Warlock
Base Class: Warlock

You have made a deal with the devil. Your patron is one of luck, gambling, and fate. They preside over the natural whims of life and have given you the power to alter your own fate, at a cost. You may have made a deal to save a family member, to make it big at the casino, or simply to save your own fate.

You were approached, and you said yes. Now it's up to you to follow your patron's wishes and hopefully change your own fate. Or was this what was in store for you all along?

Expanded Spell List

The Dealer lets you choose from an expanded list of spells when you would learn a Warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

bless, false life, faerie fire

2nd

augury, blur, detect thoughts

3rd

bestow curse, clairvoyance, tiny hut

4th

compulsion, greater invisibility, polymorph

5th

geas, modify memory, wall of force

Bonus Cantrips

At 1st level, you learn the guidance and message cantrips. They count as Warlock cantrips for you, but they don't count against your number of cantrips known.

Deck of Cards

At 1st level, you are given a magical deck of playing cards by your patron, allowing you to further alter the fate of both you and others around you. This is represented by a physical deck of playing cards with 54 cards, jokers included.

The deck must be attuned to a player using a short rest, and it can count as your arcane focus for spellcasting.

The deck of playing cards is a versatile throwing weapon (range 60ft/100ft) that deals 1d4 slashing damage on hit. This goes up to 1d8 at 5th level, 2d8 at 10th level, and 2d10 at 14th level. The deck does magical damage for the purposes of resistances and immunities.

Taking Care of the Deck

A Dealer must take care of the deck they were given, else they may face dire consequences from their patron. You must spend the equivalent of 20 minutes a day 'maintaining' your deck. This can be done during any Short Rest and does not count against your rest as it is seen as a downtime activity.

Should you not take care of your deck, you will not be able to use it until the next dawn.

Drawing From the Deck

When you would attack with your deck of cards or cast a Warlock spell with your deck of cards attuned, you may draw from the top of the deck a number of cards equal to your Charisma modifier. You will then gain the effects dictated by the Card Effects Table below.

The type of the card will dictate additional effects, however the suit of the card can change it's damage type according to the Suit Damage Type Table below. You can choose to change the damage type to any of the cards that you draw or keep the original damage type of the attack/spell.

 Card Effects Table

Card Effect

Ace

The attack is a critical strike. (Aces do not stack.)

1-10

Add that much damage of the same type as the original attack. If you change the damage type with a suit, it becomes that damage type.

Jack

You turn invisible until the start of your next turn.

Queen

Target creature you can see within 30ft gains 1d6 temporary hit points.

King

You and an ally you can see within 30ft of you gain the effects of the guidance spell until the end of your next turn.

Joker

This can substitute any other card effect of your choice.

 

 Suit Damage Type Table

Suit Damage Type

Hearts

psychic damage

Diamonds

lightning damage

Spades

fire damage

Clubs

frost damage

The Game Master

At 1st level, you become adept at playing through most any game, learning new games rather quickly.

You become proficient with the sleight of hand skill. If you are already proficient from other means, you double your proficiency bonus. You also have advantage on sleight of hand checks while playing a game.

Debt Collector

At 6th level, you gain the ability to put people in your debt, requiring them to pay you back at some later time. Whenever someone is indebted to the Dealer, a purple mark shaped like a playing card will appear somewhere on their body. This is invisible to all except for the Dealer, their patron, and anyone with truesight. The detect magic spell will also reveal this mark.

Placing Someone In Debt

You can do any of the following to place someone in your debt. They are then considered 'indebted' to you until they pay it off.
- Win a contested ability check against another creature
- Heal or provide temporary hit points to a creature
- Use your help action on a willing creature.

Paying off The Debt

As a bonus action, the Dealer may collect their debt on a creature that they can see. That creature is then placed under a command spell for a single round. If the target is immune to being charmed, this does nothing. Once the command spell fades, the creature is no longer 'indebted' to the Dealer. This also happens if the command cannot be done due to the limitations of the spell.

There are two other ways for a creature to pay off their debt, though only the Dealer is aware of this unless they share it:
- The creature can use their help action on the Dealer.
- The creature can gift the Dealer an item worth at least 50g
- The creature can gift the Dealer 50g

Stacking the Odds

At 10th level, you have gained the ability to stack the odds of fate against you. During a short rest, you may stack cards on top of your deck equal to your Charisma modifier.

Double Draw

At 10th level, whenever you draw an Ace from the deck, you can draw an additional card from the deck during that attack.

Lucky Streak

At 14th level, you’ve gained the uncanny ability to go on wild streaks of luck, but also a higher chance of horrible failure.

Whenever you roll a critical success on an ability check, attack, or saving throw, you gain a Luck Counter. For each Luck Counter, your requirement for a critical success is reduced by one, however your requirement for a critical failure goes up by one. For example, with 1 Luck Counter, you would critically succeed on a 19 or higher, and critically fail on a 2 or lower.

You lose your Luck Points after a short rest or if you roll a critical failure.

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