May 22, 2017

Lady Luck

Otherworldly Patron
Notes from the Nails: how have we not written this already? I bet the dice gods are furious with us...

Lady Luck

Almost every culture in history has believed in the existence of some supernatural force that could influence random events. Whether they represent this as a god, trickster spirit, or innate property of each individual, there has always been a sense of something out there influencing our fates. Sometimes, a gambler with an exceptionally powerful will might come into direct contact with this force, and surrender their soul in exchange for a lifetime of impossibly good luck.

Expanded Spell List
Your pact with Lady Luck allows you to choose from an expanded list of spells when you learn a new spell. The following spells are added to the warlock spell list for you.

Lady Luck Expanded Spells
Spell Level Spells
1st bane, bless
2nd augury, locate object
3rd blink, spirit guardians
4th confusion, divination
5th dominate person, mislead








Critical Spell
At 1st level, your spell attacks score a critical hit on a roll of 19 or 20.

Supreme Luck
At 6th level, you can re-roll an ability check, saving throw, or attack roll. You can choose to do so after you make the roll but before you know the outcome. 
     Once you use this ability, you must take a short or long rest before you can do so again.

Fortune's Favor
When you reach 10th level, Lady Luck smiles upon you. Whenever you roll a natural 20 on a saving throw you were forced to make by a hostile creature or environmental hazard, you gain temporary hit points equal to twice your Charisma modifier.

Triple Seven
At 14th level, when you cast the eldritch blast cantrip, if you roll a 7 on three or more of the damage dice, each beam deals an additional 25 damage. If any of the targets are reduced to 0 hit points by this attack, you and your allies receive double the usual amount of XP for defeating them.

New Eldritch Invocations
The following invocations are available to warlocks who make their pact with Lady Luck.

Double Dice
Prerequisite: 5th level, eldritch blast cantrip
When you cast the eldritch blast cantrip, if two or more of the damage dice show the same number, you can roll those dice again, dealing damage equal to the sum of both rolls. This ability can only be used on the first damage die rolled for each beam; additional dice from re-rolls or critical hits do not count.

Gamble
Once per turn, when you deal damage to a creature, you can roll a d100. If the result is even, the damage is doubled; if the result is odd, the damage is halved. If the result is exactly 7, the target receives four times the normal damage, and is stunned until the end of its next turn. However, if the result is exactly 13, the damage from the attack is dealt to you instead.



42 comments:

  1. Wonderful. Make a cleric of Offler next (assuming this is based on the Discworld Lady Luck).

    Does Triple Seven work on extra damage dice, like those from a critical hit or from double dice?

    Gamble is hilarious, but I think it should multiply the damage by 1.5 instead of doubling. If it doubles, then the average damage is multiplied by 1.25, since one doubled hit and one halved hit deal more damage together than two regular hits, and that's quite a lot extra damage.

    One suggestion: Allow Supreme Luck to re-roll a d100. It seems thematic.

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    1. I'd say allowing Triple Seven to work on extra dice isn't going to shift the power level that much, so I'd leave it up to the individual DM. Personally, I'd allow it.

      ...I thought I wrote that Gamble reduced damage to 0 on an odd roll. Maybe the Finger changed it when he put the pdf together?

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    2. It was probably based on the ability "Double or Nothing" from your Gambler Roguish Archetype.

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    3. I did switch up gamble -- I was trusting my math from earlier on the rogue Gambler. I can switch it back, no problem.

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    4. IMO it should probably be switched back, although it's probably not game breaking this way.

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    5. I think so, too. The concept of 'double or nothing' (if not the rogue ability) is unequivocal!

      My thinking was that this is something you can use on every attack, so the average benefit can only be marginal. 1.25x damage on all attacks is way too much for an invocation.

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  2. I'm suprised you don't get proficiency on gaming sets( or extra ones since the proficiency on applied to one type of game) although it would be amusing to be a gambler somehow and not know how the play ANYTHING, kinda like how you can wreck people at poker sometimes by doing things randomly and throwing strategy out the window.
    I'm also surprised there's not a invocation for a lucky dagger or knuckle duster for pact of the blade but i might be going into it too much.

