Warlock
Base Class: Warlock

The pact of the fates comes with a deck of tarot cards. These cards act as your casting focus. Your pact could be with any creature. Your deck of cards allows you to add a number of magical effects to your spells. Additionally, you can read fates, giving you subtle insights into your future.

Deck of fates

You have a deck of cards gifted to you by your patron. These cards can be used to enhance your spells.

A number of times equal to your charisma modifier, you can perform a card pull on a spell attack, casting from that card specifically. You must state before you make your spell attack roll whether you’re doing this. If the spell hits, roll a d100 on the fates table to see what effect your spell has. After this, one use of your card pull feature has been used. If the attack misses, the card does nothing and you do not use up one of your card pull charges. Card pulls are regained on a short rest.

I don’t know how to design d100 tables on here yet, so here’s the list of card pull rolls and effects:

1. (1)The fool: when you cast a spell and roll the fool, the spell does not hit its target, and instead you take the full damage of the spell attack

2. (2-7)The magician: when you hit a targeted creature with a spell attack and roll the magician, you immediately become invisible upon casting the spell. The effect ends when you take another action to attack, cast a spell, or you take any damage.
3. (8)The high priestess: when you hit a targeted creature with a spell attack and roll the high priestess, an aura of healing radiates from the card. You cast mass heal.
4. (9-14)The empress: when you hit a targeted creature with a spell attack and roll the empress, you cast crown of madness on that creature
5. (15-19)The emperor: when you hit a targeted creature with a spell attack and roll the emperor, you cast summon lesser demons.
6. (20-25)The hierophant: when you hit a targeted creature with a spell attack and roll the hierophant, you recover HP equal to the total damage rolled for the attack
7. (26-30)The lovers: when you hit a targeted creature with a spell attack and roll the lovers, that creature must make a wisdom save against your spell save DC or be charmed if the spell hits.
8. (31-36)The chariot: when you hit a targeted creature with a spell attack and roll the chariot, you can teleport that creature to any location of your choice within 30 feet of yourself.
9. (37-42)Strength: when you hit a targeted creature with a spell attack and roll strength, your spell immediately does its maximum possible damage.
10. (43-47)The hermit: when you hit a targeted creature with a spell attack and roll the hermit, you cast slow on that creature and only that creature.
11. (48-52)Wheel of fortune: when you hit a targeted creature with a spell attack and roll wheel of fortune, you cast sanctuary on yourself.
12. (53-57)Justice: when you hit a targeted creature with a spell attack and roll justice, you cast heroism on yourself using your charisma modifier.
13. (58-63)The hanged man: when you hit a targeted creature with a spell attack and roll the hanged man, that creature must make a wisdom saving throw against your spell save DC, or be paralyzed for one minute or until they pass a wisdom save on their subsequent turn.
14. (64)Death: when you hit a targeted creature with a spell attack and roll death, you cast power word kill on that creature. If the creature still has more than 100 HP, the card does not work and a use of your card pull is burned.
15. (65-69)Temperance: when you hit a targeted creature with a spell attack and roll temperance, you cast mass cure wounds.
16. (70-74)The devil: when you hit a targeted creature with a spell attack and roll the devil, you cast darkness. All creatures including your allies are unable to see for the duration.
17. (75-79)The tower: when you hit a targeted creature with a spell attack and roll the tower, you cast summon elemental. This only summons an earth elemental that is at is friendly to you, and in the DM's control.
18. (80-84)The star: when you hit a targeted creature with a spell attack and roll the star, you cast haste on yourself.
19. (85-89)The moon: when you hit a targeted creature with a spell attack and roll the star, you cast black tentacles centered on the targeted creature.
20. (90-94)The sun: the card explodes into a large fireball. Everything within a 20 foot radius of the card must succeed on a Dexterity saving throw against your spell save DC or take 8d6 fire damage, or half as much on a success.
21. (95-99)Judgement: when you hit a targeted creature with a spell attack and roll judgement, you cast banishment on the creature.
22. (100)The world: ZA WARUDO... you cast time stop.

Reader of fates

Once per long rest, you can cast augury without spell components or a spell slot.

Protection of the fates

You take a bonus action to quickly tell another creatures fate, granting it one of the following benefits.

  • Protection: your ally can add your charisma modifier to its AC for one hour
  • Strength: your ally can add your charisma modifier to attack and damage rolls for one hour
  • Foresight: your ally can add your charisma modifier to ability checks for one hour

Favored by fate

Once per short rest, you can treat a single failed saving throw as a success.

One with fate

Whenever you use your card pull feature, you may roll an additional time and take whatever card option you would prefer.