Base Class: Warlock
The Dealer
Your patron is an enigmatic entity known only as the Dealer, a supernatural being who manipulates fate, probability, and the very nature of power through an endless collection of magical cards.
Unlike other warlocks, you do not receive unrestricted supernatural abilities. Instead, your patron seals much of your potential within a mystical deck, forcing you to rely on the cards you collect and play.
The Deck of Fate
Beginning at 1st level, you gain access to a magical deck of cards that serves as the primary source of your supernatural abilities.
Your cards are divided into five categories:
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Creature Cards: Summon magical creatures that attack enemies, protect allies, or remain on the battlefield for a limited duration.
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Sorcery Cards: Unleash magical attacks, healing effects, enhancements, and other supernatural abilities.
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Trap Cards: Place magical traps that activate when specific conditions are met.
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Instant Cards: React to events during combat, protecting allies, disrupting enemies, or changing the outcome of an attack.
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Artifact Cards: Manifest temporary magical objects that provide special abilities and ongoing benefits.
Cards possess five rarity levels: Common, Uncommon, Rare, Epic, and Legendary.
Deckbuilding and Card Collection
You begin your journey by choosing a starter deck. As you advance in level, you acquire additional cards through randomized booster packs, magical transmutation, and rewards granted by your Dungeon Master.
During a Long Rest, you can construct your active deck using cards from your personal collection.
At the beginning of combat, you draw an opening hand determined by your Initiative result. During your turns, you can draw additional cards and play them according to their activation requirements.
The Patron's Burden
The Dealer demands a considerable price for this power.
Your supernatural connection places an immense strain on your body and soul, severely weakening attacks, spells, healing, and other abilities that do not originate from your magical cards.
This burden also affects abilities gained through multiclassing, although ordinary skills, movement, and saving throws remain largely unaffected.
Mastering the Deck
As you gain levels, your deck grows in power and complexity. You unlock stronger card rarities, improved deck manipulation, specialized strategies, and extraordinary abilities capable of dramatically altering the outcome of battle.
Your strength is determined not only by the cards you possess, but also by how effectively you use the hand fate has dealt you.
Level 1: Patron's Burden
Patron's Burden
1st-Level The Dealer Feature
Your patron has sealed most of your supernatural potential within your magical cards. Maintaining this connection places an immense strain on your body and soul, weakening abilities that do not originate from your Dealer cards.
You can still use your normal Warlock abilities, spells, weapons, feats, and abilities gained from other classes. However, these abilities are considered Unbound Powers and are affected by the following restrictions.
Unbound Attack Rolls
Whenever you make an attack roll that does not originate from a Dealer card, you have disadvantage on that attack roll.
This includes weapon attacks, unarmed strikes, spell attacks, and attacks granted by other classes.
Reduced Damage
Damage you personally deal through Unbound Powers is reduced to 25% of its normal value, rounded down.
Calculate the damage normally, including any applicable modifiers, resistances, and other effects, before applying this reduction.
If the resulting damage would be positive, it is reduced to a minimum of 1 damage. An effect that would normally deal 0 damage remains at 0.
Weakened Saving Throw Effects
Creatures have advantage on saving throws against your Unbound Powers.
This applies to spells, class features, and other non-card effects that force creatures to make saving throws.
Reduced Healing and Temporary Hit Points
Whenever an Unbound Power restores hit points or grants temporary hit points, the amount is reduced to 25% of its normal value, rounded down, to a minimum of 1 if the original amount was positive.
Weakened Enhancements
Positive AC bonuses granted by activated Unbound Powers are reduced by 2, to a minimum bonus of 0.
Positive numerical bonuses to rolls granted by Unbound Powers are halved, rounded down. This does not reduce your normal ability modifiers or proficiency bonus.
Limited Duration
An activated Unbound Power with an ongoing duration ends no later than the end of your next turn, unless its normal duration is shorter.
This does not extend effects that would normally end earlier.
Restricted Manifestations
Teleportation granted by Unbound Powers is limited to a maximum distance of 15 feet.
Creatures summoned through Unbound Powers can make no more than one attack, which is affected by Patron's Burden, and disappear no later than the end of your next turn.
Unaffected Abilities
The following are not affected by Patron's Burden:
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Dealer cards and explicitly designated Dealer features.
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Normal movement and ordinary actions such as Dash, Dodge, Disengage, Help, and Hide.
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Ability checks, skill checks, and saving throws made by your character.
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Hit points, Hit Dice, ability scores, and proficiencies.
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Armor Class granted by ordinary equipment and normal armor calculations.
All normal resource costs, spell components, concentration requirements, and usage restrictions still apply to Unbound Powers.
Bound Card Power
Dealer cards always function according to their own rules.
Unbound Powers cannot increase your Dealer card attack modifier, card save DC, card damage, Card Mastery, deck size, card draw limits, card activation limits, summon duration, or card resource efficiency.
Additional actions, bonus actions, reactions, or attacks granted by Unbound Powers cannot bypass the limits of your Dealer cards.
Multiclass Restrictions
Patron's Burden applies to applicable abilities gained from other classes.
Multiclassing does not increase your Dealer level or grant additional Dealer card resources.
Spell slots gained from other classes cannot pay the activation costs of Dealer cards.
Permanent armor and shield proficiencies remain available. Passive AC bonuses from non-Dealer combat class features can provide a combined maximum of +1 AC beyond ordinary equipment.
Unusual non-card effects that cannot reasonably be reduced by these rules require Dungeon Master adjudication.
Patron's Burden is a permanent supernatural restriction and cannot be removed or suppressed through ordinary class features.
These restrictions must be applied manually when using D&D Beyond.
Level 1: Deck of Fate
Deck of Fate
1st-Level The Dealer Feature
Your patron grants you a supernatural deck of magical cards known as the Deck of Fate. These cards serve as the primary source of your supernatural power.
All abilities originating from Dealer Cards are unaffected by Patron's Burden.
Starting Collection
At 1st level, choose one of five Starter Decks:
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Infernal Assault: Focuses on direct damage and aggressive combat.
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Celestial Sanctuary: Focuses on healing, protection, and supporting allies.
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Beast Dominion: Focuses on summoning magical creatures.
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Shadow Gambit: Focuses on traps, control, and disrupting enemies.
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Arcane Roulette: Focuses on card manipulation, flexibility, and combinations.
You gain all 20 cards contained in your chosen Starter Deck.
Additionally, you receive one Starter Booster containing five randomly determined Common or Uncommon cards.
Your chosen Starter Deck determines only your initial collection. It does not restrict which card types you may acquire or use later.
Card Collection
Your Card Collection contains every card you have acquired and still possess.
Your collection has no maximum size.
You gain additional cards through:
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Booster Packs gained when advancing your Dealer level.
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Card Transmutation.
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Rewards granted by your Dungeon Master.
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Special magical discoveries and story events.
Duplicate cards are allowed in your collection.
You cannot use every card in your collection simultaneously. Only cards placed in your Active Deck are available for normal play.
Active Deck
During a Long Rest, you may construct or modify your Active Deck using cards from your collection.
Your Active Deck must contain exactly the number of cards permitted by your Dealer level.
Dealer Levels 1–4
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Active Deck: 20 cards.
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Maximum Hand Size: 7 cards.
Dealer Levels 5–10
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Active Deck: 24 cards.
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Maximum Hand Size: 7 cards.
Dealer Levels 11–16
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Active Deck: 27 cards.
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Maximum Hand Size: 8 cards.
Dealer Levels 17–20
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Active Deck: 30 cards.
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Maximum Hand Size: 9 cards.
You may completely change your deck during a Long Rest.
You cannot include cards you do not own.
Deckbuilding Restrictions
Your Active Deck must follow these limitations:
Common
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Maximum 3 copies of the same card.
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No overall Common card limit beyond deck size.
Uncommon
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Maximum 3 copies of the same card.
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No overall Uncommon card limit beyond deck size.
Rare
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Maximum 2 copies of the same card.
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Maximum 8 Rare cards in your Active Deck.
Epic
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Maximum 1 copy of the same card.
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Maximum 4 Epic cards in your Active Deck.
Legendary
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Maximum 1 copy of the same card.
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Maximum 2 Legendary cards in your Active Deck.
These limits apply only to your Active Deck, not your collection.
Card Categories
Dealer Cards belong to five categories.
Creature Cards
Manifest supernatural creatures that attack enemies, protect allies, or provide special effects. Their duration and abilities depend on their individual card descriptions.
Sorcery Cards
Produce immediate magical effects, including damage, healing, battlefield control, and other supernatural abilities.
Trap Cards
Create magical traps that activate when their specified conditions are met.
Instant Cards
Can be activated in response to specific triggers, usually by using your Reaction.
Artifact Cards
Manifest temporary magical objects that provide ongoing benefits or special abilities.
Card Rarity and Activation Costs
Cards possess five rarity levels. Your Dealer level determines which rarities you can activate.
Common
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Available at Dealer Level 1.
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No additional resource cost.
Uncommon
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Available at Dealer Level 1.
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No additional resource cost.
Rare
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Available at Dealer Level 5.
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Requires one available Warlock Pact Magic spell slot.
Epic
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Available beginning at Dealer Level 11.
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Requires an available Mystic Arcanum use of the appropriate level.
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Epic Cards have Card Levels of 6, 7, or 8.
Legendary
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Available at Dealer Level 17.
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Requires your available 9th-level Mystic Arcanum use.
An Epic Card requiring a 6th-level Mystic Arcanum may be activated using an available higher-level Mystic Arcanum use. The higher-level use is expended completely.
A card requiring a higher-level Mystic Arcanum cannot be paid for using a lower-level one.
Additional activation requirements specified by individual cards must also be fulfilled.
You may collect cards that you cannot yet activate.
Card Attack Modifier
Whenever a Dealer Card requires a card attack roll, use:
Card Attack Modifier = Your Proficiency Bonus + Your Charisma Modifier
Dealer Card attacks are magical attacks and are unaffected by Patron's Burden.
Card Saving Throw DC
Whenever a Dealer Card requires a creature to make a saving throw, use:
Card Save DC = 8 + Your Proficiency Bonus + Your Charisma Modifier
Card Mastery
As your connection to the Dealer becomes stronger, your basic offensive cards become more powerful.
When you play a Common or Uncommon Card that deals damage, you may apply the following bonus to one damage instance against one target:
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Dealer Levels 1–4: +0 damage.
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Dealer Levels 5–10: +6 damage.
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Dealer Levels 11–16: +14 damage.
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Dealer Levels 17–20: +18 damage.
Card Mastery applies only once per played card.
It does not increase healing, temporary hit points, ongoing damage from subsequent attacks of persistent summons, or damage dealt to additional targets.
A single card cannot benefit from Card Mastery more than once.
Magical Deck
Your deck is a supernatural manifestation of your patron's power.
It serves as the magical focus for your Dealer Card abilities.
If your deck is lost, stolen, or destroyed, you can recreate it during a Short or Long Rest.
Recreating your deck restores your existing collection but does not create additional copies of cards.
Other creatures cannot activate your Dealer Cards unless a specific Dealer feature allows them to do so.
Card Management
Cards exist in several states:
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Collection: Every card you possess.
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Active Deck: Cards prepared for play.
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Draw Pile: The shuffled cards available to draw.
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Hand: Cards currently available for activation.
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Discard Pile: Cards that have been used or discarded.
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Active Cards: Summons, traps, and artifacts currently in play.
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Exiled Cards: Cards temporarily removed from the current combat.
The rules for drawing cards, playing cards, maintaining summons, and resetting the deck are described in the Dealer's Card Combat Rules.
All card effects and Starter Deck compositions are provided in the Dealer's Card Compendium and Starter Deck Selection features.
Multiclassing
Only your Warlock levels gained with The Dealer patron count as Dealer levels.
Levels gained in other classes do not improve your Active Deck size, Card Mastery, rarity access, or other Dealer-specific progression.
Spell slots obtained from other classes cannot pay Dealer Card activation costs.
Additional actions, reactions, or other class features cannot bypass Dealer Card activation limits.
Patron's Burden continues to apply to abilities obtained outside the Dealer's card system.
Arcane Roulette
Arcane Roulette
Starter Deck – Combo / Card Manipulation
Arcane Roulette is a versatile starter deck designed for Dealers who enjoy manipulating their hand, combining card effects, and adapting to unpredictable situations.
Rather than specializing exclusively in damage, healing, or summoning, Arcane Roulette provides a flexible selection of magical attacks, defensive reactions, and card manipulation abilities.
Its greatest strength lies in turning an unpredictable hand into a tactical advantage.
Deck Size: 20 Cards
Available From: Dealer Level 1
Starting Cards
3 Copies Each
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3× C04 – Ember Shot (Common Sorcery)
2 Copies Each
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2× C09 – Guard Flash (Common Instant)
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2× C19 – Static Pulse (Common Sorcery)
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2× C21 – Guiding Mark (Common Sorcery)
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2× U09 – Second Chance (Uncommon Instant)
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2× U28 – Twin Sigil (Uncommon Artifact)
1 Copy Each
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1× C02 – Spirit Pup (Common Creature)
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1× C06 – Mending Light (Common Sorcery)
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1× C17 – Shadow Raven (Common Creature)
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1× C24 – Flash Step (Common Sorcery)
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1× C30 – Shifting Cloak (Common Instant)
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1× U03 – Violet Surge (Uncommon Sorcery)
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1× U26 – Emergency Exchange (Uncommon Instant)
Total: 20 Cards
Deck Strategy
Arcane Roulette specializes in flexibility, card manipulation, and tactical decision-making.
Use offensive cards to maintain pressure, defensive Instant Cards to respond to dangerous situations, and card manipulation effects to improve your available options.
Unlike a dedicated damage deck, Arcane Roulette rewards players who carefully evaluate their current hand and anticipate future turns.
Card Manipulation
Twin Sigil and Emergency Exchange provide additional ways to manipulate your available cards.
These effects allow you to improve your hand or replace cards that are less useful in the current situation.
However, remember that additional card-drawing effects do not automatically grant additional uses of Draw of Destiny.
If an effect specifically replaces Draw of Destiny, it uses that drawing opportunity for the turn.
Managing your hand and avoiding unnecessary discards are important parts of this deck's strategy.
Offensive Combinations
Ember Shot and Static Pulse provide reliable magical damage.
Guiding Mark helps improve the accuracy of a subsequent card attack.
Shadow Raven can support follow-up attacks against its target.
Violet Surge provides an option for damaging multiple enemies.
Combining these cards effectively allows Arcane Roulette to deliver meaningful damage without specializing exclusively in offensive abilities.
Defensive Reactions
Guard Flash, Shifting Cloak, and Emergency Exchange provide protection against incoming attacks.
Second Chance allows you to influence the outcome of an attack roll.
Because Instant Cards normally require your Reaction, you must choose carefully which effects to activate.
You cannot use multiple Instant Cards through the same Reaction unless a specific Dealer feature explicitly allows it.
Mobility and Utility
Flash Step allows you to reposition yourself when necessary.
Spirit Pup can disrupt an enemy's ability to make Opportunity Attacks, helping you or your allies escape dangerous positions.
Mending Light provides limited healing, although it requires a Restoration Charge.
These cards give Arcane Roulette additional flexibility beyond direct combat.
Hand Management
Arcane Roulette performs best when you carefully manage your available cards.
Consider the following principles:
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Avoid discarding useful defensive Instants unnecessarily.
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Use card manipulation to improve weak or situational hands.
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Plan combinations before committing your Action.
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Remember that drawing additional cards does not automatically allow you to play additional Action Cards.
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Keep your maximum hand size in mind.
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Preserve useful reactions for dangerous enemy actions.
Card manipulation improves your options but does not guarantee that you will draw the perfect card.
Unpredictability remains an essential part of the Dealer's power.
Strengths
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Excellent flexibility.
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Several card manipulation effects.
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Reliable offensive cards.
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Multiple defensive Instant Cards.
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Can improve unfavorable hands.
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Useful offensive combinations.
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Includes limited healing and mobility.
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Rewards strategic planning and adaptability.
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Can contribute in many different combat situations.
Weaknesses
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Less specialized than dedicated damage, support, or control decks.
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Strongly dependent on decision-making.
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Several useful cards compete for your Reaction.
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Card manipulation does not guarantee useful draws.
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Limited access to persistent summons.
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Only one dedicated healing card.
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Requires careful management of the hand limit.
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Poorly timed combinations may waste valuable cards.
Recommended Playstyle
Arcane Roulette is ideal for players who enjoy adapting their strategy to the cards they draw.
Rather than following the same sequence of actions every combat, evaluate your available hand and determine which combinations are most useful.
Use your offensive options when enemies are vulnerable, defensive cards when allies are threatened, and card manipulation when your available options are weak.
Remember that the strongest move is not always the card that deals the most damage. Sometimes preserving a valuable Instant or improving your next draw is the better decision.
A skilled Arcane Roulette player learns to turn uncertain situations into opportunities.
Starting Collection Rules
When you choose Arcane Roulette at Dealer Level 1, all 20 listed cards are added to your personal Card Collection.
These cards form your initial Active Deck.
You additionally receive one randomized Starter Booster containing five Common or Uncommon cards, as described in Deck of Fate.
Cards obtained through the Starter Booster are added to your Collection but do not automatically replace cards in your Active Deck.
During a Long Rest, you may rebuild your Active Deck according to the normal deckbuilding rules.
Choosing Arcane Roulette does not restrict your future card acquisitions or prevent you from adopting other strategies.
Card Effects
Each card's complete activation requirements, damage, range, duration, and special effects are defined in The Dealer's Card Compendium within this subclass.
Beast Dominion
Beast Dominion
Starter Deck – Summoner / Midrange
Beast Dominion is a creature-focused starter deck designed for Dealers who prefer summoning magical companions, controlling the battlefield, and overwhelming enemies through supernatural manifestations.
Unlike traditional summoners, Beast Dominion uses magical cards to manifest creatures for a limited duration. Some creatures perform a single action before disappearing, while others remain on the battlefield for multiple turns.
Deck Size: 20 Cards
Available From: Dealer Level 1
Starting Cards
2 Copies Each
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2× C01 – Ash Imp (Common Creature)
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2× C02 – Spirit Pup (Common Creature)
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2× C13 – Spark Serpent (Common Creature)
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2× C14 – Bone Archer (Common Creature)
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2× U01 – Grave Hound (Uncommon Creature)
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2× U13 – Ashen Knight (Uncommon Creature)
1 Copy Each
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1× C03 – Pebble Guardian (Common Creature)
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1× C15 – Moon Moth (Common Creature)
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1× C16 – Copper Beetle (Common Creature)
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1× C17 – Shadow Raven (Common Creature)
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1× C09 – Guard Flash (Common Instant)
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1× U02 – Thorn Sentinel (Uncommon Creature)
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1× U11 – Storm Lynx (Uncommon Creature)
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1× U14 – Mist Guardian (Uncommon Creature)
Total: 20 Cards
Deck Strategy
Beast Dominion specializes in magical creature manifestations.