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    1. I guess I hadn't considered the blade-pact guys here. I mean, the main offensive features don't gel with weapon attacks at all so you probably won't get many of these warlocks choosing the pact of the blade to begin with.

      And gaming sets are such a small thing, I didn't really think they were worth including. You don't need proficiency to win games of chance, anyway!

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  3. Bane shouldnt be on the spells added since there is an invocation that allows the warlock to cast it. But Bane is barely useful at lower levels and hardly game breaking later on so I say leave it.

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  4. Additionally, didnt you guys create a gambling cantrip? Or is that already on the warlock list? Might be prudent to at least out the spell by the new invocations just so people know it exists.

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    1. I don't recall that... but if you can find it, I'm sure it'd be suitable for the general warlock list.

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    2. Cheat, a Divination cantrip in Draconis Fundamentum.

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    3. Ah, yeah. Well I guess it gives people another reason to HEAD TO THE STORE and BUY DRACONIS FUNDAMENTUM! :P

      Also, like, there isn't room in the pdf for one cantrip, and I don't feel like writing a whole page of spells for this right now. So...

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    4. Hey Nails, you guys should make a Shadow of Mordor themed Patron. The Bright Lord. That would be cool to see.

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    5. I should think the Knuckle's Shadow patron (http://mfov.magehandpress.com/2017/04/the-shadow.html) would be a good fit for that, though I haven't played the game so I might be wrong.

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    6. I almost forgot about that cantrip! (And I wrote it!) I can probably throw it in -- it'll just give the PDF an awkward, empty second page.

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    7. I'd rather keep it clean, without the empty second page. We don't need no shifty-looking cantrip skulking around!

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    8. You forget, I remember everything. ;)

      Sam Lightning, I also suggest the Spirit patron. It seems a better fit for the Celebrimbor possession feel. Use the Moon Bow Invocation from the Warlock Unearthed Arcana to simulate the Spirit bow.

      I hadn't considered the pdf ramifications of adding the cantrip. Oops.

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    9. Ah. I didn't know about that. Thanks!

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  5. This is what I've been looking for for my Warlock!

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  6. Oh yeah fey spells and gambling with attacks I'm feeling lucky

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  7. First off, love this one. One thing stands out as a bit odd to me...

    Re: Gamble. I get 7 and 13 as the luck and unlucky numbers, but I'm curious why you didn't go with Craps (2d6) as the model, for Lucky 7 and Snake Eyes?

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    1. Honestly, there's no particular reason. Ridiculous as this may sound, I just feel like a d100 is more 'random' than other dice.

      As you can probably tell, I'm not a gambler. I've never played craps in my life and when Civ IV tells me I have a 99% chance of victory, my first thought is "this attack is too risky, I'd better bring up some more catapults."

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    2. There is something called Chaos Damage, and I think it has over 1000 different possiblities, ranging from your boots being infinitely filled with salt water to you ascend ping to god hood and have to make a new character to have half of your body being turned to stone. It seems similar being that it's a 50/50 chance of it being good or bad.

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    3. No Nails, not catapults. Horse Archer Rush. Pillage everything and claim it as your own. It worked for the Khans.

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    4. Look kiddo, I once lost an elite panzer unit to a single badly wounded longbowman. I've learned not to take chances with the RNG.

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    5. I sometimes come here to just read the comments.

