Dice Gods Warlock Patron

The power of chance governs us all. Every arrow that flies, every sword that is swung, every leap out of harms way, every detail recalled, all comes down to hundreds of unknown factors. The Gods of Chance control those factors with an iron fist. Many gamblers think that it is enough to give praise or tribute to the gods of chance in order to garner their favor, but simply acknowledging their existence is not enough. Everything can be studied, even something as fickle as fate. Who knows, maybe the gods of chance will smile on your endeavors, and bless you with good luck. Or possibly, give you the ability to create your own.

Expanded Spell list

Level Spells 1st Divine Favor, Chaos Bolt 2nd Magic Mouth, Enhance Ability 3rd Clairvoyance, Melf's Minute Meteors* 4th Confusion, Compulsion 5th Telekinesis, Arcane Hand

*The Meteors are shaped like d6's

At 1st level your patron allows you to manifest its power in simple games. You gain tool proficency in dice and cards.

I Reject Your Reality…

At 1st level, your fickle patron fills you with the power to change your own luck. You can re-roll any roll that is less than your Charisma modifier (with a minimum of 1.) You must use this new roll. You can do this a number of times equal to your proficency bonus per long rest.

Additionally, you may use a d22 for any ability checks you make.

And Substitute My Own

At 6th level, your study of chance fills you with confidence. You know how easy it is for even competent warriors to miss their attacks. Your patron rewards your efforts with the power to effet the fates of others. You can use your reaction to force disadvantave on a melee, ranged, or ranged spell attack on you before the damage of said attack has been determided. You must make persuasion check that is contested by their intelligence save. You can do this a number of times equal to your proficency bonus per long rest.

Additionally, you may use a d22 for any saving throws you make.

Power of the Outlier

At 10th level, when they choose you recognize you, your patron fills you with a power statistically superior to all your foes. Using that power you are sometimes able to go beyond the normal limitations of mortals. You use a d22 instead of a d20 for all rolls that would normally use a d20. This is upgraded to a d24 at 14th level.

Double Down

At 14th level; as your knowledge continues to grow so too does your experience with statistical outliers. With careful study and application of those methods, and the favor of your patron, you can manipulate those odds in your favor… Sometimes. Your ability to strike critically improves. Your critical hit range becomes 21-24, your critical failure range increases to 1-2.

Invocations unique to this patron

Statistically Superior Edge

Requires Pact of the Blade

Your patron has taught you time and time again, nothing is perfect. No armor is perfect. No stance, without flaw. Your patron gives you the tools to take advantage of this. Your pact weapon takes the form of a great sword (2d6). Whenever you roll for damage for your pact weapon, you may roll an additional damage die if both die display the same number. This feature carries over to any magic weapon that uses more than one damage die.

Minions of Circumstance

Requires Pact of the Chain

The simpliest way to increase your odds of success, is to have more than one entity working on something. You can summon a Monodrone as a famaliar.

Fairest of them all

Requires Pact of the Chain and 10th level

Your patron gives you the power to summon forth the biggest creature in his domain, the Largest fair die in existence, the d120. You can summon this creature as a familiar. Its stats are listed below.