Warlock
Base Class: Warlock

Psionic Awakening

The Pact of the Deck provides you with psionic abilities to gain insight on those with secrets to reveal.

Eldritch insight engulfs you with psionic energy granted by your patron. This energy is represented by your Pool Psionic Energy. You have a number of these dice equal to your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy slots, as specified in a power’s description, and you can’t use a psionic ability if it requires you to use a slot when your pool is expended. You regain all your expended Psionic Energy slots when you finish a long rest.

You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

You can expend one Psionic Energy Die to cast Detect Thoughts. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Gifted Cartomancy

You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

You can expend 1 psionic energy slot to cast Detect Thoughts. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

 You can expend one Psionic slot to roll 1d20, then target one creature within visual range to succeed on a Charisma saving throw or be effected by the psionic energy of the chosen card for 24 hours. A creature can willingly fail this save.

 

Oracle Cards

d20 Roll Card image Effect
1 Dragon Adv. (STR) Saving throws
2 Fallen Knight Dis. (STR) Saving throws
3 Thief Adv. (DEX) Saving throws
4 Cliffs Dis. (DEX) Saving throws
5 River Adv. (CON) Saving throws
6 Broken Tree Dis. (CON) Saving throws
7 Amethyst Gems Adv. (INT) Saving throws
8 Spider Web Dis. (INT) Saving throws
9 Hunter Adv. (WIS) Saving throws
10 Prisoner Dis. (WIS) Saving throws
11 Flying Eagle Adv. (CHA) Saving throws
12 Dead Raven Dis. (CHA) Saving throws
13 Tactician Adv. Atk. Rolls
14 Cavern Dis. Atk. Rolls
15 Dawn 1 Point Inspiration
16 Dusk 1 Point Exhaustion
17 Mithral Shield +1d4 AC
18 Castle Ruins -1d4 AC
19 Champion Adv. Ability checks
20 Astral Sea Dis. Ability checks

Fate Weaver

 As an action, You can expend 1 Psionic Slot Roll 1d6 to determine the card's suit, and 1d10 to determine the card's number. Each suit represents an Ability Score and the card's number increases that score modifier for a duration of 1 hour and you can only affect one creature at a time.

Oracle Suit Cards

d6 Roll Card Suit Ability Score
1 Ox Strength
2 Cougar Dexterity
3 Bear Constitution
4 Fox Intelligence
5 Owl Wisdom
6 Eagle Charisma

Eldritch Court Cards

Prince Card (1 Psionic Dice) The Young Prince is naïve and quick to strike without question. As a bonus action, this card turns into a sword made from psychic energy. This magic sword lasts for 1 minute. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60).

Princess Card (2 Psionic Dice) A blossoming beauty makes it easy to bait, as each of her victims will meet the same fate. As a Ready Action, you imbue this card with an Eldritch Blast Cantrip using the Eldritch Pulse Invocation, then you can move it to a location within 30 feet of visible range. Once set, the card turns invisible doesn't require concentration and the duration lasts for 10 minutes or until it has been activated.

Queen Card (2 Psionic Dice) With foreknowledge and patience, the Queen waits for her enemy to make the first strike. As a Reaction, until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

King Card (3 Psionic Dice) Leaning back in his throne with his cheek upon his fist, the King's Guard stands before him, ready to strike down those who oppose his Majesty. As an Action you can summon a creature with a challenge rating of 1 or lower; the creature is either fiend, celestial, fey, or abyssal, depending on your patron. As a Bonus Action on your subsequent turns, you can command the creature to perform a task in addition to its own turn. The summoned creature lasts for 1 hour or until it's hit points drop to 0.

Forceful Dealings

As a bonus action, When a creature fails a saving throw involving your Oracle Cards, you can deal 3d12 psychic damage to that creature. You can activate this effect a number of times equal to your proficiency bonus.

Previous Versions

Name Date Modified Views Adds Version Actions
2/19/2022 12:54:40 AM
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