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  8. I love the idea, but it doesn't really seem to fit the theme of someone with impossible good luck.....It seems more like your character has a chance to gain power, as opposed to have a higher chance at achieving the power already available. That may not make sense, but a good few of these abilities bestow an extra power if a condition is met. This is more like gambling, banking on a certain roll for extra power (in the same way everyone does with nat. 20s). This does not make them lucky though, just a gambler. Lucky character have a higher chance of succeeding at things than others. The "Critical Spell" and "Supreme Luck" are great examples of a lucky character, making criticals and successful roll more common for the character. The remaining abilities and the invocations however, don't make anything have a higher success rate as luck would, instead it adds effects if you happen to actually be lucky with your rolls. You end up relying on luck to make use of your abilities instead of becoming lucky. It may be cool, but your character would feel more like a professional gambler than someone with lady luck at their back. If this was reclassified as a gambler class, it would be great. I really do like what you guys do, so I hope this doesn't come across as hateful. I also hope it made sense as I'm not sure I explained it well.

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    1. I mean, I think I see what you're trying to say, but... maybe you're missing some context. First of all, we already have a 'gambler', which is a roguish archetype. I was not trying to step on that guy's toes here.

      Secondly, this class is heavily based on Final Fantasy, in particular the 'lady luck' dressphere from FFX-2. So its tone is a little less serious than the average subclass. The Double Dice and Triple Seven abilities are made with a certain fluff in mind - specifically that the warlock is literally conjuring a spectral slot machine when they case their spells. It's meant to be a bit cutesy like that.

      Finally, a blend of 'supernaturally lucky' and 'professional gambler' is kind of what I was going for. I *like* that it mixes the two themes together, and I think they complement and reinforce each other. You gamble *because* you're lucky.

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    2. I don't get the FFX-2 reference, so maybe that it, but The fact that it isn't serious is in no way a problem. It also has nothing to do with the quality of the homebrew. A sub-class about having some divine protection of luck always seemed cool, so when I saw it I guess I was just really excited, only to be kinda disappointed when I saw it was had a lot to do with gambling on what luck you have, as opposed to just being lucky. Could a sub-class about being lucky be made some time in the future, even though this more successful than usual gambler sub-class is here?

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    4. That being said, I never meant I didn't like the class, just that a sub-class centred around being pure lucky (combined with your characters natural ability) isn't ruled out in future just because you already made a "Luck" sub-class. In fact, the idea of a slot machine showing up when you attack like Kite from Hunter X Hunter is pretty goddamn cool.

      *I had to delete my comment just to fix my grammar*

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  9. heres a suggestion
    Bladed Gambit: When you summon a Non bonded Blade using your pact feature choose bludgeoning piercing or slashing and roll a d6. if you guess the damage type correctly you add your proffciency bonus as damage of the guess typed to your attacks with that weapon. ( 1-2 is slashing 3-4 Bludgeoning 5-6 Piercing. )

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  10. This is great! Only thing I would suggest is changing the XP bonus in the capstone. It seems weird to budget sublcass power into an XP bonus when many tables don't even play with XP for leveling. Maybe something as simple as better loot on the bodies in case the party uses milestones?

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    1. If a DM isn't using XP, it's on them to replace the feature, as far as I'm concerned. Or they could just drop it; it's a ribbon anyway.

      The reason I included it was because of a certain tarot card in Shadow Hearts: Covenant and the lucky egg item in pokemon - luck is sometimes associated with bonus XP and I think that's cool.

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  11. Omg I love this! I'm making my next character a halfling warlock with the lucky feat now, based on SCP-181. Only problem is I can't find a backround I like for him. Also noticed a lack of homebrew for backrounds, any thoughts?

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    1. Backgrounds are bloody hard to write, is my thoughts. I've written four in my entire career (none of which have been published anywhere yet...) and it took literally months to bring them together. I don't have any desire to repeat the experience.

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    2. I've also always found they they take forever to write. Plus, I often allow my players to eschew backgrounds altogether, and just have them pick two skills of their choice and write an actual background story.

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    3. So I've been playing my character for a bit now and was pretty surprised when I found out my lvl 3 warlock did 124 damage with one eldritch blast on a hexed Half Dragon. That being said I did some math and found out that through several shenanigans and impossible odds at lvl 14 he could one shot a tarrasque and at lvl 17 could one shot a max hp tarrasque. YAY for probable 310,000 exp!

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