Use temporary creatures to deliver immediate attacks, while persistent summons provide continued battlefield pressure and defensive support.
Your creatures can help control enemy positioning, protect vulnerable allies, and attack opponents without requiring you to rely on conventional Warlock spells.
Offensive Summons
Ash Imp, Spirit Pup, Spark Serpent, Bone Archer, and Shadow Raven provide immediate offensive effects.
These creatures generally disappear after resolving their abilities.
Grave Hound, Ashen Knight, and Storm Lynx remain active for a limited duration, allowing them to attack on subsequent turns.
Defensive Summons
Pebble Guardian and Copper Beetle provide temporary hit points to allies.
Thorn Sentinel and Mist Guardian offer protective abilities that help keep your party safe.
Moon Moth can improve an ally's chances of resisting dangerous mental effects.
Persistent Summon Limit
Unless another Dealer feature explicitly states otherwise, you can control only one persistent summoned creature at a time.
Summoning a new persistent creature causes your previous persistent summon to disappear.
Temporary creatures that disappear immediately after resolving their effects do not count against this limit.
Persistent summons require Concentration and follow the normal Dealer summoning rules.
Creature Actions
Summoned creatures do not have independent Initiative.
They act according to their individual card descriptions.
Their specified attacks and effects do not require additional actions unless their card descriptions state otherwise.
A summoned creature cannot cast spells, use equipment, or summon additional creatures unless explicitly permitted by its card.
Battlefield Positioning
Carefully consider where you manifest your creatures.
Offensive summons should be placed where they can immediately attack appropriate targets.
Defensive summons should be positioned near allies who need protection.
Persistent summons must remain within the Dealer's permitted summoning range.
Strengths
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Excellent variety of creature manifestations.
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Reliable access to offensive summons.
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Flexible offensive and defensive options.
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Persistent summons provide continued battlefield pressure.
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Can support allies without dedicated healing cards.
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Particularly effective in encounters where positioning matters.
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Strong thematic identity as a magical creature summoner.
Weaknesses
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Only one persistent summon can normally remain active at a time.
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Persistent summons require Concentration.
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Summoned creatures can be defeated before their duration expires.
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Limited access to direct Sorcery damage.
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Very few defensive Instant Cards.
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Vulnerable when enemies can easily destroy or avoid summons.
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Requires careful positioning and timing.
Recommended Playstyle
Beast Dominion rewards players who enjoy tactical summoning and battlefield positioning.
Use immediate manifestations for reliable attacks, and persistent creatures when their additional turns are likely to provide value.
Avoid replacing an active summon unnecessarily. A creature that still has several useful turns remaining may be more valuable than another card in your hand.
When defensive support is required, choose protective creatures rather than focusing exclusively on damage.
Starting Collection Rules
When you choose Beast Dominion at Dealer Level 1, all 20 listed cards are added to your personal Card Collection.
These cards form your initial Active Deck.
You additionally receive one randomized Starter Booster containing five Common or Uncommon cards, as described in Deck of Fate.
Cards obtained through the Starter Booster are added to your Collection but do not automatically replace cards in your Active Deck.
During a Long Rest, you may rebuild your Active Deck according to the normal deckbuilding rules.
Choosing Beast Dominion does not restrict your future card acquisitions or prevent you from adopting other strategies.
Card Effects
Each card's complete activation requirements, damage, range, duration, and special effects are defined in The Dealer's Card Compendium within this subclass.
Celestial Sanctuary
Celestial Sanctuary
Starter Deck – Support / Healing
Celestial Sanctuary is a defensive starter deck designed for Dealers who prefer protecting allies, restoring hit points, and keeping their party alive during dangerous encounters.
Unlike purely defensive strategies, this deck also contains offensive cards, allowing you to contribute meaningful damage when your allies do not require immediate assistance.
Deck Size: 20 Cards
Available From: Dealer Level 1
Starting Cards
2 Copies Each
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2× C03 – Pebble Guardian (Common Creature)
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2× C04 – Ember Shot (Common Sorcery)
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2× C06 – Mending Light (Common Sorcery)
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2× C09 – Guard Flash (Common Instant)
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2× C19 – Static Pulse (Common Sorcery)
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2× U02 – Thorn Sentinel (Uncommon Creature)
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2× U08 – Reflective Ward (Uncommon Instant)
1 Copy Each
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1× C02 – Spirit Pup (Common Creature)
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1× C29 – Quick Warning (Common Instant)
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1× C30 – Shifting Cloak (Common Instant)
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1× U05 – Restoring Bloom (Uncommon Sorcery)
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1× U18 – Healing Wave (Uncommon Sorcery)
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1× U27 – Guardian's Promise (Uncommon Instant)
Total: 20 Cards
Deck Strategy
Celestial Sanctuary focuses on keeping the party alive while maintaining a reliable offensive presence.
Use healing cards to restore injured allies, defensive Instants to reduce incoming damage, and protective Creature Cards to prevent enemies from overwhelming your party.
When no ally requires immediate protection or healing, use your offensive Sorcery Cards to damage enemies.
Healing
Mending Light, Restoring Bloom, and Healing Wave provide several ways to restore hit points.
Common and Uncommon cards that restore hit points require Restoration Charges.
Your available Restoration Charges equal your Proficiency Bonus, and all expended charges are restored when you finish a Short or Long Rest.
Spend these charges carefully. Preventing damage with protective cards may be more efficient than restoring hit points afterward.
Damage Prevention
Guard Flash, Reflective Ward, Shifting Cloak, and Guardian's Promise allow you to protect yourself and your companions.
Most defensive Instant Cards require your Reaction.
Because you normally have only one Reaction per round, choosing the correct moment to activate a defensive card is an important part of this deck's strategy.
Protective Summons
Pebble Guardian and Thorn Sentinel provide defensive support through temporary hit points and protective effects.
These cards can help keep vulnerable allies alive without requiring direct healing.
Offensive Options
Ember Shot and Static Pulse provide reliable magical damage.
Spirit Pup can attack enemies while limiting their ability to make Opportunity Attacks.
These cards ensure that Celestial Sanctuary can continue contributing when healing and protection are unnecessary.
Strengths
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Strong protection for allies.
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Access to several healing cards.
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Multiple defensive Instant Cards.
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Effective damage prevention.
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Useful protective Creature Cards.
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Reliable offensive backup.
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Excellent synergy with defensive party strategies.
Weaknesses
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Lower overall damage potential than dedicated offensive decks.
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Healing is limited by Restoration Charges.
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Many defensive cards require specific triggers.
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Multiple Instant Cards compete for your Reaction.
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Defensive cards can be less useful when enemies focus on other targets.
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Requires careful resource management and tactical decisions.
Recommended Playstyle
Celestial Sanctuary is best suited for players who enjoy supporting their companions and reacting to dangerous situations.
It performs particularly well when allies regularly take damage and the party benefits from additional protection.
However, you should avoid spending every turn on healing. Sometimes defeating an enemy quickly prevents more damage than a healing card could restore.
Starting Collection Rules
When you choose Celestial Sanctuary at Dealer Level 1, all 20 listed cards are added to your personal Card Collection.
These cards form your initial Active Deck.
You additionally receive one randomized Starter Booster containing five Common or Uncommon cards, as described in Deck of Fate.
Cards obtained through the Starter Booster are added to your Collection but do not automatically replace cards in your Active Deck.
During a Long Rest, you may rebuild your Active Deck according to the normal deckbuilding rules.
Choosing Celestial Sanctuary does not restrict your future card acquisitions or prevent you from adopting other strategies.
Card Effects
Each card's complete activation requirements, damage, range, duration, and special effects are defined in The Dealer's Card Compendium within this subclass.
Infernal Assault
Infernal Assault
Starter Deck – Damage / Aggro
Infernal Assault is an aggressive starter deck designed for Dealers who prefer direct damage, magical attacks, and offensive creature manifestations.
This deck focuses on maintaining pressure against enemies through repeated offensive card plays.
Deck Size: 20 Cards
Available From: Dealer Level 1
Starting Cards
2 Copies Each:
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2× C01 – Ash Imp (Common Creature)
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2× C04 – Ember Shot (Common Sorcery)
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2× C13 – Spark Serpent (Common Creature)
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2× C18 – Stone Fist (Common Sorcery)
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2× C19 – Static Pulse (Common Sorcery)
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2× U03 – Violet Surge (Uncommon Sorcery)
1 Copy Each:
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1× C02 – Spirit Pup (Common Creature)
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1× C14 – Bone Archer (Common Creature)
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1× C17 – Shadow Raven (Common Creature)
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1× C20 – Soul Needle (Common Sorcery)
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1× C26 – Burning Rune (Common Trap)
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1× C28 – Desperate Guard (Common Instant)
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1× U11 – Storm Lynx (Uncommon Creature)
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1× U16 – Thunder Lash (Uncommon Sorcery)
Total: 20 Cards
Deck Strategy
Infernal Assault specializes in offensive pressure.
Use direct damage cards to weaken enemies and finish off injured targets. Creature Cards provide additional offensive options, while area-effect Sorcery Cards help against groups of enemies.
Burning Rune offers limited battlefield control, and Desperate Guard provides an emergency defensive option.
Strengths:
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Reliable access to offensive cards.
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Strong direct damage potential.
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Effective against individual enemies and groups.
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Multiple creature manifestations.
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Benefits significantly from Card Mastery.
Weaknesses:
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Limited defensive capabilities.
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No dedicated healing cards.
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Vulnerable to prolonged battles requiring sustained protection.
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Dependent on successfully landing attacks and damaging spells.
Starting Collection Rules
When you choose Infernal Assault at Dealer Level 1, all 20 listed cards are added to your personal Card Collection.
These cards form your initial Active Deck.
You additionally receive one randomized Starter Booster containing five Common or Uncommon cards, as described in Deck of Fate.
Cards obtained through the Starter Booster are added to your Collection but do not automatically replace cards in your Active Deck.
During a Long Rest, you may rebuild your Active Deck according to the normal deckbuilding rules.
Choosing Infernal Assault does not restrict your future card acquisitions or prevent you from using other deck strategies.
Card Effects
Each card's complete activation requirements, damage, range, duration, and special effects are defined in The Dealer's Card Compendium within this subclass.
Shadow Gambit
A control-focused starter deck specializing in magical traps, movement restriction, and enemy disruption. Shadow Gambit combines battlefield control with offensive cards, allowing the Dealer to manipulate enemy positioning and punish reckless movement.
Level 1: Card Combat Rules
Card Combat Rules
1st-Level The Dealer Feature
Your magical cards follow a unique combat system governed by your Deck of Fate.
These rules determine how you draw cards, activate their abilities, control magical manifestations, and manage your available resources.
1. Beginning Combat – Fatebound Hand
When a genuine combat encounter begins, shuffle your Active Deck and roll Initiative normally.
Your opening hand size depends on your total Initiative result, including modifiers.
| Initiative Result | Starting Hand |
|---|---|
| 9 or lower | 3 cards |
| 10–19 | 4 cards |
| 20 or higher | 5 cards |
Draw the appropriate number of cards from the top of your shuffled deck.
These cards form your Starting Hand.
You cannot freely replace your Starting Hand.
Dead Card Protection
Once per combat, immediately after drawing your Starting Hand, you may place one card that you cannot activate because your Dealer level is too low on the bottom of your deck and draw one replacement card.
A card that is temporarily unusable because you lack resources does not qualify.
2. Draw of Destiny
Once during each of your turns, you may use a Bonus Action to draw one card from the top of your Draw Pile.
You cannot use Draw of Destiny more than once during the same turn, even if another ability grants you an additional Bonus Action.
Other Dealer cards may allow additional draws according to their individual descriptions.
A card effect that explicitly replaces Draw of Destiny consumes that turn's use of Draw of Destiny.
3. Playing Cards
Cards have different activation requirements depending on their type.
Creature Cards: Normally require one Action to manifest a creature.
Sorcery Cards: Normally require one Action to produce their magical effect.
Trap Cards: Require one Action to place a magical trap.
Instant Cards: Require your Reaction and a specific triggering event.
Artifact Cards: Normally require one Action to manifest a magical object or ongoing effect.
Unless a card explicitly states otherwise, you can play only one regular Action Card during each of your turns.
Additional Actions, Extra Attack, Action Surge, or similar non-Dealer abilities do not increase this limit.
A Dealer feature may explicitly grant an exception to this rule.
Card Activation Costs
Common and Uncommon Cards require no additional magical resource.
Rare Cards require one available Warlock Pact Magic spell slot.
Epic Cards require an available Mystic Arcanum use of the appropriate level.
Legendary Cards require your available ninth-level Mystic Arcanum use and any additional conditions printed on the card.
All costs are paid when the card is played.
Failed attacks and successful enemy saving throws do not refund expended resources.
A card cannot be played if you cannot meet its activation requirements.
4. Card Attack Rolls
When a card requires a Card Attack, make an attack roll using:
1d20 + Your Proficiency Bonus + Your Charisma Modifier
Card Attacks are unaffected by Patron's Burden.
Unless a card specifies a different damage calculation, its damage is the amount stated in its description.
5. Card Saving Throws
When a card requires a creature to make a saving throw, the saving throw DC is:
8 + Your Proficiency Bonus + Your Charisma Modifier
The card specifies which ability the affected creature uses for its saving throw.
Patron's Burden does not grant creatures Advantage on saving throws against Dealer Cards.
6. Card Mastery
Your Card Mastery damage bonus is determined by your Dealer level, as described in Deck of Fate.
Card Mastery applies to one damage instance against one target when you play a Common or Uncommon Action Card.
For Creature Cards, this bonus can apply only to the initial attack made when the creature appears.
It does not increase later attacks from persistent summons, additional targets, healing, temporary hit points, or damage from Instant Cards.
A card cannot benefit from Card Mastery more than once per activation.
7. Maximum Hand Size
Your maximum hand size depends on your Dealer level.
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Levels 1–10: 7 cards.
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Levels 11–16: 8 cards.
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Levels 17–20: 9 cards.
You may temporarily hold more cards than your maximum hand size.
At the end of your turn, you must discard cards until your hand contains no more than your maximum.
You may also voluntarily discard additional cards at the end of your turn.
Discarded cards are placed in your Discard Pile.
8. Discard Pile and Draw Pile
After a card finishes resolving, place it in your Discard Pile.
Persistent summons, traps, and artifacts remain in play until their effects end. They enter the Discard Pile afterward.
When your Draw Pile is empty, you cannot draw additional cards unless an effect explicitly allows you to recover or reshuffle cards.
Your Discard Pile is not automatically reshuffled into your Draw Pile during combat.
9. Persistent Creature Cards
Some Creature Cards manifest creatures that remain on the battlefield for multiple turns.
Summoning Location
Unless the card specifies otherwise, summon the creature in an unoccupied space you can see within 30 feet.
Summon Limit
You can control only one persistent Dealer summon at a time.
Summoning another persistent creature immediately ends your previous persistent summon.
Creatures that disappear immediately after resolving their effects do not count against this limit.
Concentration
Persistent summons require Concentration.
A persistent summon disappears if:
-
Its Hit Points are reduced to 0.
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You lose Concentration.
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You become Incapacitated.
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Its duration expires.
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It moves beyond 60 feet from you.
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You replace it with another persistent summon.
Creature Actions
Summoned creatures do not roll their own Initiative.
They follow your commands and perform only the actions specified by their cards.
When summoned, a creature performs any immediate effect described by its card.
At the end of your subsequent turns, it may move up to its Speed and perform its designated card effect, provided its target is within range.
Unless specified otherwise, a summoned creature has a Speed of 30 feet.
Summoned creatures cannot normally:
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Cast spells.
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Use equipment.
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Activate magic items.
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Summon additional creatures.
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Make Opportunity Attacks.
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Take independent Bonus Actions or Reactions.
Summon Statistics
Unless the card provides different statistics, persistent summons use the following values.
Armor Class: 12 + Your Proficiency Bonus.
Uncommon Summon:
-
HP: 5 + Your Proficiency Bonus.
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Duration: Until the end of your next turn.
Rare Summon:
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HP: 10 + twice your Proficiency Bonus.
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Duration: Until the end of your second following turn.
Epic Summon:
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HP: 20 + three times your Proficiency Bonus.
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Duration: Until the end of your third following turn.
Legendary Summon:
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HP, AC, and duration are determined by the individual card.
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Maximum normal duration: 1 minute.
The creature uses your Card Attack Modifier and Card Save DC for effects described on its card.
10. Trap Cards
Trap Cards create magical hazards on the battlefield.
Placing a Trap
As an Action, choose a visible space within 30 feet and place the Trap Card there.
Unless stated otherwise, the trap occupies a 5-foot square.
Trap Duration
A trap remains active for up to 1 minute or until triggered, disabled, replaced, or otherwise ended.
Trap Limit
You can normally maintain only one active Trap Card.
Placing another trap while you are at your limit causes your oldest active trap to disappear.
Certain Deck Techniques may increase this limit.
Trap Activation
A trap activates automatically when its specified triggering condition occurs.
Activating an existing trap does not require your Reaction.
After its effect resolves, the card enters your Discard Pile.
Detecting and Disabling Traps
A creature can use its Action to attempt an Intelligence (Investigation) check against your Card Save DC to discover a magically concealed trap.
A discovered trap can be disabled using an Action and a successful Intelligence (Arcana) check against your Card Save DC.
Individual cards may specify additional rules.
11. Instant Cards
Instant Cards can be played in response to specific triggering events.
Each Instant Card specifies when it can be activated.
Playing an Instant Card normally requires your Reaction.
An Instant Card may be used outside your own turn when its trigger occurs.
You cannot activate multiple Instant Cards using a single Reaction.
Unless otherwise stated, you must be able to see the target or event you are responding to.
Individual cards specify whether they must be activated before an attack roll, after a hit, or before damage is applied.
12. Artifact Cards
Artifact Cards manifest temporary magical objects or ongoing magical effects.
Unless stated otherwise, an Artifact Card remains active for up to 1 minute.
You can normally maintain only one active Dealer Artifact at a time.
Playing another Artifact Card causes your previous active Artifact to disappear.
Artifact Cards require Concentration only if their descriptions explicitly state so.
Objects manifested by Artifact Cards are not permanent physical equipment.
They cannot be sold, duplicated, or retained after their effects end.
13. Restoration Charges
You possess a number of Restoration Charges equal to your Proficiency Bonus.
You regain all expended Restoration Charges when you finish a Short or Long Rest.
Playing a Common or Uncommon Card that restores Hit Points requires one Restoration Charge for that card activation.
A single card that heals multiple creatures still requires only one charge.
If you have no Restoration Charges remaining, you cannot activate that card's healing effect.
Cards granting only Temporary Hit Points do not require Restoration Charges.
Rare, Epic, and Legendary healing cards do not require Restoration Charges unless explicitly stated, because they already consume other limited resources.
