Base Class: Warlock
On your turn, as an action, you may draw 1 card from a traditional playing card deck summoned from your patron, the effect of the card is listed below, take out the Aces and the Joker cards
SPADES
1-10: Deal 1d10 + the number on the card necrotic damage to any enemy you can see
Face cards: Deal 1d10 + 5 necrotic damage to any enemy you can see, this ignores resistance
HEARTS
1-10: Heal 1d10 + The number on your card to any friendly creature you can see
Face cards: Heal 1d20 + 5 to any friendly creature you can see.
DIAMONDS
1-10: Summon an equal amount of imps to the number on the card, they cannot be charmed and dissapear after death, they are controlled by you on their turn
Face cards: Summon 1d4 elementals of any element of your choice, they are controlled on your turn by you, and dissapear after death.
CLUBS
1-10: A creature of your choice gains 1 action next turn
Face cards: A creature you can see gains 1 action next turn, they can turn bonus actions into actions and vice versa.
Expanded Spell List
The Archfey 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 |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Luck of the Draw
Starting at 1st level, your patron bestows upon you the ability to summon a deck of cards, (You will need a real deck of cards) remove the joker and ace cards
SPADES
1-10: Deal 1d10 + the number on the card necrotic damage to any enemy you can see
Face cards: Deal 1d10 + 5 necrotic damage to any enemy you can see, this ignores resistance
HEARTS
1-10: Heal 1d10 + The number on your card to any friendly creature you can see
Face cards: Heal 1d20 + 5 to any friendly creature you can see.
DIAMONDS
1-10: Summon an equal amount of imps to the number on the card, they cannot be charmed and dissapear after death, they are controlled by you on their turn
Face cards: Summon 1d4 elementals of any element of your choice, they are controlled on your turn by you, and dissapear after death.
CLUBS
1-10: A creature of your choice gains 1 action next turn
Face cards: A creature you can see gains 1 action next turn, they can turn bonus actions into actions and vice versa.
Aces up!
Add aces to your deck of cards, the effects are as follows
SPADES
Ace: Deal half of an enemy that you can see's current health to another enemy that you can see
HEARTS
Ace: Heal a friendly creature that you can see to max HP, if they are at max hp, give them 1d20 + your charisma modifier temporary hitpoints
DIAMONDS
Ace: Summon any creature that you want with a challenge rating equal to or below your charisma modifier
CLUBS
Ace: A friendly creature that you can see gains 3 actions, they can use reactions and bonus actions as actions on their turn, but not vice versa
Luck of the draw
Beginning at 10th level, your patron teaches you how to control and manipulate the probability of your cards, giving you a better ability to control them, now, whenever you draw as an action, you draw 3 cards and pick which effect to activate, shuffle the other 2 cards back into the deck.
Probability Manipulation
Due to your mastery of probability fields, you can always see the next card in a non-magical card deck. If you have the Deck of Many things The negative effects of those cards can't effect you. Shuffle the joker cards into your patron deck
JOKER
When you draw a joker, you may choose any 1d4 ace effects to activate this turn.
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