Warlock
Base Class: Warlock

Your patron is a being who personifies the concept of fortune itself, known simply as Lady Luck. Legends speak of her travels through the Astral Plane, seven snake eyes observing every possible outcome of every action, her eight hands occasionally tugging at the strands weaved by her sister Destiny. She is fickle and inscrutable, as quick to offer her blessings as she is willing to take them away, and if trifled with she may even cast baleful curses that lay ruin onto those who fail to tempt her. As long as you know how to play the odds, however, she ensures that in the grand game of chance, the odds are in your favor.

NOTE: This subclass requires a standard deck of 54 playing cards (52 cards and 2 Jokers) for some of its features below!

Lady Luck's Expanded Spells

The expanded spells granted by Lady Luck work slightly differently than those granted by other patrons. At the end of a long rest, roll a die. On an even result, your current Expanded Spells list is replaced with the Fortune Spells Table. On an odd result, it is replaced with the Misfortune Spells Table. The magic of your patron ensures you always have these spells ready; when you reach a Warlock level specified in the table, you thereafter always have the listed spells prepared until the table is switched.

Once per long rest you may cast a spell from either table without expending a Pact Magic spell slot, provided it's of a spell level you can cast.

Fortune Spells Table

Warlock Level Spells
3 Bless, Lesser Restoration
5 Counterspell
7 Divination, Guardian of Faith
9 Greater Restoration

Misfortune Spells Table

Warlock Level Spells
3 Bane, Blindness/Deafness
5 Glyph of Warding
7 Confusion, Mordenkainen's Faithful Hound
9 Contagion

Cutthroat Gambler

At 3rd level, you gain proficiency with the Playing Card Set, and you can use it as an Arcane Focus.

When you challenge a creature with an Intelligence of 4 or higher to a game of chance, that creature must make an Intelligence saving throw. On a fail, they must always meet your bets to the best of their ability. You must have the wagered wealth on hand, and if your opponents do not have enough wealth in coins, they try to compensate with items. For example, if you were to bet five gold coins that you have on your person and win, your opponent may give you two gold coins and a small satchel of valuables worth three gold coins.

Heart of the Cards

Also at 3rd level, your spells are influenced by the chaotic nature of your patron. Whenever you cast a spell using a Pact Magic spell slot, roll a die and check if it's odd or even. If the result matches your current Expanded Spells table, the spell becomes influenced by a force known as Lady Luck's Deck. This is represented by a standard deck of 54 playing cards (52 cards and 2 Jokers). When your spells are influenced by Lady Luck's Deck, draw a card from the deck. The card's suit and face value determine two different effects that occur; refer to the Lady Luck's Cards Table to determine the effects.

After resolving the effects of the card, place the card into a discard pile. When you finish a long rest with less than 27 cards in Lady Luck's Deck, shuffle your discard pile back into the deck. Some cards (such as Aces) may not be allowed to return to the deck unless other conditions are met, determined by the cases mentioned on the table.

Lady Luck's Cards Table
Suit Effect

Hearts

One creature within 30 feet of you is healed for 1d12 hit points as part of casting this spell.

Clubs

One creature within 30 feet of you takes 2d6 necrotic damage as part of casting this spell.

Spades

If this spell does damage, you may change its damage type to fire, cold, lightning, thunder, or acid. One target of this spell takes an extra 1d6 damage of the chosen type.

Diamonds

If this spell does damage, you may change it to force damage. One creature within 30 feet of you is teleported to a random space up to 30 feet away from their original location.

Face Value Effect

2

This spell fails and its spell slot is expended. You cast a cantrip that you know instead, draw again, and determine how the new card affects the cantrip.

3

This spell gains the Concentration tag if it does not already have one, ending your Concentration on any previous spells. You cannot break your Concentration on this spell by taking damage. Whenever you restore any hit points, you must make a Constitution saving throw to maintain Concentration as if you had taken damage equal to the amount you were healed.

4

This spell is cast at its lowest possible level regardless of your spell slot level. Discard your next top card along with this one.

5

Halve the value of whatever damage dice is rolled in this card's Suit Effect. You cannot cast this spell again until your next long rest. Drawing another 5 ends this effect on the spell.

6

Hand your deck to the DM. They may look at the top 6 cards from your deck and return them in any order. The DM may decide to discard any number of them before returning the cards, but if they do, you gain one point of Heroic Inspiration.

7

Treat yourself as an additional target of this spell. If you are already a target of this spell, treat the nearest unaffected creature as a target.

8

You can take the Dash or Disengage actions as part of casting this spell. You cannot take an action that the spell grants you. You may choose to discard up to 4 cards from the top or bottom of your deck.

9

Replace the casting of this spell with a spell you do not know from the Warlock spell list. Look at the bottom 6 cards of your deck, discard any number of them, and shuffle.

10

You swap places with one of the targets of this spell as long as they are within 120 feet of you. If you are the only target of this spell, draw again and discard both of the cards.

Jack

Look at the bottom 5 cards of the deck and discard any number of them. Any remaining cards are shuffled and placed on top of your deck.

Queen

Double the damage dice of this card's Suit Effect. Discard 3 cards of your choice and replace them with up to 3 other cards from your discard pile. These cards cannot be Queens or Aces.

King

Triple the damage dice of this card's Suit Effect. Discard all instances of one Face Value of your choice from this deck, resetting each time you reshuffle the discard pile into the deck.

Ace

You regain a Pact Magic spell slot. Aces cannot be returned to the deck by normal means, by reshuffling the discard pile, nor by other cards. Once all 4 Aces have been discarded, they are immediately shuffled back into the deck.

Joker

Choose which Suit this card is. Roll a d12, and treat this card as the face value of the number rolled with Aces being 1s, Jacks being 11s, and Queens being 12s (no Kings). Shuffle this card back into the deck.

Tempt Fate

At 6th level, the powers of Lady Luck's Deck can save you from harm. Once per short rest, you can use a reaction upon being hit by an attack or failing a saving throw to tempt fate. Guess red or black and draw a card. If you guessed the color of the drawn card correctly (or pulled a Joker), you gain a +3 bonus to either your AC or saving throws until the start of your next turn. If you wish, you may guess red or black again, and draw up to two more cards and increase the bonus by an additional 2 for each correct guess. If you ever guess incorrectly, you must stop drawing, and any bonuses from this feature are lost. Discard all cards drawn this way and shuffle any Jokers back into the deck.

Gambler's Fallacy

At 10th level, you may choose to shuffle your discard pile back into Lady Luck's Deck at the end of a long rest even if you have more than 27 cards. When you shuffle your discard pile back into Lady Luck's Deck by any means, you may choose to keep up to a number of cards equal to your proficiency bonus in the discard pile. This feature can only keep up to 3 cards of the same face value in the discard pile.

Fatal Roulette

At 14th level, you have learned one final way to use Lady Luck's Deck by betting it all. As an action, you can pick one creature within 30 feet of you and challenge them to an ultimate game of chance. This game is played outside of the material realm, and tandem to the events taking place in real time. Take 6 cards from Lady Luck's Deck, only one of which is an Ace. Shuffle these cards so there is no hint as to where the Ace is. You may draw up to 3 cards from the pile at the start of your turn and once you activate this feature. The opposing creature must do the same, drawing up to 3 cards (DM draws). This process repeats until one of you draws the Ace. Afterwards, discard all 6 cards. The creature that drew the Ace takes 12d12 necrotic damage and cannot reduce this damage in any way. If you drew the Ace, you additionally lose access to Lady Luck's Deck until the end of your next short rest.

Once you use this feature, you cannot use it again until the end of your next long rest.

Lady Luck Image

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