Warlock
Base Class: Warlock

Your patron is a mysterious god-like entity, known to enjoy card games and gambling, banished long ago for placing wagers on war and playing tricks on mortals. It is rumored that this entity exists on the mortal realms, biding its time until it can gain champions and retake its seat on the pantheon. Very few mortals know about your patron.

Entities like this include Beshaba, goddess of misfortune, Cyric, god of lies, and Tymora, goddess of good fortune.

Expanded Spell List

The Deck 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.

Deck Expanded Spells

The Warlock's Deck

Starting at 1st level, you gain the ability to throw a card from your deck as a weapon attack against the enemy and your cards become the spell component for all of your spells. When you throw a card or use them as a spell component, they return to your deck after the attack or spell is completed. There are 4 suits of cards in this deck that determine the type of damage you deal. You are unable to use your deck in this way if you are separated from your deck for more than 8 hours. You can create a new deck by spending a long rest with a new deck of playing cards or Tarot cards.

When you throw a card as a weapon attack, on hit, roll 1d4 to determine the suit (damage type).


Suit - Damage Type Chart:

1 - The Behemoth- Throw Card Deals Fire Damage

2 - The King of Nights- Throw Card Deals Slashing Damage

3 - The Frozen Queen - Throw Card Deals Cold Damage

4 - The Holy Archer - Throw Card Deals Piercing Damage


When you throw a card as part of a spell, the card transforms into the spell effect mid-flight.

The warlock's thrown card acts as a weapon attack.

Fouled Hand

At 1st level, you can use the cards as an extension of your hands. By using an action, you can cast a touch spell at a range of 30 feet by throwing a card. You must roll to hit using your spell casting modifier.

Trump Card

Starting at 6th level, your patron places a trump card in your deck, allowing you to pull interplanar allies from cards you throw or place on the ground. Roll 1d4 to determine what is summoned by the card.

1 - 1 imp

2 - 2 magmin

3 - 3 sprite

4 - 4 flumph

Any creature summoned by your card acts on your turn. The creature follows your instruction to the best of its ability in accordance with its alignment, you may communicate with the creature telepathically, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

At the end of 1 hour, when dismissed, or when killed, the creature returns to its home plane. 

Once you use this card, you can’t use the feature again until you finish a long rest.

The Court's Blessing

At 10th level, a member of your patron's court has blessed a suit in your deck.You also choose one of the four courts to represent you in combat. You also gain the ability to use an action to throw a special card blessed by your chosen court member.

The Behemoth

The Behemoth, a fiery demon from the abyss, blesses his cards in your deck and grants you the ability, Fiend Fire.

Fiend Fire

You throw a card wrapped in flames and shadow at one creature. The target must make a Wisdom Saving Throw. It takes 10d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also frightened for 1 minute. At the end of each of its turns, the target repeats the saving throw. The spell ends on a successful save or after 1 minute.

The Frozen Queen

The Frozen Queen, bound to her throne, blesses her cards in your deck and grants you the ability, Grasp of the Queen.

Grasp of the Queen

You throw a card frozen with thick ice at one creature. The target must make a Dexterity Saving Throw. It takes 10d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also stunned for 1 minute. At the end of each of its turns, the target repeats the saving throw. The spell ends on a successful save or after 1 minute.

The Holy Archer

The Holy Archer, blinded by the light of the heavens, blesses her cards in your deck and grants you the ability, Arrow of the God's Light.

Arrow of the God's Light

You throw a radiant and piercing card at one creature and a holy arrow shoots from the heavens. The target must make a Constitution Saving Throw. It takes 10d6 piercing damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also blinded for 1 minute. At the end of each of its turns, the target repeats the saving throw. The spell ends on a successful save or after 1 minute.

The King of Nights

The King of Nights, bound by darkness, blesses his cards in your deck and grants you the ability, Reign of Blades.

Reign of Blades

You throw a honed card at one creature and swords fall from darkness in the sky. The target must make a Strength Saving Throw. It takes 10d6 slashing damage on a failed save, or half as much damage on a successful one. On a failed save, the target also restrained 1 minute. At the end of each of its turns, the target repeats the saving throw. The spell ends on a successful save one or after 1 minute.

Force The Hand

At 14th level, your patron can pull cards from your deck to shield you from incoming attacks. If attacked, you can use your reaction to fan out cards to shield you, adding your spell attack modifier to your AC for this attack. Using this ability on a critical hit turns that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can perform this feature a number of times equal to your Charisma modifier per long rest.

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