The Extra Dimensional wanderer (Warlock subclass)

The Extra Dimensional wanderer:
“One day, a creature from another dimension, decided to gaze upon our world, what it found was a creature with the potential to perhaps entertain it’s mundane existence, perhaps it was an extremely powerful alien, or a creature from the 6th dimension, perhaps some foreign elder god, but whatever it is, it choose you, and it wont let you stop entertaining it, for the rest of your feeble existence.”

Expanded spell list
The Extra Dimensional wanderer 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.

Bonus cantrips
At 1st level, you learn the Dancing Lights and Shocking Grasp cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Chaotic boom
At 1st level, you can choose, anytime you cast a damaging cantrip, you can choose to make your cantrip pass through your patrons dimension, chaotically charging it with an extremely volatile energy. Roll a d10 and your cantrips damage type will change to one of the following types depending on what you roll.

Metaphysical Anomalies
Starting at 6th level, your patron blesses you with a… gift, perhaps, or perhaps a punishment, a type of ailment, creature, or even power is bestowed upon your very body.

This “Anomaly” only “real” to you, as such, others can not see or touch most of them, of course some of them have physical properties, and a few can even be seen. Should a creature attempt to touch an average mutation they're hand will touch it but from their point of view it would appear to touch nothing, they don’t feel or sense anything.

These anomalies can not be seen or detected by magic or features and can not be cured.

You will gain an anomaly every 24 hours, replacing the previous ones, it does not hurt to receive these anomalies, despite how gruesome the visuals would seem.

To choose which Anomaly, roll a d10 on either the Reward anomaly table or the Unfortunate anomaly, depending on whether our actions that day have pleased your patrons desires. These desires can be either comedic or entertaining.

It is up to the Dm’s discretion whether or not you get to roll on the Reward Anomaly, or an Unfortunate anomaly, they must decide whether you pleased or disappointed your patron.

Occasional Situational Protection
Starting at 10th level, your patron becomes bored of certain types of damage, and as such, will, on occasion, provide you with resistance to some of them, you know, sometimes, it gets boring if you do the same thing over and over again though, so try to keep it fresh will you?

Whenever you take a long rest, pick a damage type from any of the 13 types, this damage type will be resisted until you take another long rest, at which point you must swap it out for another type.

Everytime you pick a type of damage to resist, it is locked until you have cycled through every single other type of damage, for example, if you picked fire, you can pick fire again until you've, picked cold, acid, lightning, and all the other types, the cold and others are also locked until you've picked the rest. Upon picking every single type of damage, your options will reset, and yet again, you can pick whichever one you like, rinse and repeat.

Chaotic doom
Starting at 14th level, you can dip your very existence into your patron's home dimension, but the power… it's too much, your body somehow gets through it fine, but everything else around you?... Not so much.

As an action, you can cause chaotic energies from other dimensions to leak out of your body, damaging everything around you uncontrollably, this has a range of 80 feet centered at yourself, and does no damage to you, however should any other creature be caught in this radius, whether friendly or otherwise, they will take 1d10 damage, not a lot right? Except for the fact, oh no, you take 1d10 damage, FROM EVERY SINGLE DAMAGE TYPE, resulting in 13d10 damage, this damage bypasses resistances and immunities.

A very curious effect of this feature is that it requires a Constitution saving throw, which isn't that big of a deal, however, unlike normal Con saves, this one is a bit.... Backwards, whenever you succeed the saving throw, you take full damage, whenever you fail, you take half damage, It seems your patron dislikes people just shrugging off its attacks doesn't it?

This feature can only be used once ever 1d4 days, be careful when using it, a it may doom not only your enemies, but your allies as well.