14. Interaction with Other Magic
Dealer Cards are supernatural effects granted by your patron.
For the purposes of Counterspell and Dispel Magic, playing a Dealer Card is treated as casting a spell, and an ongoing card effect is treated as a magical spell effect.
Use these equivalent spell levels:
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Common Cards: 1st level.
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Uncommon Cards: 2nd level.
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Rare Cards: Your current Warlock Pact Magic slot level.
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Epic Cards: The printed Card Level.
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Legendary Cards: 9th level.
Counterspell must be used while the card is being activated.
If a card is successfully countered, the card and its activation resources are still expended.
Dispel Magic can end ongoing Dealer Card effects according to their equivalent spell levels.
Antimagic Field suppresses Dealer Card magic within its affected area.
This interaction does not make Dealer Cards ordinary spells for every other rule.
15. End of Combat and Deck Reset
When a genuine combat encounter ends:
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All cards remaining in your hand return to your deck.
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All cards in your Discard Pile return to your deck.
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All cards temporarily exiled during that combat return to your deck.
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All persistent summons, traps, and temporary artifacts from that combat end.
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Your Active Deck becomes ready to shuffle for the next encounter.
This reset does not restore:
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Expended Pact Magic spell slots.
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Used Mystic Arcanum abilities.
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Expended Restoration Charges.
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Once-per-Rest Dealer abilities.
Artificial encounters, harmless staged fights, or unnecessary Initiative rolls cannot be used to force additional deck resets.
16. Cards Outside Combat
Utility Cards may also be activated outside combat according to their normal requirements.
The deck does not automatically reset after such use.
Draw of Destiny does not grant unlimited card drawing outside genuine combat encounters.
Outside combat, the Dungeon Master determines when cards may be drawn and prepared for utility use, while enforcing the Active Deck and resource restrictions.
Healing Cards may be used outside combat if their Restoration Charge and other activation requirements are paid.
A Short or Long Rest resets the physical deck state, while magical resources recover only according to their normal recovery rules.
17. General Restrictions
Dealer Cards cannot be duplicated by normal class features.
Additional Actions, Bonus Actions, Reactions, or attacks granted by non-Dealer abilities cannot bypass card activation limits.
Card effects that play additional cards for free cannot create unlimited activation chains.
When a card effect explicitly conflicts with a general Dealer rule, its specific text takes precedence unless that would violate a global card activation or resource restriction.
All card effects are governed by their individual descriptions in The Dealer's Card Compendium.
Level 1: Card Compendium: Common
Card Compendium: Common Cards
The Dealer – Card Collection
Common Cards form the foundation of every Dealer deck. They provide reliable offensive attacks, defensive abilities, magical creatures, traps, and utility effects.
Minimum Dealer Level: 1
Activation Cost: No additional magical resource.
Card Mastery: Eligible Common Action Cards benefit from Card Mastery according to the rules of Deck of Fate.
Unless otherwise specified, Creature, Sorcery, Trap, and Artifact Cards require one Action. Instant Cards require one Reaction and their stated trigger.
All references to PB mean your Proficiency Bonus. Card Attacks and saving throws use the modifiers defined in Deck of Fate.
Creature Cards
C01 – Ash Imp
Rarity: Common
Type: Creature
Activation: 1 Action
Effect: Manifest a small fire imp in an unoccupied space you can see within 30 feet. It immediately makes one Card Attack against a creature within 5 feet of it.
On a hit, the target takes Fire damage equal to 4 + your PB.
The imp disappears immediately after resolving its attack.
C02 – Spirit Pup
Rarity: Common
Type: Creature
Activation: 1 Action
Effect: Manifest a spectral hound adjacent to a creature you can see within 30 feet.
The hound immediately makes one Card Attack against that creature.
On a hit, the target takes Force damage equal to 3 + your PB and cannot make Opportunity Attacks until the beginning of your next turn.
The hound then disappears.
C03 – Pebble Guardian
Rarity: Common
Type: Creature
Activation: 1 Action
Effect: Manifest a small stone golem in an unoccupied space within 30 feet.
Choose one creature within 5 feet of the golem. That creature gains Temporary Hit Points equal to 3 + your PB.
The golem immediately disappears.
C13 – Spark Serpent
Rarity: Common
Type: Creature
Activation: 1 Action
Effect: Manifest an electrical serpent within 30 feet.
The serpent immediately makes one Card Attack against a creature within 5 feet.
On a hit, the target takes Lightning damage equal to 4 + your PB and cannot take Reactions until the beginning of your next turn.
The serpent then disappears.
C14 – Bone Archer
Rarity: Common
Type: Creature
Activation: 1 Action
Effect: Manifest a skeletal archer within 30 feet.
The archer immediately makes one ranged Card Attack against a creature within 60 feet of it.
On a hit, the target takes Piercing damage equal to 4 + your PB.
The archer disappears after attacking.
C15 – Moon Moth
Rarity: Common
Type: Creature
Activation: 1 Action
Effect: Manifest a magical moth that grants one creature within 30 feet Advantage on its next Wisdom Saving Throw made before the end of your next turn.
The moth immediately disappears.
C16 – Copper Beetle
Rarity: Common
Type: Creature
Activation: 1 Action
Effect: Manifest an armored beetle near one ally within 30 feet.
That ally gains Temporary Hit Points equal to 2 + your PB.
The beetle immediately disappears.
C17 – Shadow Raven
Rarity: Common
Type: Creature
Activation: 1 Action
Effect: Manifest a shadowy raven that immediately makes one Card Attack against a creature within 30 feet.
On a hit, the target takes Necrotic damage equal to 3 + your PB.
The next attack roll made against the target before the beginning of your next turn gains a +1 bonus.
The raven then disappears.
Sorcery Cards
C04 – Ember Shot
Rarity: Common
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect: Make one Card Attack against a creature within range.
On a hit, the target takes Fire damage equal to 5 + your PB.
C05 – Frost Needle
Rarity: Common
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect: One creature within range must make a Constitution Saving Throw against your Card Save DC.
On a failed save, the target takes Cold damage equal to 4 + your PB, and its Speed is reduced by 10 feet until the beginning of your next turn.
On a successful save, the target takes half damage and suffers no Speed reduction.
C06 – Mending Light
Rarity: Common
Type: Sorcery
Activation: 1 Action
Range: 30 feet
Additional Cost: 1 Restoration Charge
Effect: One creature within range regains Hit Points equal to 3 + your PB, without exceeding its Hit Point maximum.
C18 – Stone Fist
Rarity: Common
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect: Make one Card Attack against a creature within range.
On a hit, the target takes Bludgeoning damage equal to 5 + your PB.
If the target is Large or smaller, you may push it 5 feet directly away from you.
C19 – Static Pulse
Rarity: Common
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect: One creature within range must make a Dexterity Saving Throw against your Card Save DC.
On a failed save, it takes Lightning damage equal to 5 + your PB.
On a successful save, it takes half damage.
C20 – Soul Needle
Rarity: Common
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect: Make one Card Attack against a creature within range.
On a hit, the creature takes Necrotic damage equal to 4 + your PB and cannot regain Hit Points until the beginning of your next turn.
C21 – Guiding Mark
Rarity: Common
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect: Choose one creature you can see within range.
The next Card Attack made against that creature before the end of your next turn gains a +2 bonus to its attack roll.
The mark disappears after the affected attack or when its duration expires.
C22 – Smoke Veil
Rarity: Common
Type: Sorcery
Activation: 1 Action
Range: 30 feet
Effect: Choose a point within range.
Magical smoke fills a 5-foot-radius area centered on that point until the beginning of your next turn.
The area is Lightly Obscured.
C23 – Minor Recovery
Rarity: Common
Type: Sorcery
Activation: 1 Action
Range: 30 feet
Additional Cost: 1 Restoration Charge
Effect: One creature within range regains Hit Points equal to 2 + your PB, without exceeding its Hit Point maximum.
C24 – Flash Step
Rarity: Common
Type: Sorcery
Activation: 1 Action
Effect: Teleport up to 10 feet to an unoccupied space you can see.
This movement does not provoke Opportunity Attacks.
Trap Cards
All Common Trap Cards follow the general Trap Card rules.
Unless otherwise specified, a trap is placed in one 5-foot square you can see within 30 feet and lasts for up to 1 minute or until triggered, disabled, or replaced.
C07 – Hidden Snare
Rarity: Common
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect: The triggering creature must succeed on a Dexterity Saving Throw against your Card Save DC or have its Speed reduced to 0 until the end of its current turn.
C08 – Warning Sigil
Rarity: Common
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect: You gain Temporary Hit Points equal to 3 + your PB.
This trap deals no damage.
C25 – Tripwire Sigil
Rarity: Common
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect: The triggering creature must make a Dexterity Saving Throw against your Card Save DC.
On a failed save, the creature falls Prone.
On a successful save, the creature is unaffected.
C26 – Burning Rune
Rarity: Common
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect: The creature must make a Dexterity Saving Throw against your Card Save DC.
On a failed save, it takes Fire damage equal to 4 + your PB.
On a successful save, it takes half damage.
C27 – Marking Glyph
Rarity: Common
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect: The triggering creature suffers a -2 penalty to its AC against the next attack roll made against it before the beginning of your next turn.
The penalty ends immediately after that attack is resolved.
Instant Cards
Instant Cards require your Reaction and their specified trigger. They can be played outside your turn.
C09 – Guard Flash
Rarity: Common
Type: Instant
Activation: 1 Reaction
Trigger: A creature within 30 feet is hit by an attack.
Effect: Reduce the damage of that attack by 3 + your PB, to a minimum of 0.
You must activate this card after the hit is confirmed but before the damage is applied.
C10 – Arcane Flicker
Rarity: Common
Type: Instant
Activation: 1 Reaction
Trigger: A creature within 30 feet is about to make a Saving Throw against a hostile spell.
Effect: The creature gains a +2 bonus to that Saving Throw.
You must play this card before the Saving Throw is rolled.
C28 – Desperate Guard
Rarity: Common
Type: Instant
Activation: 1 Reaction
Trigger: You take damage.
Effect: Reduce the triggering damage by 2 + your PB, to a minimum of 0.
You may then move up to 5 feet without provoking Opportunity Attacks from the creature that caused the damage.
C29 – Quick Warning
Rarity: Common
Type: Instant
Activation: 1 Reaction
Trigger: An ally within 30 feet is about to make a Dexterity Saving Throw.
Effect: That ally gains a +2 bonus to the Saving Throw.
The card must be played before the roll is made.
C30 – Shifting Cloak
Rarity: Common
Type: Instant
Activation: 1 Reaction
Trigger: An attack would hit you.
Effect: You gain a +2 bonus to your AC against the triggering attack, potentially causing it to miss.
The bonus applies only to the triggering attack.
Artifact Cards
C11 – Lantern of Whispers
Rarity: Common
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute
Effect: Manifest a floating magical lantern near you.
The lantern sheds Bright Light in a 20-foot radius and Dim Light for another 20 feet.
You may extinguish or restore its light without using an Action.
C12 – Seeker's Compass
Rarity: Common
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute
Effect: Manifest a magical compass that helps locate objects.
While active, you gain a +2 bonus to Intelligence (Investigation) checks made to locate visible or hidden objects within 30 feet.
C31 – Rune of Clarity
Rarity: Common
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute
Effect: Manifest a glowing arcane rune.
While the rune is active, you gain a +2 bonus to Intelligence (Investigation) checks made to discover magical symbols, inscriptions, or writing.
C32 – Crystal Whisper
Rarity: Common
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute
Effect: Manifest a small magical crystal.
For the duration, you can send short telepathic messages to one willing ally within 60 feet.
The crystal does not allow you to read the ally's thoughts.
General Common Card Rules
Common Cards require no Pact Magic spell slots or Mystic Arcanum uses.
Common Action Cards may benefit from Card Mastery according to your Dealer level.
Healing cards still require Restoration Charges when indicated.
All cards follow the general Deck of Fate and Card Combat Rules, including hand limits, activation limits, summon restrictions, and discard rules.
A card may be included in an Active Deck only if it belongs to the Dealer's personal Card Collection.
Total Common Cards: 32.
Level 1: Card Compendium: Uncommon
Card Compendium: Uncommon Cards
The Dealer – Card Collection
Uncommon Cards provide stronger creature manifestations, magical attacks, healing, battlefield control, defensive reactions, and card manipulation than Common Cards.
Unlike Rare Cards, Uncommon Cards do not require Pact Magic spell slots.
Minimum Dealer Level: 1
Activation Cost: No Pact Magic spell slots or Mystic Arcanum uses.
Card Mastery: Eligible Uncommon Action Cards benefit from Card Mastery as described in Deck of Fate.
Unless otherwise specified, Creature, Sorcery, Trap, and Artifact Cards require one Action. Instant Cards require one Reaction and their stated trigger.
All references to PB mean your Proficiency Bonus. Card Attacks and saving throws use your Card Attack Modifier and Card Save DC.
Creature Cards
U01 – Grave Hound
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a spectral hound in an unoccupied space you can see within 30 feet.
When summoned, the hound immediately makes one Card Attack against a creature within 5 feet of it.
On a hit, the target takes Necrotic damage equal to 4 + your PB.
At the end of your next turn, the hound may make one additional attack against a creature within 5 feet.
The hound uses the normal statistics for an Uncommon persistent summon.
This summon requires Concentration.
U02 – Thorn Sentinel
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a guardian made of enchanted thorns in an unoccupied space within 30 feet.
When summoned, choose one allied creature within 5 feet of the sentinel.
That creature gains Temporary Hit Points equal to 5 + your PB.
Until the end of your next turn, allied creatures within 5 feet of the sentinel benefit from Half Cover against ranged attacks.
The sentinel does not make attacks.
It uses the normal statistics for an Uncommon persistent summon and requires Concentration.
U11 – Storm Lynx
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon an electrical lynx in an unoccupied space within 30 feet.
When summoned, the lynx immediately makes one Card Attack against a creature within 5 feet.
On a hit, it deals Lightning damage equal to 5 + your PB.
At the end of your next turn, the lynx may make one additional attack against a creature within 5 feet.
The lynx uses the normal statistics for an Uncommon persistent summon and requires Concentration.
U12 – Silver Stag
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a silver stag in an unoccupied space within 30 feet.
When the stag appears, choose an ally within 5 feet of it. That ally gains Temporary Hit Points equal to 4 + your PB.
Until the end of your next turn, allied creatures within 5 feet of the stag gain a 5-foot bonus to their Speed.
The stag does not make attacks.
It uses the normal statistics for an Uncommon persistent summon and requires Concentration.
U13 – Ashen Knight
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a spectral knight clad in enchanted armor.
When summoned, the knight immediately makes one melee Card Attack against a creature within 5 feet.
On a hit, the target takes Slashing damage equal to 5 + your PB.
At the end of your next turn, the knight may make one additional melee Card Attack.
The knight can therefore make up to two attacks during its normal duration.
It uses the normal statistics for an Uncommon persistent summon and requires Concentration.
U14 – Mist Guardian
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a guardian formed from magical mist in an unoccupied space within 30 feet.
Until the end of your next turn, allied creatures within 5 feet of the guardian benefit from Half Cover against ranged attacks.
The guardian does not make attacks.
It uses the normal statistics for an Uncommon persistent summon and requires Concentration.
U15 – Venom Spider
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a venomous magical spider in an unoccupied space within 30 feet.
When summoned, the spider immediately makes one Card Attack against a creature within 5 feet.
On a hit, the target takes Poison damage equal to 3 + your PB.
The target must also make a Constitution Saving Throw against your Card Save DC.
On a failed save, the target is Poisoned until the beginning of your next turn.
At the end of your next turn, the spider may make one additional attack with the same effects.
The spider uses the normal statistics for an Uncommon persistent summon and requires Concentration.
Sorcery Cards
U03 – Violet Surge
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Choose a point you can see within range.
Creatures of your choice within 5 feet of that point must make a Dexterity Saving Throw against your Card Save DC.
On a failed save, an affected creature takes Lightning damage equal to 5 + your PB.
On a successful save, it takes half damage.
U04 – Binding Chains
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Choose one creature you can see within range.
The target must make a Strength Saving Throw against your Card Save DC.
On a failed save, its Speed becomes 0 until the beginning of your next turn.
On a successful save, its Speed is instead reduced by 10 feet until the beginning of your next turn, to a minimum of 0.
This card does not impose the Restrained condition.
U05 – Restoring Bloom
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 30 feet
Additional Cost: 1 Restoration Charge for the healing effect.
Effect:
Choose one creature within range.
The creature regains Hit Points equal to 6 + your PB, without exceeding its Hit Point maximum.
Additionally, the creature may end one of the following conditions affecting it:
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Frightened
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Poisoned
If you have no Restoration Charges remaining, you may still play this card solely to remove one of the listed conditions. In that case, the creature regains no Hit Points.
U16 – Thunder Lash
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Make one Card Attack against a creature within range.
On a hit, the target takes Lightning damage equal to 7 + your PB.
If the target is Large or smaller, you may pull it up to 10 feet directly toward you.
U17 – Radiant Burst
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Choose a point within range.
Each enemy within 5 feet of that point must make a Constitution Saving Throw against your Card Save DC.
On a failed save, an affected enemy takes Radiant damage equal to 6 + your PB.
On a successful save, it takes half damage.
U18 – Healing Wave
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 30 feet
Additional Cost: 1 Restoration Charge
Effect:
Choose up to two allied creatures within range.
Each chosen creature regains Hit Points equal to 3 + your PB, without exceeding its Hit Point maximum.
Only one Restoration Charge is required for the entire card activation, even when two creatures are healed.
U19 – Weakening Hex
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Choose one creature within range.
The target must make a Wisdom Saving Throw against your Card Save DC.
On a failed save, the next attack it makes before the end of its next turn deals 1d6 less damage, to a minimum of 0.
On a successful save, the card has no effect.
U20 – Armor Break
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Make one Card Attack against a creature within range.
On a hit, the target takes Force damage equal to 5 + your PB.
Additionally, the target suffers a -2 penalty to its Armor Class until the beginning of your next turn.
U21 – Blinding Dust
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 30 feet
Effect:
Choose one creature you can see within range.
The target must make a Constitution Saving Throw against your Card Save DC.
On a failed save, the creature has Disadvantage on its next attack roll made before the end of its next turn.
On a successful save, the card has no effect.
This card does not impose the Blinded condition.
Trap Cards
Uncommon Trap Cards follow the general Dealer Trap rules.
Unless specified otherwise, a trap is placed in one 5-foot square within 30 feet and remains active for up to 1 minute or until triggered, disabled, or replaced.
U06 – Chain Trap
Rarity: Uncommon
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect:
The triggering creature must make a Strength Saving Throw against your Card Save DC.
On a failed save, it becomes Restrained until the end of its next turn.
While Restrained by this trap, the creature can use its Action to repeat the Strength Saving Throw, ending the condition immediately on a success.
