New Otherworldly Patron: The Paradox

Your Patron first appeared to you as a mysterious entity claiming to be from the future. This powerful entity awakened incredible powers within you and allowed you to learn its identity: the Entity was actually a version of yourself from the future. This gift comes with an affinity for the manipulation of the flow of time and glimpses of things to come through fragment of memories of your future self.

Dwelling on the origin of your powers gives you a sense of dread, and trying too hard to make sense of it all might even lead you down a path of madness. What would happen to you, or the timeline, should you fail to grow powerful enough to reach back into the past and grant yourself these powers again? If you wish to reach the same level of power as your future self, you will need to cultivate this seed you received.

Expanded Spell List

At 1st level, The Paradox allows you to 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.

Paradox expended spell list
Spell Level Spells
1st Alarm, Longstrider
2nd Augury, Lesser Restoration
3rd Haste, Slow
4th Death Ward, Freedom of Movement
5th Legend Lore, Greater Restoration

Bonus Cantrips

At 1st level, you learn the Mending and Spare the Dying cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Future Thief

As a life is extinguished, so is their potential future. You can make use of this lost in potential to bolster you or your allies and hold off your own demise. Starting at 1st level, when a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to select 1 other creature you can see within 30 feet of you (including yourself): that creature gains temporary hit points equal to your Charisma modifier plus your Warlock level (min. 1).

Temporary hit points gained through this feature only last until you finish a short or long rest.

Glimpse through time

Your intuition about things to come improves tremendously, and you can even use your magic to take a look at the immediate future to see oncoming threats to you and your allies. Starting at 6th level, you apply your Charisma modifier to any initiative rolls you make.

Furthermore, as a bonus action, you can expend a Warlock Spell Slot. When you do, you and every creature of your choice within 30 feet gains the benefit of the Dodge action until the start of your next turn.

Time Jaunt

Starting at 10th level, you can escape danger by taking a short trip forward in time. As a Bonus Action you can disappear to a different point in time. Until the start of your next turn you are no longer considered on any plane, you cannot be targeted or affected by any effect, cannot take damage, nor can you take any action. At the start of your next turn, you reappear in an empty space of your choice within 15 feet of where you were when you used this ability.

You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses after you finish a long rest.

Manipulate the Timeline

At 14th level, your insight into the flow of time allow you to manipulate it to avoid pain, or even force an enemy to experience it twice.

If you or a creature you can see within 30 feet of you takes damage, you can use a reaction to make that damage 0, or to inflict Psychic damage to the creature equal to the damage they received. You ignore the bonus damage granted by a Critical Hit. You cannot use this feature again until you finish a long rest. Created by Undrave, with help of DND_Reborn

 

 

Eldritch Invocation Options

When you choose eldritch invocation, you can have access to these additional options.

Accelerate Familiar

Prerequisite: Pact of the Chain

As an action you can detach your familiar from the normal flow of time, making them appear to be incredibly fast. For one minute, your familiar’s speed is doubled, it has advantage on Dexterity saving throws and can take two actions on its turn. If you forgo an attack to allow your familiar to attack, you can only do so once on your turn. After you have used this feature, you cannot use it again until you finish a long rest.

Delayed Hardship

Prerequisite: Pact of the Blade feature

You can cast shield without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.

Foretold Encounter

Prerequisite: Pact of the Tome feature

A new page appears in your Book of Shadows. At the end of a long rest, you can write the name of a type of creature on this page, which glimpses of the future indicate you are fated to encounter.

You understand any language spoken by a creature of the chosen type and you have advantage on Wisdom (Insight) checks made against the chosen creature type. Furthermore, you ignore half-cover when attacking or targeting the chosen creature type.

As a bonus action, you can magically erase the name in your book to cast hex as a 1st-level spell on a creature of the chosen type without spending a spell slot. If the targeted creature drops to 0 hit points, the spell ends immediately.

Writing a new creature type on this page erases the current creature type.

Guiding Whispers

You learn the Guidance cantrip. It counts as a Warlock cantrip for you, but does not count against your number of cantrips known.

Rewind Tragedy

Prerequisite: 9th-level Warlock

You learn the Revivify spell. It counts as a Warlock spell for you, but does not count against your number of spells known. You can cast Revivify without expending a spell slot or material components. Once you cast it this way, you can’t do so again until you finish a long rest.

Talisman of Displaced Vitality

Prerequisite: Pact of the Talisman feature

At the end of a long rest, you can spend any number of your Hit Dice and store them within your talisman. The wearer of your Talisman can spend an action to expend one of the stored Hit Dice to recover hit points equal to the roll of the dice (do not add their Constitution modifier). You cannot recover Hit Dice that are currently stored, and unused Hit Dice are expended if you store new Hit Dice into your talisman.

Created by Undrave, with help of DND_Reborn