TEXT: The Lucky
  Charm
  a warlock patron
  
  A Lucky Find..
  There are many gods, demigods and spirits in this World, only a precious few
  truly interested in the affairs of mortal creatures. Of them, none is more intrigued
  by our lives than the ones that can change and influence our fortunes. 
   
  Sometimes they play with our fates just for the sake of easing their immortal
  boredom, sometimes for ulterior motives hard for us to comprehend.
   
  One day, you found a copper dated with you year of birth. Or maybe it was a four
  leaf clover inside a glass case. A rabbit's foot. A horseshoe. A small red horn
  carved from coral.
   
   Whatever this charm was, things got better for you right away. You
  started to win more often at games, find what you need when you
  need it and often be at the right place at the right time. 
   
  What you noticed too is that for everyone else around you things
  got worse, as if you were sapping their luck and take it for yourself
  somehow.Maybe you tried to get rid of this charm, but it always
  makes its way back to you. 
   
  With time, you learned to control its powers to an extent, and that's
  when the charm started speaking to you. You learned that a
  powerful entity is residing within, lending you their powers of taking
  away people's good fates for yourself.
   
   
   
  What will you do with these newfound powers?
  Whoever is inside the charm does not seem to
  care, but maybe you were chosen for a
  reason…
  
  Dungeon Masters love warlocks because
  they love patrons. The spirit inside the
  Lucky Charm can be anything from a
  forgotten god of luck to a stray fey
  creature. Are they in the charm willingly or
  have they been imprisoned? Is their intent
  to spread chaos, amuse themselves or use
  the warlock as a way to be in the right
  place at the right time so that they can
  influence a very important event to come?
  These are only a few prompts you can play
  with if you allow your players to use this
  subclass 
  (which 
  you 
  should! 
  You
  downloaded this module didn’t you?).
  Note for the DM
  A few notes:
  This warlock subclass is meant
  mostly for utility (with the ability
  to 
  swap 
  invocations) 
  and
  debuff/battlefield 
  control 
  (with
  the extended spell list and the
  curse of bad luck). 
   
  The warlock's gamble is meant,
  on top of being flavourful, to give
  more than 2 spell slots in battles
  so that the debuff spells are used
  more freely, as players would
  otherwise 
  gravitate 
  towards
  damage and defense instead.
  Expanded spell list:
  1st
  2nd
  3d
  4th
  5th
  *you can cast this spell without material components, however to do so you
  have to roll a d6 to determine the damage type instead of choosing.
  Chromatic Orb*, Tasha’s hideous laughter
  Ray of Enfeeblement, Crown of Madness
  Blink, Slow
  Confusion, Compulsion
  Mislead, Modify Memory
  
  9 to 12
  you can gain an amount of temporary
  spell slots equal to the amount of
  warlock spell slots you have left.
  Temporary spell slots last until your
  next long rest but can’t be regained
  on a short rest and are used first.
   
  5 to 8
  you gain an amount of temporary
  spell slots equal to half the amount of
  warlock spell slots you have left,
  rounded up. See rules for them
  above.
   
  3 or 4
  On a roll of 3 or 4, you expend one
  warlock spell slot. A spell slot lost this
  way cannot be regained until your
  next long rest.
   
  2
  On a roll of 2 you expend all your
  remaining warlock spell slots. Spell
  slots lost this way cannot be regained
  until your next long rest.
  Warlock's Gamble
  Starting at 1st level, once per long
  rest and as long as you still have at
  least a warlock spell slot left, you
  can try your luck and gain more. As
  a bonus action, roll 2d6 to gain or
  lose spell slots depending on the
  result of the roll (see list on the
  right).
   
  Modifiers or reroll rules, such as the
  hobbit’s “Luck” trait, do not apply to
  this roll.
  Results per roll:
  
  Curse of Bad Luck
  Starting at 1st level, you gain the ability
  to place a curse of bad luck on
  someone. As a bonus action, choose
  one creature you can see within 30 feet
  of you. 
   
  The target is cursed for 1 minute. The
  curse ends early if the target dies, you
  die, or you are incapacitated. Until the
  curse 
  ends, 
  the 
  following 
  effects
  happen:
  - Each time they make an attack roll or a saving throw they roll a d4 and remove
  the result from the total.
  - Once per turn, as a reaction, you can remove an amount equal to your
  charisma modifier from the damage they deal with one of their attacks or spells.
  - If the cursed target dies, you add the result of a d4 roll to all your attack rolls
  and saving throws for 1 minute.
   
  You can't use this feature again until you finish a short or a long rest
  The right tool for every job
  Your patron’s fickle nature favours change, and allows you to adapt to every
  situation.
   
   Starting at 6th level, you can learn a new eldritch invocation after each long
  rest. You must meet the requirements for the new eldritch invocation, and
  forget an eldritch invocation you know to make space for the new one.
  Forgotten invocations can be learned again.
  
  Master of Luck Steal
  Starting at 10th level, your patron grants you the ability to inflict a stronger
  curse and steal more of the target’s luck for yourself.
   
  Your curse of bad luck now uses a d6 instead of a d4 to determine the amount
  to subtract to your target’s attacks and saving throws as well as the one to to
  add to yours. 
   
  In addition to that, you gain the bonus d6 as soon as the curse is up, for as long
  as the curse is in effect, and for up to a minute after the target dies.
  Neverending Curse
  Starting at 14th level, you can spread your Curse of Bad Luck from a slain
  creature to another creature. 
   
  When the creature cursed by your Curse of Bad Luck dies, you can apply the
  curse to a different creature you can see within 30 feet of you, provided you
  aren’t incapacitated.
  
  By the way, you can also find me here:
   
   Mail: markasmiki@gmail.com
   Twitter: @marcomiki
   Instagram: @markasmiki
   
  Feel free to reach out for questions, feedback or just to say hi!
   
  I write modules for Table Top RPGs mostly out of passion and the
  desire of seeing more people getting into this fantastic hobby.
  Please consider leaving a review somewhere or following me on
  twitter.
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Warlock/The Lucky Charm - A Warlock Patron.pdf