On a successful initial save, the creature is unaffected.
U07 – Frostmine
Rarity: Uncommon
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect:
The triggering creature must make a Dexterity Saving Throw against your Card Save DC.
On a failed save, it takes Cold damage equal to 5 + your PB.
On a successful save, it takes half damage.
Other creatures are not affected by this trap.
U22 – Grasping Roots
Rarity: Uncommon
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect:
Magical roots attempt to immobilize the triggering creature.
The creature must make a Strength Saving Throw against your Card Save DC.
On a failed save, its Speed becomes 0 until the end of its next turn.
On a successful save, the creature is unaffected.
U23 – Mirror Mine
Rarity: Uncommon
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect:
The triggering creature must make a Dexterity Saving Throw against your Card Save DC.
On a failed save, it takes Force damage equal to 5 + your PB.
On a successful save, it takes half damage.
Additionally, you gain a +1 bonus to your Armor Class until the beginning of your next turn.
U24 – Silence Glyph
Rarity: Uncommon
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect:
The triggering creature must make a Constitution Saving Throw against your Card Save DC.
On a failed save, it cannot cast spells that require Verbal components until the beginning of your next turn.
On a successful save, the creature is unaffected.
This card does not end spells that are already active.
Instant Cards
Uncommon Instant Cards require your Reaction and their specified triggering event.
U08 – Reflective Ward
Rarity: Uncommon
Type: Instant
Activation: 1 Reaction
Trigger: You are hit by an attack.
Effect:
Reduce the damage of the triggering attack by 5 + your PB, to a minimum of 0.
If the damage is reduced to 0, the attacker takes 3 Force damage, provided it is within 60 feet of you.
U09 – Second Chance
Rarity: Uncommon
Type: Instant
Activation: 1 Reaction
Trigger: A creature within 30 feet misses with an attack.
Effect:
The triggering creature may reroll its attack roll.
The new roll must be used, even if it is lower than the original.
You must play this card immediately after the miss is determined.
U25 – Counter Pulse
Rarity: Uncommon
Type: Instant
Activation: 1 Reaction
Trigger: A creature within 30 feet makes an attack roll.
Effect:
The triggering attack roll receives a -3 penalty.
You must play this card before the attack roll's result is announced.
U26 – Emergency Exchange
Rarity: Uncommon
Type: Instant
Activation: 1 Reaction
Trigger: You are hit by an attack.
Effect:
Reduce the damage of the triggering attack by 3 + your PB, to a minimum of 0.
Afterward, discard one card from your hand and draw one card from your Draw Pile.
If you have no other cards in your hand to discard, you do not draw a replacement card.
This additional draw does not count as another use of Draw of Destiny.
U27 – Guardian's Promise
Rarity: Uncommon
Type: Instant
Activation: 1 Reaction
Trigger: An allied creature within 30 feet takes damage.
Effect:
Reduce the triggering damage by 6 + your PB, to a minimum of 0.
Artifact Cards
Uncommon Artifact Cards follow the general Dealer Artifact rules.
Unless otherwise specified, an Artifact Card lasts for up to 1 minute and counts toward your limit of one active Artifact.
U10 – Scholar's Sleeve
Rarity: Uncommon
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute.
Effect:
Manifest a magical card sleeve.
Once while the sleeve is active, you may use a Bonus Action to discard one card from your hand and then draw one card from your Draw Pile.
This effect replaces your use of Draw of Destiny for that turn.
After this effect resolves, Scholar's Sleeve ends.
U28 – Twin Sigil
Rarity: Uncommon
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute.
Effect:
Manifest a magical sigil that improves your next card draw.
Once while the sigil is active, when you use Draw of Destiny, look at the top two cards of your Draw Pile instead of drawing one immediately.
Choose one of those cards and add it to your hand.
Place the other card on the bottom of your Draw Pile.
Twin Sigil then ends.
This effect does not grant an additional use of Draw of Destiny.
U29 – Battle Standard
Rarity: Uncommon
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute.
Effect:
Manifest a magical battle standard.
While it remains active, the first Card Attack you make during each of your turns gains a +1 bonus to its attack roll.
The bonus applies to only one Card Attack per turn.
U30 – Warding Totem
Rarity: Uncommon
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute.
Effect:
Manifest a magical protective totem in an unoccupied space within 30 feet.
Choose one allied creature when you play this card.
While the totem remains active, you and the chosen ally each gain a +1 bonus to Armor Class while within 10 feet of the totem.
The bonus does not apply while a creature is outside this range.
General Uncommon Card Rules
Uncommon Cards require no Pact Magic spell slots or Mystic Arcanum uses.
Eligible Uncommon Action Cards benefit from Card Mastery according to your Dealer level.
Cards that restore Hit Points require Restoration Charges when specified.
Persistent summons require Concentration and count toward your normal summon limit.
Traps and Artifacts follow their respective activation and maximum active-card limits.
All cards must belong to your personal Card Collection before they can be included in your Active Deck.
You may include up to three copies of an identical Uncommon Card in your Active Deck, provided you own those copies.
Total Uncommon Cards: 30.
Level 1: Card Compendium: Rare
Card Compendium: Uncommon Cards
The Dealer – Card Collection
Uncommon Cards provide stronger creature manifestations, magical attacks, healing, battlefield control, defensive reactions, and card manipulation than Common Cards.
Unlike Rare Cards, Uncommon Cards do not require Pact Magic spell slots.
Minimum Dealer Level: 1
Activation Cost: No Pact Magic spell slots or Mystic Arcanum uses.
Card Mastery: Eligible Uncommon Action Cards benefit from Card Mastery as described in Deck of Fate.
Unless otherwise specified, Creature, Sorcery, Trap, and Artifact Cards require one Action. Instant Cards require one Reaction and their stated trigger.
All references to PB mean your Proficiency Bonus. Card Attacks and saving throws use your Card Attack Modifier and Card Save DC.
Creature Cards
U01 – Grave Hound
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a spectral hound in an unoccupied space you can see within 30 feet.
When summoned, the hound immediately makes one Card Attack against a creature within 5 feet of it.
On a hit, the target takes Necrotic damage equal to 4 + your PB.
At the end of your next turn, the hound may make one additional attack against a creature within 5 feet.
The hound uses the normal statistics for an Uncommon persistent summon.
This summon requires Concentration.
U02 – Thorn Sentinel
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a guardian made of enchanted thorns in an unoccupied space within 30 feet.
When summoned, choose one allied creature within 5 feet of the sentinel.
That creature gains Temporary Hit Points equal to 5 + your PB.
Until the end of your next turn, allied creatures within 5 feet of the sentinel benefit from Half Cover against ranged attacks.
The sentinel does not make attacks.
It uses the normal statistics for an Uncommon persistent summon and requires Concentration.
U11 – Storm Lynx
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon an electrical lynx in an unoccupied space within 30 feet.
When summoned, the lynx immediately makes one Card Attack against a creature within 5 feet.
On a hit, it deals Lightning damage equal to 5 + your PB.
At the end of your next turn, the lynx may make one additional attack against a creature within 5 feet.
The lynx uses the normal statistics for an Uncommon persistent summon and requires Concentration.
U12 – Silver Stag
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a silver stag in an unoccupied space within 30 feet.
When the stag appears, choose an ally within 5 feet of it. That ally gains Temporary Hit Points equal to 4 + your PB.
Until the end of your next turn, allied creatures within 5 feet of the stag gain a 5-foot bonus to their Speed.
The stag does not make attacks.
It uses the normal statistics for an Uncommon persistent summon and requires Concentration.
U13 – Ashen Knight
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a spectral knight clad in enchanted armor.
When summoned, the knight immediately makes one melee Card Attack against a creature within 5 feet.
On a hit, the target takes Slashing damage equal to 5 + your PB.
At the end of your next turn, the knight may make one additional melee Card Attack.
The knight can therefore make up to two attacks during its normal duration.
It uses the normal statistics for an Uncommon persistent summon and requires Concentration.
U14 – Mist Guardian
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a guardian formed from magical mist in an unoccupied space within 30 feet.
Until the end of your next turn, allied creatures within 5 feet of the guardian benefit from Half Cover against ranged attacks.
The guardian does not make attacks.
It uses the normal statistics for an Uncommon persistent summon and requires Concentration.
U15 – Venom Spider
Rarity: Uncommon
Type: Creature
Activation: 1 Action
Duration: Until the end of your next turn.
Effect:
Summon a venomous magical spider in an unoccupied space within 30 feet.
When summoned, the spider immediately makes one Card Attack against a creature within 5 feet.
On a hit, the target takes Poison damage equal to 3 + your PB.
The target must also make a Constitution Saving Throw against your Card Save DC.
On a failed save, the target is Poisoned until the beginning of your next turn.
At the end of your next turn, the spider may make one additional attack with the same effects.
The spider uses the normal statistics for an Uncommon persistent summon and requires Concentration.
Sorcery Cards
U03 – Violet Surge
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Choose a point you can see within range.
Creatures of your choice within 5 feet of that point must make a Dexterity Saving Throw against your Card Save DC.
On a failed save, an affected creature takes Lightning damage equal to 5 + your PB.
On a successful save, it takes half damage.
U04 – Binding Chains
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Choose one creature you can see within range.
The target must make a Strength Saving Throw against your Card Save DC.
On a failed save, its Speed becomes 0 until the beginning of your next turn.
On a successful save, its Speed is instead reduced by 10 feet until the beginning of your next turn, to a minimum of 0.
This card does not impose the Restrained condition.
U05 – Restoring Bloom
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 30 feet
Additional Cost: 1 Restoration Charge for the healing effect.
Effect:
Choose one creature within range.
The creature regains Hit Points equal to 6 + your PB, without exceeding its Hit Point maximum.
Additionally, the creature may end one of the following conditions affecting it:
-
Frightened
-
Poisoned
If you have no Restoration Charges remaining, you may still play this card solely to remove one of the listed conditions. In that case, the creature regains no Hit Points.
U16 – Thunder Lash
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Make one Card Attack against a creature within range.
On a hit, the target takes Lightning damage equal to 7 + your PB.
If the target is Large or smaller, you may pull it up to 10 feet directly toward you.
U17 – Radiant Burst
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Choose a point within range.
Each enemy within 5 feet of that point must make a Constitution Saving Throw against your Card Save DC.
On a failed save, an affected enemy takes Radiant damage equal to 6 + your PB.
On a successful save, it takes half damage.
U18 – Healing Wave
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 30 feet
Additional Cost: 1 Restoration Charge
Effect:
Choose up to two allied creatures within range.
Each chosen creature regains Hit Points equal to 3 + your PB, without exceeding its Hit Point maximum.
Only one Restoration Charge is required for the entire card activation, even when two creatures are healed.
U19 – Weakening Hex
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Choose one creature within range.
The target must make a Wisdom Saving Throw against your Card Save DC.
On a failed save, the next attack it makes before the end of its next turn deals 1d6 less damage, to a minimum of 0.
On a successful save, the card has no effect.
U20 – Armor Break
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 60 feet
Effect:
Make one Card Attack against a creature within range.
On a hit, the target takes Force damage equal to 5 + your PB.
Additionally, the target suffers a -2 penalty to its Armor Class until the beginning of your next turn.
U21 – Blinding Dust
Rarity: Uncommon
Type: Sorcery
Activation: 1 Action
Range: 30 feet
Effect:
Choose one creature you can see within range.
The target must make a Constitution Saving Throw against your Card Save DC.
On a failed save, the creature has Disadvantage on its next attack roll made before the end of its next turn.
On a successful save, the card has no effect.
This card does not impose the Blinded condition.
Trap Cards
Uncommon Trap Cards follow the general Dealer Trap rules.
Unless specified otherwise, a trap is placed in one 5-foot square within 30 feet and remains active for up to 1 minute or until triggered, disabled, or replaced.
U06 – Chain Trap
Rarity: Uncommon
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect:
The triggering creature must make a Strength Saving Throw against your Card Save DC.
On a failed save, it becomes Restrained until the end of its next turn.
While Restrained by this trap, the creature can use its Action to repeat the Strength Saving Throw, ending the condition immediately on a success.
On a successful initial save, the creature is unaffected.
U07 – Frostmine
Rarity: Uncommon
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect:
The triggering creature must make a Dexterity Saving Throw against your Card Save DC.
On a failed save, it takes Cold damage equal to 5 + your PB.
On a successful save, it takes half damage.
Other creatures are not affected by this trap.
U22 – Grasping Roots
Rarity: Uncommon
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect:
Magical roots attempt to immobilize the triggering creature.
The creature must make a Strength Saving Throw against your Card Save DC.
On a failed save, its Speed becomes 0 until the end of its next turn.
On a successful save, the creature is unaffected.
U23 – Mirror Mine
Rarity: Uncommon
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect:
The triggering creature must make a Dexterity Saving Throw against your Card Save DC.
On a failed save, it takes Force damage equal to 5 + your PB.
On a successful save, it takes half damage.
Additionally, you gain a +1 bonus to your Armor Class until the beginning of your next turn.
U24 – Silence Glyph
Rarity: Uncommon
Type: Trap
Activation: 1 Action
Trigger: A hostile creature enters the trapped space.
Effect:
The triggering creature must make a Constitution Saving Throw against your Card Save DC.
On a failed save, it cannot cast spells that require Verbal components until the beginning of your next turn.
On a successful save, the creature is unaffected.
This card does not end spells that are already active.
Instant Cards
Uncommon Instant Cards require your Reaction and their specified triggering event.
U08 – Reflective Ward
Rarity: Uncommon
Type: Instant
Activation: 1 Reaction
Trigger: You are hit by an attack.
Effect:
Reduce the damage of the triggering attack by 5 + your PB, to a minimum of 0.
If the damage is reduced to 0, the attacker takes 3 Force damage, provided it is within 60 feet of you.
U09 – Second Chance
Rarity: Uncommon
Type: Instant
Activation: 1 Reaction
Trigger: A creature within 30 feet misses with an attack.
Effect:
The triggering creature may reroll its attack roll.
The new roll must be used, even if it is lower than the original.
You must play this card immediately after the miss is determined.
U25 – Counter Pulse
Rarity: Uncommon
Type: Instant
Activation: 1 Reaction
Trigger: A creature within 30 feet makes an attack roll.
Effect:
The triggering attack roll receives a -3 penalty.
You must play this card before the attack roll's result is announced.
U26 – Emergency Exchange
Rarity: Uncommon
Type: Instant
Activation: 1 Reaction
Trigger: You are hit by an attack.
Effect:
Reduce the damage of the triggering attack by 3 + your PB, to a minimum of 0.
Afterward, discard one card from your hand and draw one card from your Draw Pile.
If you have no other cards in your hand to discard, you do not draw a replacement card.
This additional draw does not count as another use of Draw of Destiny.
U27 – Guardian's Promise
Rarity: Uncommon
Type: Instant
Activation: 1 Reaction
Trigger: An allied creature within 30 feet takes damage.
Effect:
Reduce the triggering damage by 6 + your PB, to a minimum of 0.
Artifact Cards
Uncommon Artifact Cards follow the general Dealer Artifact rules.
Unless otherwise specified, an Artifact Card lasts for up to 1 minute and counts toward your limit of one active Artifact.
U10 – Scholar's Sleeve
Rarity: Uncommon
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute.
Effect:
Manifest a magical card sleeve.
Once while the sleeve is active, you may use a Bonus Action to discard one card from your hand and then draw one card from your Draw Pile.
This effect replaces your use of Draw of Destiny for that turn.
After this effect resolves, Scholar's Sleeve ends.
U28 – Twin Sigil
Rarity: Uncommon
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute.
Effect:
Manifest a magical sigil that improves your next card draw.
Once while the sigil is active, when you use Draw of Destiny, look at the top two cards of your Draw Pile instead of drawing one immediately.
Choose one of those cards and add it to your hand.
Place the other card on the bottom of your Draw Pile.
Twin Sigil then ends.
This effect does not grant an additional use of Draw of Destiny.
U29 – Battle Standard
Rarity: Uncommon
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute.
Effect:
Manifest a magical battle standard.
While it remains active, the first Card Attack you make during each of your turns gains a +1 bonus to its attack roll.
The bonus applies to only one Card Attack per turn.
U30 – Warding Totem
Rarity: Uncommon
Type: Artifact
Activation: 1 Action
Duration: Up to 1 minute.
Effect:
Manifest a magical protective totem in an unoccupied space within 30 feet.
Choose one allied creature when you play this card.
While the totem remains active, you and the chosen ally each gain a +1 bonus to Armor Class while within 10 feet of the totem.
The bonus does not apply while a creature is outside this range.
General Uncommon Card Rules
Uncommon Cards require no Pact Magic spell slots or Mystic Arcanum uses.
Eligible Uncommon Action Cards benefit from Card Mastery according to your Dealer level.
Cards that restore Hit Points require Restoration Charges when specified.
Persistent summons require Concentration and count toward your normal summon limit.
Traps and Artifacts follow their respective activation and maximum active-card limits.
All cards must belong to your personal Card Collection before they can be included in your Active Deck.
You may include up to three copies of an identical Uncommon Card in your Active Deck, provided you own those copies.
Total Uncommon Cards: 30.
Level 1: Card Compendium: Epic
Card Compendium: Epic Cards
The Dealer – Card Collection
Epic Cards represent extraordinary manifestations of the Dealer's power.
These cards can summon immensely powerful creatures, unleash devastating magical attacks, manipulate battlefield conditions, and protect allies from otherwise fatal situations.
Unlike Rare Cards, Epic Cards require Mystic Arcanum resources rather than ordinary Pact Magic spell slots.
Epic Card Rules
Minimum Dealer Level: 11, 13, or 15, depending on the card's level.
Activation Cost: One available Mystic Arcanum use of the card's level or higher.
Maximum Copies: One copy of each identical Epic Card.
Deck Limit: No more than four Epic Cards in your Active Deck.
Card Level Requirements
-
Card Level 6: Available at Dealer Level 11.
-
Card Level 7: Available at Dealer Level 13.
-
Card Level 8: Available at Dealer Level 15.
A higher-level Mystic Arcanum use may pay for a lower-level Epic Card, but a lower-level use cannot activate a higher-level card.
The Mystic Arcanum use is fully expended when the card is played.
All references to PB mean your Proficiency Bonus.
Card Attacks and saving throws use your normal Dealer Card Attack Modifier and Card Save DC.
Epic Cards do not benefit from Card Mastery.
Creature Cards
E01 – Astral Wyrm
Rarity: Epic
Card Level: 6
Type: Creature
Activation: 1 Action
Cost: One Mystic Arcanum use of level 6 or higher.
Duration: Until the end of your third following turn.
Range: 30 feet
Effect
Summon a Large astral dragon in an unoccupied space you can see within range.
When summoned, the dragon immediately makes one melee Card Attack against a creature within 10 feet of it.
On a hit, the target takes Force damage equal to 10 + your PB.
