Base Class: Warlock
deack of many
Expanded Spell List
The Fiend 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.
Fiend Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
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2nd |
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3rd |
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4th |
confusion, phantasmal killer, divination |
|
5th |
Lesser Deck
Daily Draw: At the end of a long rest, draw one card from the Lesser Deck Table. The effect lasts until your next rest.
Critical Misfortune: When you cast a spell using a pact magic slot, if there is no attack roll, roll a d20, on a 1, draw from the Lesser Deck Table, replacing your current active card if there is one. This also triggers on a nat 1 attack roll from a pact magic spell.
Lesser Deck Table (d6)
- The Fool – Gain inspiration
- The Magician – Spell save DC +1 until rest
- The Wheel – Reroll one attack, saving throw, or ability check once
- The Tower – First damage you take this turn is increased by 1d6
- The Ruin – AC reduced by 1 until next rest
- The Chains – Next natural 20 you roll must be rerolled
Greater Spread
Greater Deck Table (d12)
- The Fool – Gain inspiration
- The Magician – Spell save DC +1
- The Wheel – Reroll one attack, saving throw, or ability check once
- The Lovers – at the start of your turn You and the closest ally within 30 ft. gain +1 AC until the start of your next turn
- Death – When you reduce a creature to 0 HP, regain HP = Cha mod + warlock level
- The Star – you may take a BA to regain one expended Pact Magic slot
- The Tower – First damage you take is increased by 1d6
- The Ruin – AC reduced by 1
- The Chains – Next natural 20 is rerolled
- Euryale – First saving throw per rest is at disadvantage
- The Hermit – Until you hit for the first time, the attack rolls you make are at disadvantage
- The Donjon – At the start of your turn, roll d20; on 1, you are stunned until the start of your next turn
Fortune’s Favor
Keep two cards per long rest; discard and redraw once per rest.
Fortune’s Deck (d20)
-
- The Fool – Gain inspiration
- The Magician – Spell save DC +1
- The Wheel – Reroll one attack, saving throw, or ability check once
- The Lovers – at the start of your turn You and the closest ally within 30 ft. gain +1 AC until the start of your next turn
- Death – Heal when you drop a creature
- The Star – you may take a BA to regain one expended Pact Magic slot
- The Comet – Next attack before rest deals +2d10 damage
- The Moon – as a BA Heal 1d4 + Cha mod at the start of each turn for 1 min
- The Key – choose one weapon or focus, attacks/spells from that item deal +1d8 force damage for one minute and attacks count as magical if they don't already
- The Throne – Advantage on Persuasion checks until next rest
- The Tower – First damage you take is increased by 1d6
- The Ruin – AC reduced by 1
- The Chains – Next natural 20 is rerolled
- Euryale – First saving throw per rest is at disadvantage
- The Hermit – Until you hit for the first time, the attack rolls you make are at disadvantage
- The Donjon – Roll d20 at the start of you turn; on 1, vanish until next turn
- The Void – Take 2d10 psychic damage immediately
- The Flames – Random hostile takes 2d10 fire damage, you take 1d10
- The Skull – Phantasmal killer attacks you (DC = spell DC)
- The Pit – When you roll a nat 1, your next attack also counts as a nat 1; the second nat 1 does not trigger the pit again, but does trigger Misfortune if applicable
True Draw
Once per long rest, you can use a pact slot as an action to draw from Major Deck Table (d12).
Major Deck Table
- The Jester – Regain all Pact Magic slots
- The Moon – Heal 2d4 + Cha mod at start of each turn for 1 min
- The Sun – Gain temp HP = 2 × warlock level, shed bright light 1 min
- The Knight – Summon spectral knight (spiritual weapon, 2d8) for 1 min
- The Comet – Until end of next turn, attacks deal +3d10 damage
- The Vizier – Ask one yes/no question; magically answered
- The Throne – Advantage on all Charisma checks 10 min
- The Flames – One enemy within 30 ft. takes 6d10 fire damage (Dex save half)
- The Skull – Reaper casts finger of death on you (save DC = spell DC)
- The Key – Weapon/focus enchanted; attacks/spells +2d8 force damage 1 min
- The Void – Take 4d10 psychic damage; stunned until end of next turn
- The Fates – Undo one event from the last round
You can also once a month as a reaction, use all your spell slots and remove all active cards to draw one card from the magic item “the deck of many more things” as if you have it, this acts as a single deck with limited cards and once you draw a card it is removed from this ability permanently, the only way to restor cards is with the wish spell granted outside this ability to restore one card, or if you own a deck of many, you can destroy it to completely retore the cards in this ability.
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