## Otherworldly Patrons At 1st level, a warlock gains the Otherworldly Patron feature. Here is a new option for that feature: ### The Lady of Luck The *Lady of Luck* (more commonly known as *Tymora*) is the fair goddess of fortune always tending and fostering Halflings, Humans and alike. She encourages people to do good and take every chance to improve aspects of ones life. Yet there also is a second side to the coin as the *Lady of Luck* still enjoys to play with ones fortune every once in a while. Fooling some, tricking others and generally ticking odds against one another always casts a smile onto her. To extend especially these likings onto the Material Plane she shies away from guiding clergy to trickery and chaos. This is to not destroy the honorable and supportive nature of faith in this world. The *Lady of Luck* found a different approach to satisfy her mischivous sides by forming pacts with capable charlatans and jesters. Promising them a fortune and an advantage in the odds she enjoys the chaotic commotion and pranks they create. Warlocks of the *Lady of Luck* often find themselves succeeding at the skin of their teeth while other suprisingly fail. Some powerful beings also try to incorporate the *Lady of Luck* as people are inclined to worship her to receive a good fortune. #### Expanded Spell List The Lady of Luck 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. ##### Lady of Luck Spell List | Spell Level | Spells | |:----:|:-------------| | 1st | *Bless, Tasha's Hideous Laughter* | | 2nd | *Augury, Mirror Image* | | 3rd | *Blink, Nondetection* | | 4th | *Confusion, Diviniation* | | 5th | *Skill Empowerment, Telekinesis* | #### Fortune favours Fools Starting at 1st level the *Lady of Luck* grants you a look upon fortune itself. You also gain proficiency with one gamimg set of your choice. Also when you finish a long rest, roll two *d20*s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
``` ``` #### Second Chance At 6th level the *Lady of Luck* offers you a second chance should you fail on your journey. If you drop to 0 hit points you can call upon her offer. If you do so make a Constituion saving throw (DC 20 - your Warlock level). If you haven't used this feature within the last 7 days, you make this saving throw with advantage. On a success you regain 1 hit point, gain Temporary Hit Points equal to your Charisma modifier + your Warlock level and the effects of the *Blink* spell (see PHB p. 219) for 1 minute. You immediatly vanish from your current plane of existence and appear in the Etheral Plane (this fails when you were already on that plane). You reappear on the Material Plane on the start of your next turn as described in the spell. On a failure you suffer 1 failed death saving throw and fall unconscious. Once you use this feature, you can’t use it again until you finish a long rest #### Randomness in Mind Starting at 10th level your mind gets more adapted to the nature of luck and indeterminism. When a creature uses an ability or divination magic to read your thoughts or gather information about you they need to take a Charisma saving throw against your Spell save DC. On a failed save they take 3d8 + your Charisma modifier psychic damage trying to grasp the sheer chaos in your mind. On a successful save they get to know a — mostlikely false (at DMs discretion) — random information about you related to their intend. If you can see the creature you know who it was and what information was given to him. #### Against all Odds Beginning at 14th level the understandig of the Being called *Lady of Luck* lets you channel her powers to turn the tides. When you or a creature you can see are forced to make an attack roll, saving throw or ability check with disadvantage you can turn the misfortune into a blessing and do the roll with advantage instead. This also works the other way around turning a roll with advantage into disadvantage. You can use this feature a number of times equal your Charisma modifier (minimum of 1). You regain all expended uses of this feature when you finish a long rest.
*Created by u/Gausz*