At the end of each of your next three turns, the dragon may make one additional Card Attack against a creature within 10 feet.
The dragon can therefore make up to four attacks during its normal duration.
Summon Statistics
-
Size: Large
-
AC: 12 + your PB
-
HP: 20 + three times your PB
-
Speed: 30 feet
-
Attack Modifier: Your Card Attack Modifier
-
Concentration: Required
The dragon follows the general rules for persistent Dealer summons.
It disappears if its duration expires, its Hit Points reach 0, you lose Concentration, or another effect ends the summon.
E02 – Guardian Seraph
Rarity: Epic
Card Level: 6
Type: Creature
Activation: 1 Action
Cost: One Mystic Arcanum use of level 6 or higher.
Duration: Until the end of your third following turn.
Range: 30 feet
Effect
Summon a celestial guardian in an unoccupied space you can see within range.
When summoned, choose one creature within 30 feet of the guardian.
That creature regains Hit Points equal to 8 + your PB.
At the end of each of your next three turns, the guardian may restore the same amount of Hit Points to one creature within 30 feet.
The guardian can provide up to four healing effects during its normal duration.
It cannot restore Hit Points beyond a creature's maximum.
Summon Statistics
-
AC: 12 + your PB
-
HP: 20 + three times your PB
-
Speed: 30 feet
-
Concentration: Required
The guardian cannot make attacks.
Its healing does not require Restoration Charges because the card already expends a Mystic Arcanum use.
The guardian follows the general persistent summon rules.
E05 – Storm Leviathan
Rarity: Epic
Card Level: 6
Type: Creature
Activation: 1 Action
Cost: One Mystic Arcanum use of level 6 or higher.
Duration: Until the end of your third following turn.
Range: 30 feet
Effect
Summon an enormous elemental spirit formed from lightning and storm clouds.
When summoned, the leviathan immediately makes one Card Attack against a creature within its reach.
On a hit, the target takes Lightning damage equal to 11 + your PB.
At the end of each of your next three turns, the leviathan may make one additional Card Attack.
The leviathan can make up to four attacks during its normal duration.
Summon Statistics
-
AC: 12 + your PB
-
HP: 20 + three times your PB
-
Speed: 30 feet
-
Attack Modifier: Your Card Attack Modifier
-
Concentration: Required
The leviathan follows the general rules for persistent Dealer summons.
E06 – Phoenix of Renewal
Rarity: Epic
Card Level: 6
Type: Creature
Activation: 1 Action
Cost: One Mystic Arcanum use of level 6 or higher.
Duration: Until the end of your third following turn.
Range: 30 feet
Effect
Summon a celestial phoenix surrounded by radiant, restorative flames.
When summoned, choose one creature within 30 feet of the phoenix.
That creature regains Hit Points equal to 7 + your PB.
At the end of each of your next three turns, the phoenix may restore the same amount of Hit Points to one creature within 30 feet.
The phoenix can provide up to four healing effects during its normal duration.
Summon Statistics
-
AC: 12 + your PB
-
HP: 20 + three times your PB
-
Speed: 30 feet
-
Concentration: Required
The phoenix does not make attacks.
Its healing does not require Restoration Charges.
The phoenix disappears when its duration expires, its Hit Points reach 0, or your Concentration ends.
E07 – Lord of Shadows
Rarity: Epic
Card Level: 7
Type: Creature
Activation: 1 Action
Cost: One Mystic Arcanum use of level 7 or higher.
Duration: Until the end of your third following turn.
Range: 30 feet
Effect
Summon a powerful shadow lord in an unoccupied space you can see within range.
When summoned, the shadow lord immediately makes one Card Attack against a creature within its reach.
On a hit, the target takes Necrotic damage equal to 12 + your PB.
At the end of each of your next three turns, the shadow lord may make one additional Card Attack.
The shadow lord can make up to four attacks during its normal duration.
Dreadful Presence
When the shadow lord first appears, choose one enemy within 30 feet of it.
The enemy must make a Wisdom Saving Throw against your Card Save DC.
On a failed save, the enemy becomes Frightened until the end of your next turn.
On a successful save, the enemy is unaffected.
Summon Statistics
-
AC: 12 + your PB
-
HP: 20 + three times your PB
-
Speed: 30 feet
-
Concentration: Required
The shadow lord follows the general persistent summon rules.
Sorcery Cards
E03 – Cataclysm
Rarity: Epic
Card Level: 7
Type: Sorcery
Activation: 1 Action
Cost: One Mystic Arcanum use of level 7 or higher.
Range: 120 feet
Effect
Choose a point you can see within range.
An enormous magical lightning storm erupts in a 20-foot-radius area centered on that point.
Each enemy within the area must make a Dexterity Saving Throw against your Card Save DC.
Failed Save: The enemy takes Lightning damage equal to 28 + three times your PB.
Successful Save: The enemy takes half damage.
The magical storm disappears immediately after its damage is resolved.
E08 – Frozen Moment
Rarity: Epic
Card Level: 7
Type: Sorcery
Activation: 1 Action
Cost: One Mystic Arcanum use of level 7 or higher.
Range: 60 feet
Effect
Choose up to three enemies you can see within range.
Each chosen enemy must make a Wisdom Saving Throw against your Card Save DC.
On a failed save, the target suffers both of the following effects until the beginning of your next turn:
-
It has Disadvantage on attack rolls.
-
Its Speed is halved.
On a successful save, the creature is unaffected.
This card does not impose the Stunned, Paralyzed, or Incapacitated conditions.
E09 – Divine Sanctuary
Rarity: Epic
Card Level: 7
Type: Sorcery
Activation: 1 Action
Cost: One Mystic Arcanum use of level 7 or higher.
Range: 30 feet
Effect
Choose up to five allied creatures within range.
Each chosen creature gains Temporary Hit Points equal to 15 + your PB.
Additionally, each chosen creature gains Advantage on the next Saving Throw it makes before the beginning of your next turn.
The Saving Throw benefit ends immediately after it is used or when its duration expires.
The Temporary Hit Points follow the normal rules for Temporary Hit Points and do not stack with existing Temporary Hit Points.
E10 – Singularity
Rarity: Epic
Card Level: 8
Type: Sorcery
Activation: 1 Action
Cost: One Mystic Arcanum use of level 8 or higher.
Range: 120 feet
Effect
Choose a point you can see within range.
A powerful magical singularity appears, distorting gravity in a 20-foot-radius area.
Each enemy within the area must make a Strength Saving Throw against your Card Save DC.
Failed Save:
The enemy takes Force damage equal to 30 + three times your PB and is pulled up to 15 feet toward the center of the singularity.
Successful Save:
The enemy takes half damage and is not moved.
The singularity disappears after resolving its effects.
Instant Cards
E04 – Rewind Fate
Rarity: Epic
Card Level: 8
Type: Instant
Activation: 1 Reaction
Cost: One Mystic Arcanum use of level 8 or higher.
Range: 30 feet
Trigger
A creature within range would be reduced to 0 Hit Points by damage without dying instantly.
Effect
You momentarily rewind the target's fate, preventing the final moments of the triggering damage.
Instead of being reduced to 0 Hit Points, the creature is reduced to 1 Hit Point.
Afterward, the creature may immediately move up to 15 feet without provoking Opportunity Attacks.
The triggering damage is not applied again after this effect.
This card cannot prevent instant death caused by massive damage or an effect that explicitly kills the target without reducing it to 0 Hit Points.
E11 – Absolute Reflection
Rarity: Epic
Card Level: 8
Type: Instant
Activation: 1 Reaction
Cost: One Mystic Arcanum use of level 8 or higher.
Range: 30 feet
Trigger
You or an allied creature within range takes damage from a spell.
Effect
Create a powerful magical barrier around the affected creature.
Reduce one instance of the triggering spell's damage against that creature by up to 40 points, to a minimum of 0.
If the damage is reduced to 0, the original spellcaster takes 15 Force damage, provided that spellcaster is within 60 feet of you.
The barrier disappears immediately after resolving its effect.
General Epic Card Rules
Epic Cards become available at Dealer Levels 11, 13, and 15 according to their printed Card Level.
Every Epic Card requires one available Mystic Arcanum use of its level or higher.
A higher-level use can activate a lower-level Epic Card, but a lower-level use cannot activate a higher-level card.
Epic Cards do not benefit from Card Mastery.
Persistent Epic summons require Concentration and count toward your normal persistent summon limit.
Epic healing cards do not require Restoration Charges unless explicitly stated.
Instant Cards require your Reaction and their specified triggering event.
Epic Cards are subject to the general Dealer rules regarding Counterspell, Dispel Magic, Antimagic Field, deck construction, and card activation limits.
You may include no more than one copy of each individual Epic Card in your Active Deck.
Your Active Deck may contain no more than four Epic Cards total.
You must own a card before including it in your Active Deck.
Total Epic Cards: 11.
Level 1: Card Compendium: Legendary
Card Compendium: Legendary Cards
The Dealer – Card Collection
Legendary Cards represent the ultimate manifestations of the Dealer's supernatural power.
These cards can summon godlike creatures, manipulate probability, unleash devastating attacks, and dramatically change the outcome of battle.
Their tremendous power comes at an equally tremendous cost.
Legendary Card Rules
Minimum Dealer Level: 17
Card Level: 9
Activation Cost: One available ninth-level Mystic Arcanum use, plus any additional costs specified by the card.
Maximum Copies: One copy of each identical Legendary Card.
Deck Limit: No more than two Legendary Cards in your Active Deck.
All Legendary Cards are unaffected by Patron's Burden.
Legendary Cards do not benefit from Card Mastery.
You may collect Legendary Cards before Level 17, but you cannot activate them until you meet their level and resource requirements.
Legendary Creature Cards
L01 – Sovereign of the Last Hand
Rarity: Legendary
Card Level: 9
Type: Creature
Activation: 1 Action
Cost: One ninth-level Mystic Arcanum use and three additional cards discarded from your hand.
Duration: Up to 1 minute
Concentration: Required
Effect
Summon an ancient dragon sovereign in an unoccupied space you can see within 30 feet.
The dragon possesses an enormous physical presence and can attack enemies, block movement, and threaten the battlefield.
Summon Statistics
-
Size: Huge
-
Armor Class: 19
-
Hit Points: 65
-
Walking Speed: 40 feet
-
Flying Speed: 60 feet
-
Attack Modifier: Your Card Attack Modifier
-
Attack Reach: 10 feet
-
Concentration: Required
Sovereign's Strike
When the dragon appears, it immediately makes one Card Attack against a creature within 10 feet.
On a hit, the target takes Force damage equal to 14 + your PB.
At the end of each of your next five turns, the dragon may make one additional Card Attack against a creature within 10 feet.
The dragon can therefore make a maximum of six attacks during its normal duration, including its initial attack.
After making its fifth additional attack, the dragon remains present until its duration expires but cannot make further attacks. It can still occupy space, move, and provide cover according to its position.
Royal Presence
When the dragon first appears, each enemy within 10 feet of it must make a Wisdom Saving Throw against your Card Save DC.
On a failed save, the creature becomes Frightened until the end of your next turn.
On a successful save, the creature is unaffected.
Restrictions
The dragon follows the normal rules for persistent Dealer summons.
It disappears when its duration expires, its Hit Points reach 0, you lose Concentration, or another effect ends the summon.
You cannot control another persistent Dealer summon while the Sovereign remains active.
L03 – Seraph of the Final Dawn
Rarity: Legendary
Card Level: 9
Type: Creature
Activation: 1 Action
Cost: One ninth-level Mystic Arcanum use and three additional cards discarded from your hand.
Duration: Up to 1 minute
Concentration: Required
Effect
Summon a magnificent celestial guardian radiating restorative divine energy.
The Seraph protects your allies and restores their strength during battle.
Summon Statistics
-
Armor Class: 19
-
Hit Points: 65
-
Flying Speed: 60 feet
-
Concentration: Required
Dawn's Blessing
When the Seraph first appears, choose up to three allied creatures within 30 feet of it.
Each chosen creature regains 20 Hit Points, without exceeding its Hit Point maximum.
Celestial Restoration
At the end of each of your next four turns, the Seraph may restore 10 Hit Points to one allied creature within 30 feet.
The Seraph can provide a maximum of four additional healing effects after its initial manifestation.
After using all four healing effects, the Seraph remains on the battlefield for the rest of its duration but can no longer restore Hit Points.
Divine Protection
Once during the Seraph's duration, when it would perform one of its end-of-turn healing effects, you may instead choose one allied creature within 30 feet of it.
That creature gains 20 Temporary Hit Points.
This replaces the healing effect for that turn and counts toward the Seraph's four available support effects.
Restrictions
The Seraph cannot make attacks.
Its healing does not require Restoration Charges.
It follows the normal rules for persistent Dealer summons.
The Seraph disappears when its duration expires, its Hit Points reach 0, you lose Concentration, or another effect ends the summon.
L04 – King of the Abyss
Rarity: Legendary
Card Level: 9
Type: Creature
Activation: 1 Action
Cost: One ninth-level Mystic Arcanum use, three additional cards discarded from your hand, and 10 Hit Points.
Duration: Up to 1 minute
Concentration: Required
Effect
Summon a terrifying demonic king from the depths of the Abyss.
The King of the Abyss specializes in overwhelming offensive power and punishing enemies who approach it.
Summon Statistics
-
Armor Class: 19
-
Hit Points: 70
-
Walking Speed: 30 feet
-
Attack Modifier: Your Card Attack Modifier
-
Concentration: Required
Abyssal Strike
When the King appears, it immediately makes one melee Card Attack against a creature within 5 feet.
On a hit, the target takes Necrotic damage equal to 16 + your PB.
At the end of each of your next five turns, the King may make one additional melee Card Attack.
The King can therefore make a maximum of six attacks, including its initial attack.
After its fifth additional attack, the King remains on the battlefield until its duration expires but can no longer make attacks.
Abyssal Eruption
When the King first appears, it releases a wave of destructive necrotic energy.
Each enemy within 10 feet of the King must make a Constitution Saving Throw against your Card Save DC.
On a failed save, the creature takes Necrotic damage equal to 12 + your PB.
On a successful save, it takes half damage.
Blood Sacrifice
When you activate this card, you lose 10 Hit Points.
This Hit Point loss cannot be reduced or prevented by Resistance, Temporary Hit Points, or other damage-reduction effects.
Restrictions
The King follows the normal rules for persistent Dealer summons.
It disappears when its duration expires, its Hit Points reach 0, you lose Concentration, or another effect ends the summon.
You cannot control another persistent Dealer summon while the King remains active.
Legendary Sorcery Cards
L02 – The Dealer's Last Gamble
Rarity: Legendary
Card Level: 9
Type: Sorcery
Activation: 1 Action
Cost: One ninth-level Mystic Arcanum use.
Additional Requirement: You must have at least four cards in your hand, including The Dealer's Last Gamble.
Effect
Your patron offers you one final gamble, risking your entire hand for a chance at extraordinary power.
When you activate this card, discard every other card from your hand.
Reveal the top five cards of your Draw Pile.
From among the revealed cards, you may immediately play up to two Common, Uncommon, or Rare Action Cards in any order.
The selected cards are played without requiring additional Actions or Pact Magic spell slots.
You must still satisfy all other activation requirements, including any necessary targets and additional non-slot costs.
After resolving the selected cards, place all remaining revealed cards into your Discard Pile.
Final Judgment
Choose one enemy you can see within 60 feet.
That enemy takes 20 Force damage.
Dealer's Protection
You gain Temporary Hit Points equal to 15 + your PB.
Special Restrictions
The following rules apply:
-
You may play no more than two additional Action Cards through this effect.
-
Only Common, Uncommon, and Rare Action Cards are eligible.
-
Epic and Legendary Cards cannot be played through this effect.
-
Cards activated for free cannot trigger further free card activations.
-
Additional Actions gained from other classes do not increase this limit.
-
If fewer than five cards remain in your Draw Pile, reveal only the cards remaining.
-
This effect does not automatically reshuffle your Discard Pile.
The additional cards played through The Dealer's Last Gamble are explicit exceptions to the normal limit of one Action Card per turn.
L05 – Wheel of Infinite Fate
Rarity: Legendary
Card Level: 9
Type: Sorcery
Activation: 1 Action
Cost: One ninth-level Mystic Arcanum use.
Effect
You surrender your current hand to the Dealer and allow the Wheel of Fate to determine your next move.
When you activate this card, discard all other cards from your hand.
Shuffle your current Discard Pile into your Draw Pile.
Then draw seven cards.
From among these newly drawn cards, you may immediately play up to two Common, Uncommon, or Rare Action Cards in any order.
These cards do not require additional Actions or Pact Magic spell slots.
You must still satisfy their other activation requirements.
Fortune's Reward
After resolving the additional card activations, you gain 20 Temporary Hit Points.
Remaining Cards
All newly drawn cards that were not played remain in your hand.
Your normal maximum hand size still applies at the end of your turn.
Special Restrictions
The following restrictions apply:
-
You may play no more than two additional Action Cards through this effect.
-
Only Common, Uncommon, and Rare Action Cards are eligible.
-
Epic and Legendary Cards cannot be played through this effect.
-
Cards activated for free cannot trigger further free card activations.
-
Additional Actions from other classes do not increase this limit.
-
If fewer than seven cards are available after reshuffling, draw as many as possible.
-
This card does not require three additional cards to be discarded.
-
The additional cards played through this effect are explicit exceptions to the normal Action Card limit.
The Wheel of Infinite Fate does not guarantee powerful cards. Its outcome depends entirely on the cards remaining in your deck and Discard Pile.
General Legendary Card Rules
Legendary Cards become available for activation beginning at Dealer Level 17.
Every Legendary Card requires your available ninth-level Mystic Arcanum use.
You must also fulfill all additional requirements printed on the card.
Using a Legendary Card consumes the ninth-level Mystic Arcanum resource, which is normally recovered when you finish a Long Rest.
Playing a Legendary Card does not automatically restore your Pact Magic spell slots or other Dealer resources.
Legendary Cards do not benefit from Card Mastery.
Persistent Legendary summons require Concentration and count toward your normal persistent summon limit.
Legendary healing effects do not require Restoration Charges unless specifically stated.
You may include no more than one copy of each individual Legendary Card in your Active Deck.
Your Active Deck may contain no more than two Legendary Cards total.
You must own a Legendary Card before including it in your Active Deck.
Legendary Cards follow the general Dealer rules for Counterspell, Dispel Magic, Antimagic Field, hand management, and card activation.
Total Legendary Cards: 5.
Level 1: Card Acquisition & Transmutation
Card Acquisition & Transmutation
The Dealer – Card Collection Progression
Your patron allows you to expand your Card Collection through magical booster packs, transmutation, and special rewards.
The cards you acquire are determined primarily by chance. Even powerful Dealers cannot completely control what their patron provides.
1. Starting Booster
At Dealer Level 1, you receive your chosen 20-card Starter Deck and one additional Starter Booster.
