Warlock
Base Class: Warlock

You have made a pact with a mysterious being that always puts his luck on chances. As like life, he puts his luck in warlocks he chooses to be patron to.

This is based off the Gambler 5e homebrew class. The patron at least.

Up the Sleeve

At first level, you have access to some cards that are infused with magic. You may pick from the following list a number of cards equal to half your proficiency bonus (rounded up). Only one card of the ones you choose may be used, once per long rest. This increases to twice per long rest at level 11.

Ace of Hearts- From Ashes: This card can be played from your hand when you drop to zero hit points. This card cannot otherwise be activated. Once activated, the card is consumed and you instantly regain hit points equal to your warlock level.

Ace of Diamonds- One in the Chamber: When this card is used as an attack it is thrown with extreme velocity, with a range of 80. This deals (proficiency bonus)d6 slashing damage and is unaffected by resistances. The attack will travel its full distance regardless of how many enemies it travels through until it hits a solid wall or object.

Ace of Spades- The Death Card: Upon being played you roll an amount of d6's equal to your level. The total of the rolls is the amount of hit points this card can effect. Starting at the creature with the lowest hit points the effect moves in ascending order, ignoring unconscious creatures, to all creatures within 30 feet. The first affected creature loses hit points until they reach 0 or the total is reached. Subtract each creatures hit points from the total before moving on to the next. The effect stops when either no more creatures are alive in the area or the cards total reaches 0.

Ace of Clubs- It's All Luck: Upon the card being played, you gain 3 points of luck. You can use 1 point to get advantage on a saving throw, or 2 points to get advantage on a skill check.

King of Hearts- Suicide King: When you attack with this card it does a magical melee weapon attack, dealing 20 slashing damage. You take half the damage dealt. The damage increases to 30 at level 5, 40 at level 11, and 50 at level 17.

Jack of Clubs- Authority: Any creature within a 10 feet radius must make a wisdom saving throw against your spell save DC or become frightened of you for 5 rounds. The affected creature can repeat the saving throw every turn to end the effect early.

Queen of Diamonds- Gold digger: When played you are immediately made aware of the locations of any form of currency or treasure item worth a selected amount of gold or more within 50 feet of your location.

Joker- Fool's World: When played, all magic effects in a 30 feet radius are dispelled, and you can't use magic for 1 minute.

All cards take an action to use.

Lady Luck

Beginning at first level in this pact, when you fail a saving throw or ability check, you may roll a d4. On a 3, you can reroll the saving throw or check with a +5 bonus added on. Any other roll results in a critical failure rather than a normal failure. You cannot use this to reroll a critical failure.

If you roll a 4 three times in a row with this feature, you automatically succeed on the third time rather than a critical failure.

Crazy Eight

 Starting at 6th level, you can change the damage type of a spell to any other damage type.

This can be used once per long rest.

Wild Card

At 10th level, you can choose to roll a d20 before you cast a spell. If it is a 1-15, then the spell goes wild. Roll the wild magic sorcerer table to determine the affect, and if the affect is something that only affects sorcerer's then nothing happens.

Mind Games

Beginning at 14th level, you gain proficiency in sleight of hand and insight if you don't already. You have advantage on all performance checks to keep your poker face. You are resistant to psychic damage as well.

Comments

Posts Quoted:
Reply
Clear All Quotes