Warlock
Base Class: Warlock

You have a pact with fate itself. It speaks to you with the help of the tarot cards. You have been chosen to fulfill the desires and intrigues of fate and are one of the few people who are able to understand the cards. You walk around the world with nothing but your deck. Fate speaks to you, gives you instructions that you trust blindly. You’d kill anyone without blinking an eye if they tried to steal your deck.

Expanded Spell List

The Tarot 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.

Archfey Expanded Spells
Spell Level Spells

1st

command, unseen servant

2nd

zone of truth, augury

3rd

speak with dead, clairvoyance

4th

Black tentacles, conjure minor elementals

5th

geas, modify memory

Tarot Deck

You have a deck of cards that you and any creature you allow can pull from and gain a boon. A creature is able to use the drawn card's ability anytime as a bonus action.

As the card is drawn the magics are infused in the drawer, and the card returns to the deck. A person can only be infused with one boon at any certain time. The drawn card can be replaced by a new one once per short rest.

Tarot Card Ability

0 Fool

Gain one luck point

I Magician

add +5 to any magical attack role

II High Priestess

cast cure wounds at 1st level

III Empress

gain advantage for one ability check/attack

IV Emperor

give disadventage to one creature in sight

V Hierophant

gain knowledge about one chosen stat of an enemy

VI Lover

cast charm person DC 15

VII Chariot

use Disengage or Dodge action

VIII Strength

gain +2 to Strength for 10 min

IX Hermit

cast commune with nature

X Wheel of Fortune

once activated you change your apperance and gender randomly for 1 hour

Gender: Roll a d6: 1, 3, 5: male 2, 4, 6: female

Races: Roll a d6 1: human 2: elf 3: dwarf 4: goliath 5: tabaxi 6: owlin

XI Justice

(AS REACTION) when a creature attacks you, as a reaction deal 1d8 radiant damage to it

XII Hanged Man

cast fly at 3rd level on yourself

XIII Death

choose to succeed a Death Save

XIV Temperance

remove 1 level of exhaustion

XV Devil

Summon a Hellhound (MM. P 182) for 3 rounds to your cause

XVI Tower

remove the next condition that you would gain

XVII Star

cast lightning bolt at 3rd level

XVIII Moon

cast moonbeam at 3rd level

XIX Sun

cast fireball at 3rd level

XX Judgement

summon 1d4 skeletons (MM. P. 272) to your cause

XXI World

You can teleport to an empty space you can see within 40ft

Soul of Fate

Starting at 6th level your soul gets more intertwined with fate. Thus letting you store 2 cards at the same time. This counts only for you others are still limited to 1 card at a time.

Protection from Disbelieve

 If an attack hits you directly and before applying the damage, you can draw a card from the lesser Arcana pile and consult the table shown below.

Tarot Card

Ability

Wands

Impose Disadvantage on the triggering attack (can result in the attack eventually missing)

Coins

Gain resistance to the type of damage the attack was until the end of your next turn

Cups

Gain 1d4 x your Charisma Mod as Temporary hits points 

Swords

Retaliate half the damage dealt (keeping the damage type) by the triggering attack back to the attacker

Master of Cards

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

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