The Starter Booster contains five randomly generated Common or Uncommon Cards.
Each card is determined independently using the Level 1–4 rarity probabilities.
All acquired cards are added to your permanent Card Collection.
Cards obtained from boosters are not automatically added to your Active Deck.
2. Level-Up Booster Packs
Whenever you gain a Dealer level beyond Level 1, you receive one Booster Pack containing five randomly generated cards.
Each of the five cards is generated independently.
First, determine its rarity using the table below. Then randomly select one card from the available pool of that rarity.
Duplicate cards are permitted.
Booster Rarity Table
| Dealer Level | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|
| 1–4 | 70% | 30% | 0% | 0% | 0% |
| 5–10 | 50% | 35% | 15% | 0% | 0% |
| 11–16 | 35% | 35% | 25% | 5% | 0% |
| 17–20 | 25% | 30% | 30% | 12% | 3% |
When selecting an Epic Card, only Epic Card Levels already unlocked by your Dealer level are included in the random pool.
Epic Card Level 6 becomes available at Dealer Level 11, Card Level 7 at Dealer Level 13, and Card Level 8 at Dealer Level 15.
3. Guaranteed Milestone Cards
At certain Dealer levels, your patron grants you an additional guaranteed card.
These cards are awarded in addition to your normal five-card Level-Up Booster.
Dealer Level 5: One randomly determined Rare Card.
Dealer Level 11: One randomly determined Epic Card of Card Level 6.
Dealer Level 13: One randomly determined Epic Card of Card Level 7.
Dealer Level 15: One randomly determined Epic Card of Card Level 8.
Dealer Level 17: One randomly determined Legendary Card.
The card is selected randomly from the eligible pool.
The Dungeon Master may select a specific card instead as a special narrative reward.
4. Guaranteed Rarity Protection
Beginning at Dealer Level 5, your patron provides limited protection against repeated low-rarity booster results.
If three consecutive ordinary Level-Up Boosters contain no Rare or higher-rarity cards, your next ordinary Level-Up Booster is guaranteed to contain at least one Rare or higher-rarity card available at your Dealer level.
If that booster would not naturally contain one, replace its final card with a random eligible Rare-or-higher card.
Receiving a qualifying card in an ordinary Level-Up Booster resets this counter.
Guaranteed milestone cards do not count as ordinary booster results for this purpose.
This protection does not guarantee Epic or Legendary Cards.
5. Card Transmutation
Unlocked at Dealer Level 2
Your patron teaches you how to sacrifice material objects to manifest new cards.
Activation
You spend 1 minute performing a magical transmutation ritual while touching one eligible object.
The object must:
-
Be nonmagical.
-
Be a physical, material object.
-
Have a fair market value of at least 1 GP.
-
Not be a temporary magical creation or a Dealer Card manifestation.
-
Not have been deliberately divided into smaller pieces to bypass this feature's limitations.
At the end of the ritual, the object is permanently destroyed and one randomly determined card is added to your Card Collection.
The destroyed object cannot be recovered through ordinary means.
Uses
You can perform Card Transmutation a number of times equal to your Proficiency Bonus.
You regain all expended uses when you finish a Long Rest.
Available Rarities
Dealer Levels 2–4: Common and Uncommon Cards.
Dealer Levels 5–10: Common, Uncommon, and Rare Cards.
Dealer Levels 11–20: Common, Uncommon, Rare, and eligible Epic Cards.
Card Transmutation never produces Legendary Cards.
Determine rarity using the current Dealer-level booster probabilities, excluding rarities unavailable through transmutation.
If an excluded rarity is rolled, reroll until an eligible rarity is obtained.
Then randomly select one card of that rarity.
6. Greater Transmutation
Unlocked at Dealer Level 9
Your patron rewards more valuable sacrifices with improved possibilities.
When performing Card Transmutation, you may sacrifice an eligible nonmagical object worth at least 25 GP to perform Greater Transmutation instead.
Determine the card's rarity twice using the eligible transmutation rarity pool.
Choose the higher of the two rarity results.
Then randomly select one card of that rarity.
Greater Transmutation consumes one normal Card Transmutation use and creates only one card.
The sacrificed object is permanently destroyed.
Greater Transmutation cannot bypass your Dealer-level rarity limits and can never generate Legendary Cards.
7. Special Card Rewards
Your Dungeon Master may award specific cards as quest rewards, treasures, or gifts from your patron.
Such rewards may include cards selected directly by the Dungeon Master rather than generated randomly.
The Dungeon Master may also introduce unique cards not found in the standard Card Compendium.
Unique cards must have an assigned rarity, card type, activation cost, and clearly defined effect.
Possessing a card does not automatically allow you to activate it before reaching its required Dealer level.
8. Duplicate Cards
Your Card Collection may contain duplicate copies of the same card.
Duplicates are not automatically converted into stronger cards.
Your Active Deck must still obey the normal duplicate and rarity limits described in Deck of Fate.
Unused duplicate cards remain in your Card Collection.
9. Collection Restrictions
Cards created or awarded through these features are bound to your patron.
They cannot be sold as ordinary magical items, permanently duplicated, or transmuted into additional cards.
Objects manifested by Dealer Cards cannot be sacrificed through Card Transmutation.
Cards obtained through Transmutation or Booster Packs cannot automatically enter your Active Deck during combat.
You may modify your Active Deck only during a Long Rest, following the normal Deck of Fate rules.
10. Multiclassing
Only your Dealer levels determine the availability of Booster Packs, guaranteed milestone cards, and transmutation rarity access.
Levels gained in other classes do not grant additional Dealer Booster Packs.
Your Proficiency Bonus is determined normally by your total character level and determines your maximum number of Card Transmutation uses.
Patron's Burden does not weaken Card Transmutation or Greater Transmutation.
Card Acquisition and Transmutation are Dealer features and follow all general Dealer collection and resource restrictions.
Level 1: Deck Techniques
Deck Techniques
The Dealer – Special Card Enhancements
Beginning at Dealer Level 2, you may bind your Eldritch Invocation slots to special techniques that improve your supernatural deck.
Unlike normal Eldritch Invocations, these techniques strengthen your connection to the Dealer and are unaffected by Patron's Burden.
Learning Deck Techniques
Whenever you have an available Eldritch Invocation slot, you may use that slot to support one Deck Technique instead of a normal Eldritch Invocation.
You gain new Invocation slots according to the normal 2014 Warlock progression.
| Dealer Level | Total Invocation Slots |
|---|---|
| 2 | 2 |
| 5 | 3 |
| 7 | 4 |
| 9 | 5 |
| 12 | 6 |
| 15 | 7 |
| 18 | 8 |
Each Deck Technique occupies one Invocation slot.
For every Deck Technique you possess, one of your normal Eldritch Invocation slots must be treated as occupied and cannot provide the benefits of an ordinary Invocation.
The combined number of active Deck Techniques and functioning Eldritch Invocations cannot exceed your normal number of Invocation slots.
You may choose each Deck Technique only once.
You must meet a technique's minimum Dealer level to select it.
Whenever you gain another Dealer level, you may replace one known Deck Technique with another technique for which you qualify, or return its slot to a normal Eldritch Invocation.
Available Deck Techniques
1. Quick Shuffle
Minimum Dealer Level: 2
Once per Short or Long Rest, you may use a Bonus Action to discard one card from your hand and draw one card from your Draw Pile.
Using Quick Shuffle replaces your use of Draw of Destiny for that turn.
2. Arcane Sleeve
Minimum Dealer Level: 2
Increase your maximum hand size by 1, to a maximum of 9 cards.
This bonus applies while you possess this Deck Technique.
3. Reinforced Summon
Minimum Dealer Level: 2
Whenever you manifest a persistent Dealer summon, it gains additional Hit Points equal to your Proficiency Bonus.
These Hit Points are added to the summon when it appears.
4. Hidden Preparation
Minimum Dealer Level: 2
Increase the DC of Intelligence (Investigation) checks made to discover your Dealer traps by 2.
This bonus does not increase your normal Card Save DC, the difficulty of disabling traps, or the saving throws against their effects.
5. Efficient Casting
Minimum Dealer Level: 2
Once per Short or Long Rest, when you play a damaging Common Sorcery Card, you may add your Charisma modifier to one damage instance against one target.
This bonus applies in addition to Card Mastery, if applicable.
6. Emergency Draw
Minimum Dealer Level: 2
Once per Long Rest, immediately after you resolve an Action, if you have no cards remaining in your hand, you may draw one card from your Draw Pile without using an additional Action or Bonus Action.
7. Card Recall
Minimum Dealer Level: 5
Once per Short or Long Rest, you may use a Bonus Action to return one Common Card from your Discard Pile to your hand.
This replaces your use of Draw of Destiny for that turn.
8. Double Trap
Minimum Dealer Level: 9
You may maintain up to two active Dealer Trap Cards simultaneously instead of one.
You are still limited to playing one regular Action Card per turn.
9. Extended Manifestation
Minimum Dealer Level: 9
Once per Short or Long Rest, when you summon an Uncommon persistent creature, you may extend its duration until the end of your second following turn.
The creature may perform no more than one additional follow-up effect as a result of this extension.
All normal Concentration and summon restrictions still apply.
10. Loaded Draw
Minimum Dealer Level: 15
Once per Long Rest, when using Draw of Destiny, you may look at the top two cards of your Draw Pile.
Choose one and add it to your hand.
Place the other card into your Discard Pile.
This replaces the normal single-card draw of Draw of Destiny.
Multiclassing
Only your Dealer levels determine which Deck Techniques you may select.
Additional class features, feats, or other abilities do not create extra Dealer Technique slots.
Your total number of functioning Eldritch Invocations and active Deck Techniques cannot exceed the number of Invocation slots provided by your Dealer Warlock progression.
D&D Beyond Implementation
Deck Techniques are represented as selectable subclass options.
D&D Beyond does not automatically remove a normal Eldritch Invocation when you select a Deck Technique.
For each selected Deck Technique, you must leave one normal Invocation slot mechanically unused or otherwise ensure that its benefits are disabled.
Selecting a technique does not grant an additional Invocation slot.
Any unselected Deck Technique has no effect on your character.
All techniques remain subject to the general Dealer rules, including card activation limits, resource restrictions, and Patron's Burden.
Arcane Sleeve
Arcane Sleeve
Deck Technique – Minimum Dealer Level 2
You have learned to expand the supernatural capacity of your magical deck, allowing you to maintain more cards in your hand.
Effect
Your maximum hand size increases by 1, to a maximum of 9 cards.
Your new maximum hand size depends on your Dealer level:
-
Dealer Levels 2–10: Maximum hand size increases from 7 to 8.
-
Dealer Levels 11–16: Maximum hand size increases from 8 to 9.
-
Dealer Levels 17–20: Your maximum hand size remains 9.
Restrictions
-
This feature is passive and requires no Action or Bonus Action.
-
Arcane Sleeve does not increase your Starting Hand size.
-
Arcane Sleeve does not increase your Active Deck size.
-
Arcane Sleeve does not allow you to draw additional cards.
-
Arcane Sleeve does not change the number of cards you may play per turn.
-
You cannot select Arcane Sleeve more than once.
Deck Technique Rules
Arcane Sleeve occupies one of your available Eldritch Invocation slots.
A slot assigned to a Deck Technique cannot simultaneously provide the benefits of a normal Eldritch Invocation.
You may change your selected Deck Techniques when gaining another Dealer level, following the normal Deck Techniques rules.
Arcane Sleeve is a Dealer feature and is unaffected by Patron's Burden.
Card Recall
Card Recall
Deck Technique – Minimum Dealer Level 5
You have learned to retrieve fragments of previously expended magic, allowing you to recover useful cards from your Discard Pile.
Effect
Once per Short or Long Rest, you can use a Bonus Action to choose one Common Card in your Discard Pile and return it to your hand.
Using Card Recall replaces Draw of Destiny for the current turn. You do not draw a card from your Draw Pile when using this technique.
The recovered card may be played normally, provided you have the necessary actions and resources available.
Example
You previously played Ember Shot, a Common Sorcery Card, and placed it in your Discard Pile.
On a later turn, you use Card Recall as your Bonus Action to return Ember Shot to your hand.
You may then play Ember Shot with your Action if you have not already used your regular Action Card activation for that turn.
Restrictions
-
You must be at least Dealer Level 5 to select this technique.
-
You can use Card Recall once per Short or Long Rest.
-
Only Common Cards can be recovered.
-
The chosen card must already be in your Discard Pile.
-
Cards in your Draw Pile, hand, or active play area cannot be recovered.
-
Cards that have been exiled or otherwise removed from the current combat cannot be recovered.
-
Card Recall replaces Draw of Destiny for the current turn.
-
You cannot use both Card Recall and Draw of Destiny during the same turn.
-
Card Recall does not allow you to exceed your maximum hand size.
-
Recovering a card does not count as playing that card.
-
Card Recall does not grant an additional Action or increase your normal card activation limits.
-
You cannot select Card Recall more than once.
Deck Technique Rules
Card Recall occupies one of your available Eldritch Invocation slots.
A slot assigned to a Deck Technique cannot simultaneously provide the benefits of a normal Eldritch Invocation.
You may change your selected Deck Techniques when gaining another Dealer level, following the normal Deck Techniques rules.
Card Recall is a Dealer feature and is unaffected by Patron's Burden.
Double Trap
Double Trap
Deck Technique – Minimum Dealer Level 9
You have mastered the art of preparing multiple magical traps simultaneously, allowing you to create more elaborate combinations and control the battlefield more effectively.
Effect
You can maintain up to two active Dealer Trap Cards simultaneously instead of the normal limit of one.
Each trap is treated as a separate active card and retains its own triggering conditions, duration, and effects.
Both traps can remain active until they trigger, expire, are removed, or otherwise end according to their individual card descriptions.
Example
You play a Dealer Trap Card that activates when an enemy attacks you.
On a later turn, you play a second Dealer Trap Card that activates when an enemy moves into a designated area.
Normally, playing the second trap would exceed your active Trap Card limit.
With Double Trap, both traps can remain active simultaneously.
If their triggering conditions are met, each trap resolves according to its own rules.
Restrictions
-
You must be at least Dealer Level 9 to select Double Trap.
-
You may maintain a maximum of two active Dealer Trap Cards simultaneously.
-
This ability does not allow you to play two regular Action Cards during the same turn.
-
Each Trap Card must still be played using its normal activation requirements.
-
Each trap must satisfy its own triggering conditions.
-
This feature does not increase the damage, duration, detection DC, or disarming DC of your traps.
-
You cannot maintain more than two active traps through this feature.
-
You cannot select Double Trap more than once.
Interaction with Other Deck Techniques
Hidden Preparation: If you have selected Hidden Preparation, its +2 bonus to Trap Detection DC applies to both of your active traps.
Card Recall: A Trap Card that has resolved and entered your Discard Pile can be recovered with Card Recall if it is a Common Card.
Deck Technique Rules
Double Trap occupies one of your available Eldritch Invocation slots.
A slot assigned to a Deck Technique cannot simultaneously provide the benefits of a normal Eldritch Invocation.
You may change your selected Deck Techniques when gaining another Dealer level, following the normal Deck Techniques rules.
Double Trap is a Dealer feature and is unaffected by Patron's Burden.
Efficient Casting
Efficient Casting
Deck Technique – Minimum Dealer Level 2
You have learned to channel your patron's magical power more efficiently, strengthening your basic offensive Sorcery Cards.
Effect
Once per Short or Long Rest, when you play a Common Sorcery Card that deals damage, you can add your Charisma modifier to one damage instance against one target.
You must declare that you are using Efficient Casting when you play the card.
The ability is expended even if the card attack misses or the chosen target takes no damage.
Example
You play Ember Shot, a Common Sorcery Card that normally deals 5 + your Proficiency Bonus Fire damage.
If your Proficiency Bonus is +2 and your Charisma modifier is +3, Efficient Casting increases the damage from 7 to 10 on a successful hit.
Interaction with Card Mastery
Efficient Casting can be combined with Card Mastery.
Both bonuses apply only to one damage instance against one target.
Neither bonus can be applied multiple times to the same card activation.
Restrictions
-
Only Common Sorcery Cards qualify.
-
Uncommon, Rare, Epic, and Legendary Cards cannot benefit from Efficient Casting.
-
Creature, Trap, Instant, and Artifact Cards cannot benefit.
-
The bonus applies to only one damage instance against one target.
-
It does not increase healing or Temporary Hit Points.
-
It does not affect a card's attack roll or Saving Throw DC.
-
Activating Efficient Casting requires no additional Action, Bonus Action, or Reaction.
-
Efficient Casting cannot be selected more than once.
Uses
You may use Efficient Casting once per Short or Long Rest.
Deck Technique Rules
Efficient Casting occupies one available Eldritch Invocation slot.
A slot assigned to a Deck Technique cannot simultaneously provide the benefits of a normal Eldritch Invocation.
You may change your selected Deck Techniques when gaining another Dealer level, following the normal Deck Techniques rules.
Efficient Casting is a Dealer feature and is unaffected by Patron's Burden.
Emergency Draw
Emergency Draw
Deck Technique – Minimum Dealer Level 2
Your patron offers you one final opportunity when your magical hand has been exhausted, allowing you to draw upon the power of fate in a desperate situation.
Effect
Once per Long Rest, immediately after you finish taking an Action during your turn, if you have no cards remaining in your hand, you may draw one card from the top of your Draw Pile.
This ability requires no additional Action, Bonus Action, or Reaction.
The drawn card is added to your hand and may be played normally if you have the necessary actions and resources available.
Example
You have only one card remaining in your hand.
You use your Action to play Ember Shot, leaving your hand empty.
Because your hand is now empty, you activate Emergency Draw and immediately draw one card.
You cannot play another regular Action Card during the same turn because you have already used your normal card activation.
However, the new card remains in your hand and may be used on a later turn or as a Reaction if it is a valid Instant Card.
Restrictions
-
You can activate Emergency Draw only once per Long Rest.
-
Your hand must contain no cards when your Action finishes.
-
You must have at least one card remaining in your Draw Pile.
-
Emergency Draw does not reshuffle your Discard Pile.
-
Emergency Draw does not grant an additional Action, Bonus Action, or Reaction.
-
Emergency Draw does not increase the number of regular Action Cards you may play during a turn.
-
This ability does not count as a use of Draw of Destiny.
-
You cannot activate Emergency Draw outside your own turn.
-
You cannot select Emergency Draw more than once.
Deck Technique Rules
Emergency Draw occupies one of your available Eldritch Invocation slots.
A slot assigned to a Deck Technique cannot simultaneously provide the benefits of a normal Eldritch Invocation.
You may change your selected Deck Techniques when gaining another Dealer level, following the normal Deck Techniques rules.
Emergency Draw is a Dealer feature and is unaffected by Patron's Burden.
