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The Future You

Your patron is your future self who provides guidance and insight while refusing to reveal certain future events. Communicating with your future self causes strange effects like speaking in the wrong tense. As a warlock of the future self, you gain abilities like warnings of attacks to avoid damage, advantage on initiative from ambush warnings, and the ability to paradoxically incapacitate creatures. Your pact boon allows you to age slowly and recall past and some future events to gain advantages. Invocations let you confuse foes into wasting reactions or gain advantages on social checks.

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Joseph Osheen
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0% found this document useful (0 votes)
252 views2 pages

The Future You

Your patron is your future self who provides guidance and insight while refusing to reveal certain future events. Communicating with your future self causes strange effects like speaking in the wrong tense. As a warlock of the future self, you gain abilities like warnings of attacks to avoid damage, advantage on initiative from ambush warnings, and the ability to paradoxically incapacitate creatures. Your pact boon allows you to age slowly and recall past and some future events to gain advantages. Invocations let you confuse foes into wasting reactions or gain advantages on social checks.

Uploaded by

Joseph Osheen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty


inhabitants of other planes of existence—not gods, but
almost godlike in their power. Various patrons give their
warlocks access to different powers and invocations, and
expect significant favors in return. Some patrons collect
warlocks, doling out mystic knowledge relatively freely or
boasting of their ability to bind mortals to their will. Other
patrons bestow their power only grudgingly, and might
make a pact with only one warlock. Warlocks who serve
the same patron might view each other as allies, siblings, or
rivals.

The Future You


Your patron is you in a decades-distant future. Perhaps
your future self found an artifact of great power connecting
the him to the past, which he must now lead you to
discover, or perhaps he was taught the mystic arts by his It Happened Like This
future self long ago, and you will have to continue this Starting at 1st level, your discussions of the future with
cycle by teaching yourself someday. Your future self has yourself have given you some periphery knowledge about
forgotten the fine details of some things, and outright how events played out. When you take a short or long rest,
refuses to tell you about things you 'can't know yet,' but your DM rolls a d20 in secret and records the number
nonetheless offers compelling insight and guidance. You're rolled. Your DM can disclose the value, keep it a secret, or
not quite sure what he is planning for your future (and for lie about its value. You can replace any ability check you
his past), but one is certain - he needs you alive. make with this roll. You must choose to do so before the
roll and can only use this recorded value once.
Future You Spells
Spell Level Spells I Could Do With Fewer Scars
1st shield, detect magic At 6th level, your future self often warns you of particular
attacks to watch out for. When you are targeted by an
2nd augury, locate object
3rd gaseous form , protection from energy attack you can use your reaction to gain a +10 bonus to AC
4th death ward, divination against that attack. After using this ability, you must take a
5th legend lore, mislead short or long rest before doing so again.

Expect an Ambush
Future You Quirks At 10th level, your future self always warns you about
Strange effects linger after communicating with your future potential ambushes. As a result, you cannot be surprised
self. You gain one of the following traits: while you are conscious and have advantage on initiative
rolls.
d6 Quirk
1 You often speak in the wrong tense. Grandfather Paradox
2 You sometimes refer to a person you just met by At 14th level, your knowledge of the future allows you to
name, before they've introduced themselves. exploit some of the rules of spacetime. As an action, you
3 You often refer to yourself in the plural. can cause that creature to make an Intelligence saving
4 In certain lighting, you look much older than you are. throw. On a failed save, you goad the creature into causing
5 Seeing certain people alive can instantly reduce you to a paradox. For 1d6 rounds the creature is incapacitated,
tears. locked between two opposing states while the paradox sorts
6 Your future fashion sense clashes completely with that itself out. The creature is unaffected on a successful save.
of today. Once you use this feature, you can’t use it again until you
finish a long rest.
Pact Boon
Your otherworldly patron bestows a gift upon you for your
loyal service.

Pact of the Hourglass


You age at half the normal rate, becoming 1 day older for
each two days that pass, and you can accurately recall
anything you have ever seen or heard. Additionally, you
can sometimes recall events that have not yet occurred.
You can gain advantage on an attack roll, an ability check,
or a saving throw. After doing so, you can't use this ability
again until you complete a long rest.

Invocations
If an eldritch invocation has prerequisites, you must meet
them to learn it. You can learn the invocation at the same
time that you meet its prerequisites.

Clairvoyant Confusion
Prerequisite: Pact of the Hourglass feature
Your patron gives you the ability to show false futures to
your foes. As a bonus action, you can cause each creature
you choose within 15 feet to make a Wisdom saving throw.
On a failure, a creature perceives a possible future in which
you run past them, and attempts Opportunity Attacks on the
air, expending its reaction. After using this ability, you
cannot do so again until you take a short or long rest.

Him? I Remember Him…


Prerequisite: Pact of the Hourglass feature
You can gain advantage on an Intimidation (Charisma) or
Persuasion (Charisma) check. You may not do so again
until you take a long rest.

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