Master of Games

Hello, I want to play a game... with our new Master of Games Warlock Patron! Use the power of gambling to overcome your foes through tricky subterfuge with this unique new Otherworldly Patron.

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Warlock Patron: Master of Games

From devils to genies, many powerful beings use games to test and bind others. Your patron is such an entity, capable of magically employing games and wagers to their benefit. Portions of its skills become yours to wield, granting you the power to manipulate circumstances to your advantage and to cause those that you defeat to suffer grave consequences.

Master of Games Features

Warlock Level Feature

1st Expanded Spell List, Bonus Proficiencies, Siphon Luck

6th Shadow Game

10th Honed Composure

14th Deadly Ultimatum

Master of Games Expanded Spells

The Master of Games 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.

Master of Games Expanded Spells

Spell Level Spells

1st bane, dissonant whispers

2nd detect thoughts, enhance ability

3rd clairvoyance, tiny servant

4th confusion, phantasmal killer

5th animate objects, geas

Bonus Proficiencies

When you choose this patron at 1st level, you gain proficiency with three gaming sets of your choice, and you add double your proficiency bonus to any ability checks you make with gaming sets you are proficient with.

In addition, you can use any gaming set you are proficient with as an arcane focus for your warlock spells.

Siphon Luck

Starting at 1st level, you can siphon the luck of others for yourself. As a bonus action, choose one creature you can see within 60 feet of you and choose one ability score. Whenever that creature makes an ability check with the chosen ability score, it must roll a d4 and subtract the number rolled from the ability check. An affected creature remains unlucky until you finish a short or long rest, until you are knocked unconscious, or until you use this feature again. The d4 becomes a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.

In addition, when you make an attack roll against an unlucky creature and miss, you can end this effect to reroll that attack roll. You use this feature a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses after a long rest.

Shadow Game

At 6th level, you can magically bind others to high-stakes games with harsh penalties. When you play a game using a gaming set, you can choose one of your opponents. You and that creature become locked in a shadow game.

A creature in a shadow game is aware of its implications. A shadow game must be concluded; if a creature refuses to play a shadow game after it has been initiated, that creature loses. Upon the game’s conclusion, the winner of the game can immediately cast bestow curse targeting the loser without using a spell slot. Casting bestow curse in this way has a duration of 8 hours. The duration increases to 24 hours at 10th level, and lasts until dispelled at 14th level.

Honed Composure

At 10th level, you have developed a fortified mind, allowing you to keep calm during stressful situations and use your composure to throw off your opponents. You have advantage on saving throws against being frightened.

In addition, any creature under the effect of your Siphon Luck feature has disadvantage on attack rolls against you. If an unlucky creature misses you with an attack, you can use your reaction to attempt to frighten that creature. That creature must succeed on a Wisdom saving throw against your spell save DC or be frightened until the end of its next turn.

Deadly Ultimatum

At 14th level, you can magically impose rules upon others with harsh retribution to those that break them. As an action on your turn, choose one creature you can see within 60 feet of you. You impose a deadly ultimatum on that creature, forbidding a specific course of action, such as moving, speaking, or attacking, which you choose. A creature can at any time choose to follow the forbidden course of action, taking 10d10 psychic damage and ending the deadly ultimatum. A deadly ultimatum otherwise ends after 24 hours. Once you impose a deadly ultimatum, you can’t do so again until you finish a long rest.

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