Extended Manifestation
Extended Manifestation
Deck Technique – Minimum Dealer Level 9
You have learned to stabilize the magical energy sustaining your summoned creatures, allowing them to remain on the battlefield longer than their cards would normally permit.
Effect
Once per Short or Long Rest, when a persistent creature summoned by an Uncommon Dealer Creature Card would disappear because its normal duration expires, you can extend that creature's duration by one additional round.
The creature remains active until the end of the turn after it would normally have disappeared.
Activating Extended Manifestation requires no Action, Bonus Action, or Reaction.
Example
You summon a persistent creature using an Uncommon Creature Card.
The creature would normally disappear at the end of your next turn.
When that duration expires, you activate Extended Manifestation.
Instead of disappearing, the creature remains on the battlefield for one additional round and disappears at the end of your following turn.
During this additional round, the creature can continue acting according to its card's normal rules.
Restrictions
-
You must be at least Dealer Level 9 to select this technique.
-
You can use Extended Manifestation once per Short or Long Rest.
-
Only persistent creatures summoned by Uncommon Dealer Creature Cards qualify.
-
Common, Rare, Epic, and Legendary summons cannot benefit from this technique.
-
Creatures with instantaneous effects cannot benefit.
-
The duration is extended by exactly one round.
-
A creature cannot benefit from Extended Manifestation more than once per summoning.
-
Extended Manifestation cannot restore a creature that has already disappeared or been reduced to 0 Hit Points.
-
The creature retains its normal statistics, attacks, abilities, and restrictions.
-
If the creature requires Concentration, you must continue maintaining Concentration.
-
The creature still disappears if Concentration ends or another effect causes it to disappear.
-
This feature does not increase your maximum number of active persistent summons.
-
You cannot select Extended Manifestation more than once.
Interaction with Other Deck Techniques
Reinforced Summon: If you have selected Reinforced Summon, the creature retains the additional Hit Points granted by that technique during its extended duration.
Extended Manifestation does not provide additional Hit Points or restore any Hit Points the creature has lost.
Deck Technique Rules
Extended Manifestation occupies one of your available Eldritch Invocation slots.
A slot assigned to a Deck Technique cannot simultaneously provide the benefits of a normal Eldritch Invocation.
You may change your selected Deck Techniques when gaining another Dealer level, following the normal Deck Techniques rules.
Extended Manifestation is a Dealer feature and is unaffected by Patron's Burden.
Hidden Preparation
Hidden Preparation
Deck Technique – Minimum Dealer Level 2
You have learned to conceal your magical traps more effectively, weaving subtle illusions and suppressing the supernatural energy that would normally reveal their presence.
Effect
The DC of ability checks made to discover your active Dealer Trap Cards increases by 2.
Normally, a creature can use its Action to make an Intelligence (Investigation) check against your Card Save DC to discover a magically concealed trap.
With Hidden Preparation, the DC to discover your traps becomes:
Trap Detection DC = Your Card Save DC + 2
Example
If your Card Save DC is 13, a creature must succeed on a DC 15 Intelligence (Investigation) check to discover one of your traps.
Without Hidden Preparation, the check would require only DC 13.
Restrictions
-
This bonus applies only to checks made to discover your Dealer Trap Cards.
-
It does not increase the difficulty of disabling a discovered trap.
-
It does not increase the Saving Throw DC of a trap's activation effect.
-
It does not increase trap damage, duration, or activation range.
-
It does not increase the maximum number of active traps you can control.
-
The bonus applies to both Common and higher-rarity Dealer Trap Cards.
-
A trap that has already been revealed does not become hidden again because of this feature.
-
You cannot select Hidden Preparation more than once.
Deck Technique Rules
Hidden Preparation occupies one of your available Eldritch Invocation slots.
A slot assigned to a Deck Technique cannot simultaneously provide the benefits of a normal Eldritch Invocation.
You may change your selected Deck Techniques when gaining another Dealer level, following the normal Deck Techniques rules.
Hidden Preparation is a Dealer feature and is unaffected by Patron's Burden.
Loaded Draw
Loaded Draw
Deck Technique – Minimum Dealer Level 15
You have learned to subtly manipulate fate itself, allowing you to influence the cards that enter your hand rather than relying entirely on chance.
Effect
Once per Long Rest, when you use Draw of Destiny, you can activate Loaded Draw.
Instead of drawing the top card of your Draw Pile normally, look at the top two cards.
Choose one of those cards and add it to your hand. Place the other card into your Discard Pile.
This replaces the normal card drawn by Draw of Destiny.
Example
You activate Draw of Destiny as a Bonus Action.
You then activate Loaded Draw and reveal the top two cards of your Draw Pile.
The revealed cards are:
-
Ember Shot – Common Sorcery
-
Infernal Guardian – Rare Creature
You choose Infernal Guardian and add it to your hand.
Ember Shot is placed into your Discard Pile.
You have successfully drawn one card, but you were able to choose between two possibilities.
Restrictions
-
You must be at least Dealer Level 15 to select this technique.
-
You can use Loaded Draw once per Long Rest.
-
You must declare the use of Loaded Draw before drawing your card with Draw of Destiny.
-
Your Draw Pile must contain at least two cards.
-
You choose exactly one of the revealed cards to add to your hand.
-
The unchosen card is placed into your Discard Pile.
-
Loaded Draw does not allow you to draw additional cards.
-
Loaded Draw does not increase your maximum hand size.
-
Loaded Draw does not grant additional card activations.
-
Loaded Draw requires no additional Action, Bonus Action, or Reaction beyond the normal Bonus Action used for Draw of Destiny.
-
Loaded Draw cannot be combined with Quick Shuffle or Card Recall, since those techniques replace Draw of Destiny.
-
You cannot select Loaded Draw more than once.
Interaction with Other Dealer Features
Draw of Destiny: Loaded Draw modifies the card drawn by this ability. It does not provide a second use of Draw of Destiny.
Card Recall: A Common Card discarded through Loaded Draw can later be recovered using Card Recall.
Card Mastery: Loaded Draw does not directly increase card damage or healing.
Deck Technique Rules
Loaded Draw occupies one of your available Eldritch Invocation slots.
A slot assigned to a Deck Technique cannot simultaneously provide the benefits of a normal Eldritch Invocation.
You may change your selected Deck Techniques when gaining another Dealer level, following the normal Deck Techniques rules.
Loaded Draw is a Dealer feature and is unaffected by Patron's Burden.
Quick Shuffle
Quick Shuffle
Deck Technique – Minimum Dealer Level 2
You have learned to manipulate the flow of magical cards, allowing you to exchange an unwanted card for another possibility.
Activation: 1 Bonus Action
Uses: Once per Short or Long Rest
Prerequisite: Dealer Level 2
Effect
As a Bonus Action, choose one card from your hand and place it into your Discard Pile.
Then draw one card from the top of your Draw Pile.
The newly drawn card is added to your hand and may be played normally if you have the necessary action and resources available.
Restrictions
-
You must have at least one card in your hand to activate Quick Shuffle.
-
You cannot use Quick Shuffle if your Draw Pile is empty.
-
Quick Shuffle replaces your use of Draw of Destiny for the current turn.
-
You cannot use both Quick Shuffle and Draw of Destiny during the same turn.
-
Quick Shuffle does not allow you to exceed your normal card activation limits.
-
You must obey your maximum hand size.
-
This ability does not reshuffle your Discard Pile into your Draw Pile.
Deck Technique Rules
Quick Shuffle occupies one of your available Eldritch Invocation slots.
A slot assigned to a Deck Technique cannot simultaneously provide the benefits of a normal Eldritch Invocation.
You cannot select Quick Shuffle more than once.
You may change your selected Deck Techniques when gaining another Dealer level, following the Deck Techniques rules.
Quick Shuffle is a Dealer feature and is unaffected by Patron's Burden.
Reinforced Summon
Reinforced Summon
Deck Technique – Minimum Dealer Level 2
Your connection to the Dealer strengthens the creatures manifested through your magical cards, making your persistent summons more durable.
Effect
Whenever you summon a persistent creature using a Dealer Creature Card, that creature gains additional Hit Points equal to your Proficiency Bonus.
These Hit Points are added to both the creature's maximum and current Hit Points when it appears.
Example:
At Dealer Level 2, your Proficiency Bonus is +2.
If you summon a Grave Hound with 7 Hit Points, Reinforced Summon increases its maximum and starting Hit Points to 9.
At higher levels, the additional Hit Points increase automatically as your Proficiency Bonus improves.
Restrictions
-
This benefit applies only to persistent Dealer summons.
-
Creatures that disappear immediately after resolving their initial effect do not receive additional Hit Points.
-
The bonus applies once when a qualifying creature is summoned.
-
The additional Hit Points are not Temporary Hit Points.
-
This feature does not increase the creature's Armor Class, damage, attacks, or duration.
-
This feature does not increase your maximum number of active persistent summons.
-
The creature still requires Concentration if its card normally requires Concentration.
-
You cannot select Reinforced Summon more than once.
Deck Technique Rules
Reinforced Summon occupies one of your available Eldritch Invocation slots.
A slot assigned to a Deck Technique cannot simultaneously provide the benefits of a normal Eldritch Invocation.
You may change your selected Deck Techniques when gaining another Dealer level, following the normal Deck Techniques rules.
Reinforced Summon is a Dealer feature and is unaffected by Patron's Burden.
Level 1: Deck Specialization
Deck Specialization
Dealer Feature – Level 3
Beginning at Dealer Level 3, your growing mastery over the Deck of Fate allows you to specialize in one particular style of magical card combat.
Choose one of the following Deck Specializations:
Beastmaster
You strengthen the creatures manifested through your Dealer Creature Cards.
Once per round, when one of your persistent Dealer summons hits a creature with an attack, that attack deals 1 additional damage.
Beginning at Dealer Level 11, this bonus increases to 2 additional damage.
Trapmaster
You specialize in manipulating your opponent's actions through magical traps.
Once per round, when one of your Dealer Trap Cards triggers, you may discard one card from your hand to draw one card from your Draw Pile.
Spellweaver
You specialize in enhancing the offensive and restorative effects of magical Sorcery Cards.
Once per round, when you play a Common or Uncommon Dealer Sorcery Card, you may discard one other card from your hand to add your Proficiency Bonus to one damage or healing instance against one target.
Healing cards must still satisfy their normal resource requirements, including Restoration Charges.
Specialization Rules
-
You choose one specialization upon reaching Dealer Level 3.
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You cannot benefit from more than one Deck Specialization at a time.
-
Your choice is permanent unless your Dungeon Master permits you to change it.
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Your specialization functions only with Dealer Cards and does not affect ordinary Warlock spells or abilities unless explicitly stated.
-
Deck Specialization is unaffected by Patron's Burden.
Interaction with Pact Boon
Deck Specialization replaces the benefits of the normal Warlock Pact Boon for this homebrew subclass.
D&D Beyond may still require you to select a normal Pact Boon at Level 3. That selection grants no additional mechanical benefits while using The Dealer, as specified by Patron's Burden.
Your Deck Specialization remains fully functional.
Beastmaster
Beastmaster
Deck Specialization – Dealer Level 3
You have developed a particularly strong connection with the creatures manifested by your magical cards. Your summons respond to your will with greater precision and destructive power.
Beastmaster's Command
Starting at Dealer Level 3, once per round, when one of your persistent Dealer summons hits a creature with an attack, you can cause that attack to deal 1 additional damage.
The additional damage is of the same type as the triggering attack.
Beginning at Dealer Level 11, this bonus increases to 2 additional damage.
Example
You are a Level 3 Dealer and have summoned a persistent Grave Hound.
The Grave Hound hits an enemy with an attack that normally deals 6 Necrotic damage.
You choose to apply Beastmaster's Command, increasing the attack's damage to 7 Necrotic damage.
At Dealer Level 11, the same attack would deal 8 Necrotic damage instead.
Restrictions
-
This benefit applies only to persistent creatures summoned through your Dealer Creature Cards.
-
You can apply this bonus only once per round, regardless of how many summons you control.
-
The bonus applies to one successful attack, not every attack made by your summons.
-
The bonus cannot be applied to attacks that miss.
-
Instantaneous creature effects and ordinary Warlock summons do not benefit.
-
This feature does not increase a summon's Hit Points, Armor Class, duration, or number of attacks.
-
This benefit does not require an Action, Bonus Action, or Reaction.
-
You cannot select more than one Deck Specialization.
Interaction with Deck Techniques
Reinforced Summon: A persistent summon can benefit from Reinforced Summon's additional Hit Points and Beastmaster's Command simultaneously.
Extended Manifestation: A qualifying summon retains the ability to benefit from Beastmaster's Command during its extended duration.
Deck Specialization Rules
Beastmaster is your chosen Deck Specialization, replacing the mechanical benefits of your normal Warlock Pact Boon under The Dealer's homebrew rules.
Your choice is permanent unless your Dungeon Master permits you to change it.
Beastmaster is unaffected by Patron's Burden.
Spellweaver
Spellweaver
Deck Specialization – Dealer Level 3
You have mastered the manipulation of magical energy stored within your cards. By sacrificing one possibility, you can strengthen another, enhancing your offensive and restorative Sorcery Cards.
Arcane Amplification
Starting at Dealer Level 3, once per round, when you play a Common or Uncommon Dealer Sorcery Card, you may discard one other card from your hand to empower the Sorcery Card.
Choose one damage or healing instance against one target caused by the Sorcery Card.
Increase that damage or healing by an amount equal to your Proficiency Bonus.
Using Arcane Amplification requires no additional Action, Bonus Action, or Reaction.
Example: Damage
You are a Level 5 Dealer with a Proficiency Bonus of +3.
You play a Common Sorcery Card that would normally deal 8 Fire damage.
You discard another card from your hand to activate Arcane Amplification.
The Sorcery Card now deals 11 Fire damage to the chosen target.
Example: Healing
You play a Common Sorcery Card that restores 6 Hit Points to an ally.
You expend the required Restoration Charge and discard another card from your hand.
Arcane Amplification increases the healing to 9 Hit Points if your Proficiency Bonus is +3.
Restrictions
-
You can use Arcane Amplification only once per round.
-
Only Common and Uncommon Dealer Sorcery Cards qualify.
-
Rare, Epic, and Legendary Sorcery Cards cannot benefit from this feature.
-
Creature, Trap, Instant, and Artifact Cards cannot benefit.
-
You must discard one other card from your hand to activate this feature.
-
You cannot discard the Sorcery Card being played to pay this cost.
-
The discarded card is placed into your Discard Pile.
-
You must declare Arcane Amplification when playing the qualifying Sorcery Card.
-
The bonus applies to only one damage or healing instance against one target.
-
The bonus cannot be applied multiple times to the same card activation.
-
Arcane Amplification does not increase Temporary Hit Points.
-
Arcane Amplification does not improve attack rolls or Saving Throw DCs.
-
The ability does not grant additional Actions or card activations.
-
You cannot select more than one Deck Specialization.
Healing Restrictions
Arcane Amplification does not bypass the normal requirements of healing cards.
If a Sorcery Card requires a Restoration Charge or another resource to restore Hit Points, that resource must still be expended.
Arcane Amplification cannot restore Hit Points unless the qualifying card normally provides healing.
Interaction with Other Dealer Features
Efficient Casting: If you have selected Efficient Casting, you may apply both abilities to the same qualifying Common Sorcery Card. Both bonuses must apply to a single eligible damage instance against one target.
Card Mastery: Arcane Amplification can be combined with Card Mastery when the Sorcery Card qualifies for both features. Each bonus follows its own restrictions.
Draw of Destiny: Arcane Amplification does not grant any additional card draws.
Deck Specialization Rules
Spellweaver is your chosen Deck Specialization, replacing the mechanical benefits of your normal Warlock Pact Boon under The Dealer's homebrew rules.
Your choice is permanent unless your Dungeon Master permits you to change it.
Spellweaver is unaffected by Patron's Burden.
Trapmaster
Trapmaster
Deck Specialization – Dealer Level 3
You have mastered the art of magical deception and battlefield preparation. Every trap you activate creates another opportunity to manipulate your hand and prepare your next move.
Tactical Exchange
Starting at Dealer Level 3, once per round, when one of your active Dealer Trap Cards triggers, you may discard one card from your hand to draw one card from the top of your Draw Pile.
Using Tactical Exchange requires no Action, Bonus Action, or Reaction.
The newly drawn card is added to your hand and can be used normally, provided you meet its activation requirements.
Example
You have three cards in your hand and have prepared a magical trap.
An enemy triggers your trap by moving into its designated area.
You activate Tactical Exchange, discarding one unwanted card from your hand and drawing a replacement card from your Draw Pile.
Your trap resolves normally, and you now have a different card available for your next move.
Restrictions
-
You can use Tactical Exchange only once per round.
-
The triggering trap must be one of your own Dealer Trap Cards.
-
You must have at least one card in your hand to discard.
-
Your Draw Pile must contain at least one card.
-
The discarded card is placed into your Discard Pile.
-
You draw exactly one replacement card.
-
This ability does not grant an additional Action, Bonus Action, or Reaction.
-
This ability does not allow additional regular Action Card activations.
-
Tactical Exchange does not count as using Draw of Destiny.
-
This ability does not reshuffle your Discard Pile.
-
This feature does not increase your maximum number of active Trap Cards.
-
You cannot select more than one Deck Specialization.
Interaction with Deck Techniques
Hidden Preparation: Your traps benefit from the increased detection difficulty provided by Hidden Preparation. Tactical Exchange activates normally when one of those traps triggers.
Double Trap: If you can maintain two active traps simultaneously, either trap can activate Tactical Exchange. However, you may still use Tactical Exchange only once per round.
Card Recall: Common Cards discarded through Tactical Exchange can later be recovered using Card Recall.
Deck Specialization Rules
Trapmaster is your chosen Deck Specialization, replacing the mechanical benefits of your normal Warlock Pact Boon under The Dealer's homebrew rules.
Your choice is permanent unless your Dungeon Master permits you to change it.
Trapmaster is unaffected by Patron's Burden.
Level 6: Dealer's Favor
Dealer's Favor
Dealer Patron Feature – Level 6
Your patron has begun to favor you at the table of fate. While your cards remain unpredictable, you have learned to glimpse several possible outcomes and choose the one that best serves your strategy.
Effect
Beginning at Dealer Level 6, once per Short or Long Rest, you can use a Bonus Action to look at the top three cards of your Draw Pile.
Choose one of those cards and add it to your hand.
Place the remaining two cards on the bottom of your Draw Pile in any order you choose.
This ability does not count as using Draw of Destiny.
Example
You activate Dealer's Favor and look at the top three cards of your Draw Pile.
You reveal:
-
A Common Sorcery Card
-
An Uncommon Trap Card
-
A Rare Creature Card
You choose the Rare Creature Card and add it to your hand.
You then place the other two cards on the bottom of your Draw Pile in whichever order you prefer.
You now have a more useful card available without having to rely on a completely random draw.
Restrictions
-
You can use Dealer's Favor once per Short or Long Rest.
