal unluck. They attract misfortune wherever they go, as a red light bleeds through everything to follow their tracks - seen as a force of ill omen, for their misfortune will be wrought onto those around them.

Expanded Spell List

The 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.

Spell Level
  Spells
       1st        
  bane, inflict wounds
       2nd        
  detect thoughts, wither and bloom
       3rd        
  bestow curse, sending
       4th        
  compulsion, phantasmal killer
       5th        
  dominate person, antilife shell

Crimson Presence

Starting at 1st level, the vermillion light of misfortune and malice follows you. Every creature of your choice within 10 feet of you, gains a reduction to all of their attack rolls, saving throws, ability checks, and initiative checks equal to 1. This increases to a reduction equal to 2 at 8th level and to 3 at 13th level.

Harbinger of Misfortune

Also at 1st level, you can strip the very essence out of creatures. You gain a number of Misfortune Points equal to your Proficiency Bonus.

You regain all of your Misfortune Points when you finish a Long Rest. You can expend one of these to cast the Silvery Barbs spell as a reaction.

Malevolent Gaze

Starting at 6th level, after blood is struck you can lead your enemies to fall through curses and hexes. You can target a creature within 60 feet of you and curse them for the next minute as an action by expending a Misfortune Point. Whenever they roll a natural 20 or a natural 1, they take 1d12 Psychic Damage.

Maroon Masacre

Starting at 10th level, the red light pierces and bleeds through the veil and into your enemies. Whenever a creature makes an attack roll or casts a spell within the range of your Crimson Presence, you can expend one Misfortune Point. The target then takes 1d12 Psychic Damage, or you can choose to gain the amount rolled as Temporary Hit Points.

Vermillion Presence

At 14th level, the vermillion light of misfortune flows through you. Whenever anybody rolls a natural 1 within the range of your Crimson Presence, you regain 1 expended Misfortune Point.

Otherworldly Patron: The Timeless

With the will of time, creation, and rebirth at their back, these Warlocks have become intertwined with time itself and act as an extension of it. They bend time to their will and twist the laws of reality, ensuring that luck will be on their side.

Expanded Spell List

The Timeless 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.

Spell Level
  Spells
       1st        
  gift of alacrity, guiding bolt
       2nd        
  augury, fortune's favor
       3rd        
  revivify, slow
       4th        
  death ward, fabricate
       5th        
  temporal shunt, reincarnate

Strings of Fortune

Starting at 1st level, the expansive starscape of possibility and time resides within you, and you can pluck the stars away for your own gain. You gain a number of Fortune Dice, which are d6’s, and you have an amount of them equal to twice your Proficiency Bonus. You regain all expended Fortune Die when you finish a Long Rest. You can expend 1 Fortune Die and roll it as a Reaction, you can then add or remove the rolled amount from any Attack Roll, Saving Throw, or Ability Check that’s made within 60 feet of you.

Temporal Fissure

Also at 1st level, through your patron, you can create fixed time. Whenever you expend a Fortune Die, you can on your next Bonus Action create a temporal fissure within 60 feet of you in unoccupied space that you can see for the next minute. A temporal fissure is centered on a 5-foot square, where it is invisible and does not obstruct line of sight or movement. When a creature other than you enters a temporal fissure or ends its turn in one, it must make an Intelligence saving throw against your spell save DC. On a failure, the creature is frozen in time until the start of their next turn. The creature is paralyzed, immune to all damage, and all other conditions. Any effects which would last until the end of their next turn now last until the end of their turn after. Any conditions or effects the creature was under resume when they are no longer frozen in time.

Timeless Self

Starting at 6th level, your body is stuck in a loop, it can no longer age. You gain resistance to Necrotic Damage in addition to being able to choose whether you’ll age or not, becoming effectively immortal.

Temporal Vibrations

Also at 6th level, your fixed time spaces stretch and pull at the fabric of enemies. Anybody who fails the saving throw for your Temporal Fissure takes Force Damage equal to a roll of your Fortune Die.

Saving Grace

Starting at 10th level, the gears of the clockwork turn backwards at your command. You can teleport to the space you occupied at the beginning of your last turn by expending a Fortune Die. If the space is occupied, you appear at any unoccupied space within 5 feet of it.

Off Set

Starting at 14th level, the light of creation and time extends throughout your person and your capabilities - the possibilities of your actions enhanced. Whenever you cast a spell of 1st level or higher, you can expend a Fortune Die and gain one of the following effects:

  • Eternal. When casting a spell of 5th level or below with a duration, the duration is doubled.
  • Repeat. If the spell were to end for any reasons other than the duration ending, you can immediately cast the spell again as a Reaction without expending any spell slots and targeting the same target.
  • Unbreaking. You can pull fortitude and vitality through lost timelines. You gain a number of Temporary Hit Points equal to two rolls of your Fortune Die.
  • Twist. You can cast the spell through the sands of time. You can remove the components of V and S from the spell.
  • Force. If the spell deals damage, you can make it deal an additional amount of Force Damage equal to three rolls of your Fortune Die.
Credits
  • D&D watercolor stains by Jared Ondicek
  • "Insight", by Magdalena Pagowska
  • "A Joust at Midnight", by Rene Kovac
  • "Ghen, Arcanum Weaver", by Kieran Yanner
  • "Time Warp", by Dominik Mayer
  • The Misfortune Warlock is inspired by the moon Ruidus from Critical Role's Exandria
  • The Timeless Warlock is inspired by the Timeless Warlock created by u/CrossOut
  • The Timeless Warlock is inspired by the Luxon from Critical Role's Exandria