dauntless/content/Classes/Warlock/Pact of the Wyrdweaver.md
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Your patron is probability itself, the personified wellspring of chance as embodied by chosen deities, entities, and eldritch beings across the planes. By binding yourself to the Wyrdweaver, you live by the roll of the dice and the flip of the coin, delighting in the randomness of life and the thrill of new experiences. You might find yourself driven to invade a lichs keep to ask it about its favorite song, or you might leap onto a dragons back to have the right to call yourself a dragonrider. Life with a pact-bond to your patron might not be long, but it will be exciting.

Wyrdweaver Progression
Warlock Level Features
3rd Wyrdweaver Pact Spells, Probability Wellspring, Appropriate Advantage
7th Improbable Duplicate
11th Inconceivable Channeling
15th Favored Soul

Wyrdweaver Pact Spells

3rd-Level Wyrdweaver Feature 

You gain pact spells at the warlock levels listed in the Wyrdweaver Pact Spells table. See the Warlock Subclass class feature for how these spells work

WyrdWeaver Pact Spells
Warlock Level Spells
3rd bane, faerie fire
5th blur, frenzied bolt*
9th bestow curse, hypnotic pattern
13th compulsion, Elemental Shield
17th Dominate, mislead
*indicates a spell found in this Document

Probability Wellspring 

3rd-Level Wyrdweaver Feature 

You gain the ability to manipulate probability. You have a pool of d6s that you spend to fuel your patron abilities. The number of probability dice in the pool equals 1 + your warlock level. 

You can use these dice to turn the odds in your or your allys favor. When you or a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to expend probability dice from the pool, rolling the dice and adding the total result to that roll. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Your pool regains all expended dice when you finish a long rest. 

When you reach certain levels in this class, the size of your probability dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Appropriate Advantage 

3rd-Level Wyrdweaver Feature 

You learn to shift the weaves of fate to aid allies and hinder foes. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one probability die and force that creature to make a Charisma saving throw against your spell save DC, adding the probability die to the DC. On a failed save, the creature loses advantage on that roll, and one friendly creature you can see within 60 feet has advantage on its next d20 roll of the same type the creature used (attack roll, ability check, or saving throw).

Improbable Duplicate 

7th-Level Wyrdweaver Feature 

You can channel dark power from your patron to empower your attacks and spells. Once on each of your turns, when you hit a creature with an attack, you can expend one or more probability dice, up to half your Charisma modifier (minimum of 1), and add the probability dice to the attacks damage roll.

Inconceivable Channeling

11th-Level Wyrdweaver Feature 

You learn to redirect magical energy, converting the power to restore your pool of probability dice. When a friendly creature you can see within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to take the damage instead. You halve the damage you take as your probability wellspring absorbs some of the magical energy. For every 10 damage prevented in this way, you regain one expended probability die. You cant regain more than half your maximum probability dice from this feature. Once you use this feature, you cant use it again until you finish a short or long rest. 

Favored Soul 

15th-Level Wyrdweaver Feature 

Your very presence spins probability. When a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failed save, the creature has disadvantage on that roll, and you have advantage on one d20 roll of your choice within the next minute. Once you use this feature, you cant use it again until you finish a short or long rest.