-
Activating this feature requires one Bonus Action.
-
You must have at least one card remaining in your Draw Pile.
-
If fewer than three cards remain in your Draw Pile, look at all remaining cards and choose one.
-
You add exactly one card to your hand.
-
All unchosen cards are placed on the bottom of your Draw Pile in an order you choose.
-
Dealer's Favor does not reshuffle your Discard Pile.
-
Dealer's Favor does not increase your maximum hand size.
-
You cannot use this ability if adding the chosen card would exceed your maximum hand size.
-
Dealer's Favor does not grant an additional Action or allow additional regular Action Card activations.
-
This feature does not bypass a card's normal resource requirements.
Interaction with Other Dealer Features
Draw of Destiny: Dealer's Favor is a separate ability. It does not consume your use of Draw of Destiny, but both normally require a Bonus Action, so you cannot use both during the same turn.
Loaded Draw: Loaded Draw modifies Draw of Destiny specifically and cannot be applied to Dealer's Favor.
Card Recall: Dealer's Favor draws from your Draw Pile, not your Discard Pile.
Patron Feature Rules
Dealer's Favor is a Dealer Patron Feature and is unaffected by Patron's Burden.
You regain the use of Dealer's Favor when you finish a Short or Long Rest.
Level 10: Loaded Fate
Loaded Fate
Dealer Patron Feature – Level 10
Your patron has taught you that fate is not an immutable force. With enough skill and supernatural influence, even an unfavorable outcome can be reshuffled.
Effect
Beginning at Dealer Level 10, once per Long Rest, you can manipulate the outcome of a Dealer Card in one of the following ways:
Loaded Attack
When an attack roll made as part of playing one of your Dealer Cards misses, you may immediately reroll that attack roll.
You must use the new result, even if it is lower than the original.
Loaded Resistance
When a creature succeeds on a saving throw against an effect produced by one of your Dealer Cards, you may immediately force that creature to reroll the saving throw.
The creature must use the new result, even if it is better than the original.
Activation
Loaded Fate requires no Action, Bonus Action, or Reaction.
You must declare its use immediately after the qualifying attack roll or saving throw has been resolved, but before its effects are applied.
Examples
Example 1: Attack Reroll
You play a Dealer Sorcery Card that requires a spell attack roll.
You roll a 9 and miss the target.
You activate Loaded Fate and reroll the attack.
The new result is 17, which hits the target.
The card now resolves using the new attack result.
Example 2: Saving Throw Reroll
You play a Dealer Card that forces an enemy to make a Dexterity saving throw.
The enemy succeeds, avoiding the card's full effect.
You activate Loaded Fate and force the enemy to repeat the saving throw.
The enemy fails the second roll and suffers the card's normal effects for a failed saving throw.
Restrictions
-
You can use Loaded Fate once per Long Rest.
-
Loaded Fate applies only to attacks and saving throws caused directly by your Dealer Cards.
-
It cannot be used on ordinary Warlock spells or weapon attacks.
-
It cannot be used to reroll later attacks made by persistent summoned creatures, unless the card explicitly specifies that the attack is made as part of its activation.
-
You may affect only one attack roll or one creature's saving throw per use.
-
You cannot change the attack's original target.
-
You must accept the new result.
-
You cannot use Loaded Fate to reroll the same roll more than once.
-
Loaded Fate does not grant an additional Action, Bonus Action, Reaction, or card activation.
-
Loaded Fate does not refund resources expended to play the original card.
-
If a card affects multiple creatures, Loaded Fate can modify only one qualifying saving throw.
Interaction with Other Dealer Features
Card Mastery: If the rerolled attack hits, Card Mastery may still apply to the card's damage, provided the card qualifies.
Efficient Casting: A card enhanced by Efficient Casting can also benefit from Loaded Fate. All normal restrictions and resource costs still apply.
Spellweaver: Loaded Fate can affect an eligible Sorcery Card enhanced by Spellweaver.
Patron Feature Rules
Loaded Fate is a Dealer Patron Feature and is unaffected by Patron's Burden.
You regain the use of Loaded Fate when you finish a Long Rest.
Level 14: The House Always Wins
The House Always Wins
Dealer Patron Feature – Level 14
Your mastery over the Deck of Fate has reached an extraordinary level. Rather than waiting for fortune to provide the perfect card, you can briefly bend the rules of chance and demand exactly what you need.
For one decisive moment, the house plays in your favor.
Effect
Beginning at Dealer Level 14, once per Long Rest, you can use your Action to search your Draw Pile for one Common, Uncommon, or Rare Dealer Card.
Choose a card that you can legally play and immediately activate it as part of the same Action.
You must pay the card's normal resource costs, including any required Pact Magic spell slot, Restoration Charge, or other expenditure.
After removing the chosen card from your Draw Pile, shuffle the remaining cards.
The chosen card never enters your hand.
The House's Price
After the chosen card finishes resolving, it is placed into your Exile Pile instead of your Discard Pile.
If the chosen card creates a persistent summon, trap, artifact, or another ongoing effect, the card remains in play until that effect ends normally. It is then placed into your Exile Pile.
A card exiled by The House Always Wins cannot be drawn, recovered, replayed, or returned to your Draw Pile during the current combat.
When combat ends, the card is no longer exiled and returns to your normal card collection for future encounters.
Example: Choosing the Perfect Card
You are a Level 14 Dealer fighting a powerful enemy.
You need a defensive card, but your hand contains only offensive cards.
You activate The House Always Wins and search your Draw Pile.
You find a Rare Creature Card that can protect you.
You pay the card's normal resource cost and immediately play it as part of the Action used for The House Always Wins.
The creature appears and functions according to its card description.
You shuffle your remaining Draw Pile.
When the summoned creature disappears, its card enters your Exile Pile rather than your Discard Pile.
The card cannot be recovered again during this combat.
Restrictions
-
You must be at least Dealer Level 14 to use this feature.
-
You can use The House Always Wins once per Long Rest.
-
Activating this feature requires one Action.
-
You must choose a Common, Uncommon, or Rare Dealer Card.
-
Epic and Legendary Cards cannot be selected.
-
The chosen card must currently be in your Draw Pile.
-
Cards in your hand, Discard Pile, Exile Pile, or active play area cannot be selected.
-
You must satisfy the chosen card's normal resource costs, timing requirements, and other restrictions.
-
You cannot use this feature to play a card whose activation requirements cannot currently be met.
-
The chosen card is played immediately as part of the same Action. No second Action is required.
-
The card counts toward your normal limit of regular Action Card activations for the turn.
-
You cannot use this feature to exceed the number of regular Action Cards you are permitted to play during a turn.
-
The chosen card does not enter your hand.
-
The selected card cannot be recovered from exile during the current combat.
-
The House Always Wins does not restore expended spell slots, Restoration Charges, or other resources.
-
The House Always Wins does not bypass your normal limits on active summons, traps, or other persistent effects.
-
If a selected effect requires Concentration, you must maintain Concentration normally.
-
You cannot activate this feature if your Draw Pile contains no eligible card that you can legally play.
Interaction with Other Dealer Features
Card Mastery: A Common or Uncommon Action Card played through The House Always Wins can benefit from Card Mastery if it meets the normal requirements.
Efficient Casting: A qualifying Common Sorcery Card can benefit from Efficient Casting if you have that Deck Technique available.
Spellweaver: If you have chosen Spellweaver, you may activate its bonus when playing an eligible Sorcery Card through The House Always Wins, provided you can pay its additional discard cost.
Card Recall: Cards exiled by The House Always Wins cannot be recovered with Card Recall during the same combat.
Loaded Fate: If the selected card makes an eligible attack or forces an eligible saving throw, Loaded Fate may be used normally.
Patron Feature Rules
The House Always Wins is a Dealer Patron Feature and is unaffected by Patron's Burden.
You regain the use of The House Always Wins when you finish a Long Rest.
Dealer Progression
Dealer Progression
Your connection to the Deck of Fate grows stronger as you gain Dealer levels.
Select Dealer Progression to enable your advanced Dealer abilities.
The following features become available at their designated levels:
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Dealer Level 7: Deck Manipulation
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Dealer Level 18: Master of the Deck
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Dealer Level 20: Final Hand
This selection does not grant these abilities early.
Each advanced feature remains unavailable until its specified Dealer level.
Dealer Progression requires no action and grants no additional resources by itself.
Enable Dealer Progression
Enable Dealer Progression
Select this option when choosing The Dealer as your Warlock subclass.
This option enables the automatic progression of advanced Dealer features.
The following abilities become available at their respective Dealer levels:
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Level 7: Deck Manipulation
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Level 18: Master of the Deck
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Level 20: Final Hand
These abilities are not granted immediately. Each becomes available only when you reach its required Dealer level.
This option grants no additional combat benefits, actions, or resources by itself.
Advanced Dealer Features
Advanced Dealer Features
Your mastery over the Deck of Fate develops as you gain experience.
This feature manages the progression of your advanced Dealer abilities.
If you have selected Enable Dealer Progression, the following features become available at their specified Dealer levels:
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Level 7 – Deck Manipulation: Exchange up to two cards from your opening hand once per Long Rest.
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Level 18 – Master of the Deck: Draw one additional opening-hand card and maintain a maximum hand size of at least 9.
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Level 20 – Final Hand: Recycle discarded cards, draw additional cards, restore a Pact Magic spell slot, and gain an additional Common Card activation.
Each ability follows its individual rules and restrictions.
This feature grants no additional benefits by itself.
Deck Manipulation
Deck Manipulation
Dealer Feature – Level 7
Your growing experience with magical card combat allows you to subtly manipulate the composition of your opening hand, giving you greater control over your strategy before a battle begins.
Effect
Beginning at Dealer Level 7, once per Long Rest, immediately after drawing your opening hand at the start of combat, you may choose up to two cards from that hand.
Place the chosen cards on the bottom of your Draw Pile in any order.
Then draw the same number of replacement cards from the top of your Draw Pile.
You may exchange one or two cards, or choose not to use this feature.
Using Deck Manipulation requires no Action, Bonus Action, or Reaction.
Example
You begin combat with an opening hand of four cards:
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Ember Shot – Common Sorcery
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Grave Hound – Common Creature
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Healing Light – Common Sorcery
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Arcane Barrier – Uncommon Instant
You are preparing for an offensive encounter and would prefer to replace your defensive cards.
You activate Deck Manipulation and choose Healing Light and Arcane Barrier.
Both cards are placed on the bottom of your Draw Pile in an order you choose.
You then draw two replacement cards.
Your opening hand still contains four cards, but you have improved your chances of beginning combat with the cards you need.
Restrictions
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You must be at least Dealer Level 7 to use this feature.
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You can use Deck Manipulation once per Long Rest.
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You can activate this feature only immediately after drawing your opening hand at the start of combat.
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You must decide whether to use this feature before taking your first turn.
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You may exchange a maximum of two cards.
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You must draw exactly as many replacement cards as you placed on the bottom of your Draw Pile.
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You cannot exchange cards that are not in your opening hand.
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You cannot use this feature to search your Draw Pile for specific cards.
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You cannot reshuffle your Draw Pile as part of this feature.
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You cannot return cards from your Discard Pile to your hand using this feature.
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Deck Manipulation does not increase your opening hand size or maximum hand size.
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Deck Manipulation does not grant additional card activations.
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Deck Manipulation does not count as using Draw of Destiny.
Interaction with Other Dealer Features
Draw of Destiny: Deck Manipulation is independent of Draw of Destiny and does not consume its use.
Dealer's Favor: Deck Manipulation cannot be combined with Dealer's Favor during the opening-hand exchange because Dealer's Favor requires a Bonus Action.
Loaded Draw: Loaded Draw modifies Draw of Destiny and does not affect Deck Manipulation.
Deck Specialization: Your chosen specialization does not change the number of cards you may exchange.
Patron Feature Rules
Deck Manipulation is a Dealer feature and is unaffected by Patron's Burden.
You regain the use of Deck Manipulation when you finish a Long Rest.
Final Hand
Final Hand
Dealer Feature – Level 20
You have achieved complete mastery over the Deck of Fate. Even when your resources are exhausted and defeat seems inevitable, your patron grants you one final opportunity to turn the game in your favor.
The table is yours, and fate offers one last hand.
Effect
Beginning at Dealer Level 20, once per Long Rest, you can activate Final Hand at the start of your turn.
Activating Final Hand requires no Action, Bonus Action, or Reaction.
When you activate this feature, resolve the following effects in order:
1. Reclaim Your Cards
Choose up to five cards from your Discard Pile.
Shuffle the chosen cards into your Draw Pile.
You cannot choose cards currently in your hand, active play area, or Exile Pile.
2. Draw Your Final Hand
Draw up to three cards from your Draw Pile.
You cannot exceed your maximum hand size.
If fewer than three cards are available or you have room for fewer cards, draw only as many as you can.
3. Restore Magical Power
Regain one expended Pact Magic spell slot.
You cannot regain more Pact Magic spell slots than your normal maximum.
This restoration applies only to Pact Magic spell slots and does not restore Mystic Arcanum uses, Restoration Charges, or other class resources.
4. Final Play
Until the end of your current turn, you may play one additional Common Dealer Card as a Bonus Action.
The card must be one that can normally be played using an Action.
This additional card activation is permitted even if you have already played your normal Action Card during the same turn.
The additional Common Card must satisfy all normal requirements and resource costs.
Example
You are a Level 20 Dealer fighting a powerful enemy.
You have two cards remaining in your hand, several cards in your Discard Pile, and no Pact Magic spell slots remaining.
At the start of your turn, you activate Final Hand.
First, you select five cards from your Discard Pile and shuffle them into your Draw Pile.
Next, you draw three cards, increasing your hand from two cards to five.
You then regain one expended Pact Magic spell slot.
During your turn, you use your Action to play a powerful Rare Sorcery Card, spending your newly restored Pact Magic spell slot.
You then use your Bonus Action to play an additional Common Sorcery Card.
You have played two qualifying Action Cards during the same turn, something Final Hand specifically allows.
Restrictions
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You must be at least Dealer Level 20 to use Final Hand.
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You can activate Final Hand once per Long Rest.
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You must activate Final Hand at the start of your turn, before taking any actions or moving.
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Activating Final Hand requires no action.
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You may return a maximum of five cards from your Discard Pile to your Draw Pile.
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You must shuffle the selected cards into your Draw Pile before drawing.
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You may draw a maximum of three cards.
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Your maximum hand size still applies.
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Cards in your Exile Pile cannot be recovered through Final Hand.
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You regain a maximum of one expended Pact Magic spell slot.
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Mystic Arcanum uses cannot be restored by this feature.
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The additional card activation must be a Common Dealer Card that normally requires an Action.
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The additional Common Card is played as a Bonus Action, not for free.
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You must still pay its normal costs and satisfy its requirements.
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You cannot use Final Play if you have already spent your Bonus Action during the turn.
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Final Play does not grant a second Bonus Action.
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The additional card activation must occur before your turn ends.
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Unused Final Play permission expires at the end of your turn.
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Final Hand does not bypass normal limits on active summons, traps, artifacts, or other persistent effects.
Interaction with Other Dealer Features
Draw of Destiny: Final Hand does not count as using Draw of Destiny. However, playing your additional Common Card with Final Play uses your Bonus Action, preventing you from also using Draw of Destiny during that turn unless another feature grants you an additional Bonus Action.
Card Mastery: An eligible Common Action Card played using Final Play can benefit from Card Mastery according to its normal restrictions.
Efficient Casting: A qualifying Common Sorcery Card played through Final Play can benefit from Efficient Casting if that Deck Technique is available.
Spellweaver: If you have chosen Spellweaver, its bonus can be applied to an eligible card played through Final Play, provided its normal requirements are met.
Card Recall: Cards returned to your Draw Pile through Final Hand are no longer in your Discard Pile and cannot be recovered by Card Recall unless they later return to the Discard Pile.
The House Always Wins: Cards exiled through The House Always Wins cannot be recovered using Final Hand during the same combat.
Dealer Feature Rules
Final Hand is a Dealer feature and is unaffected by Patron's Burden.
You regain the use of Final Hand when you f
Master of the Deck
Master of the Deck
Dealer Feature – Level 18
You have achieved exceptional mastery over the Deck of Fate. Your understanding of magical card combat allows you to begin every encounter with more possibilities at your disposal.
Expanded Opening Hand
Beginning at Dealer Level 18, whenever you draw your opening hand at the start of combat, draw one additional card.
This bonus applies after determining your normal opening hand size based on your Initiative roll.
Your opening hand sizes become:
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Initiative 9 or lower: 4 cards instead of 3.
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Initiative 10–19: 5 cards instead of 4.
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Initiative 20 or higher: 6 cards instead of 5.
This additional card is drawn from your normal Draw Pile and follows all standard card rules.
Masterful Hand
Your maximum hand size is at least 9 cards.
If another Dealer feature would establish a lower maximum hand size, use 9 instead.
This feature does not increase an existing maximum hand size above 9.
Example
You are a Level 18 Dealer and roll 17 for Initiative.
Normally, your opening hand would contain four cards.
Master of the Deck increases this to five cards.
You draw five cards from your Draw Pile before combat begins.
If you have an unused charge of Deck Manipulation, you may then exchange up to two cards according to that feature's normal rules.
Restrictions
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You must be at least Dealer Level 18 to benefit from this feature.
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The additional card applies only to your opening hand at the start of combat.
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It does not increase the number of cards drawn by Draw of Destiny.
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It does not grant additional Actions, Bonus Actions, or card activations.
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It does not change your Active Deck size.
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It does not change the rarity restrictions of your deck.
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You cannot draw more cards than are available in your Draw Pile.
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Master of the Deck does not restore cards from your Discard Pile or Exile Pile.
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This feature does not increase your maximum hand size beyond 9.
Interaction with Other Dealer Features
Deck Manipulation: After drawing your expanded opening hand, you may use Deck Manipulation normally if it is available.
Arcane Sleeve: Arcane Sleeve cannot increase your maximum hand size beyond 9.
Dealer's Favor: This feature does not alter the number of cards examined by Dealer's Favor.
Draw of Destiny: Your normal card-drawing rules remain unchanged.
Dealer Feature Rules
Master of the Deck is a passive Dealer feature and requires no Action, Bonus Action, or Reaction.
It has no limited uses and functions whenever you draw an opening hand.
Master of the Deck is unaffected by Patron's Burden.
Compatibility 5
This feature is a technical compatibility placeholder for D&D Beyond's subclass progression validation.
It grants no additional abilities, actions, resources, modifiers, or other mechanical benefits.
Compatibility 11
This feature is a technical compatibility placeholder for D&D Beyond's subclass progression validation.
It grants no additional abilities, actions, resources, modifiers, or other mechanical benefits.
Compatibility 17
This feature is a technical compatibility placeholder for D&D Beyond's subclass progression validation.
It grants no additional abilities, actions, resources, modifiers, or other mechanical benefits.
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