Warlock
Base Class: Warlock

You made a deal with someone simply known as "The Dealer", for what purpose, no one knows but you and the Dealer. They gave you the power of a Deck of Cards only you can use, rather that purpose be for simple fortune telling or to use in battle, that is for you alone to decide. This Dealer is a mysterious being that only shows themselves when one looks for a means that the Dealer can provide, granted they provide a favor in return for their services.

Expanded Spell List

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

Dealer Expanded Spells
Spell Level Spells

1st

heroism, shield of faith

2nd

magic weapon, warding bond

3rd

flame arrows, fly

4th

fabricate, secret chest

5th

creation, reincarnate

Dealer's Cards

Starting at 1st level, you are given a deck of cards that allow you to summon monsters from them. Depending on what card you draw determines what is summoned from the card. (The Character can choose what the card summons)

Card Number Monster

Ace or 2

animated armor, death dog, half-ogre or scarecrow

3 or 4

ettercap, gargoyle, griffon or will-o'-wisp

5 or 6

killer whale, manticore, owlbear, or werewolf(hybrid form only)

7 or 8

banshee, helmed horror, lizard king/queen or shadow demon

9 or 10

earth elemental, hill giant, otyugh or young remorhaz

 

The J, Q & K cards are treated as 5, 7 & 9 respectively until a character gains later features in this subclass. A creature summoned this way last for 1 hour or if it's hit points are 0.

A creature you summon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the creature can take any action of its choice, not just Dodge.

You can use a spell slot to change the card you drew into the desired one you wanted. Additionally, beginning at 1st level, you can only summon 1 monster at a time, you will gain additional summons as you gain class features (2 summons at 6th level, 3 at 10th level & 4 at 14th level). Should you summon pass your limit, the 1st summon will disappear.

Only you have can draw out the powers of the deck, should another creature try to summon a monster from a card, it won't activate. Should you lose your deck of cards, you can use an action to conjure them back to you. Should your deck of cards be destroyed, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest.

a GM can change the monsters that each type can summon, with the following restrictions kept in mind:

Ace & 2 - a Monster whose CR is no higher than 1
3 & 4 - a Monster whose CR is no higher than 2
5 & 6 - a Monster whose CR is no higher than 3
7 & 8 - a Monster whose CR is no higher than 4
9 & 10 - a Monster whose CR is no higher than 5
Joker - a Monster whose CR is no higher than 6
Queen - a Monster whose CR is no higher than 7
King - a Monster whose CR is no higher than 8
Empowered Ace - a Monster whose CR is no higher than 9

Heart of the Cards

Starting at 6th level, you can call upon the power of your cards outside of battle. When you or a creature within 30ft of you make an ability check or a saving throw, you can use your reaction to draw a card and either add or subtract from the creature's roll, potentially making it a success or failure. You can do so after seeing the initial roll but before any of the roll’s effects occur. J, Q & K cards act as if you drew a 5.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Empowered Cards

Starting at 10th level, creatures you summon from your cards gain additional hit points equaled to your CHA modifier. Additionally, when you gain access to the Mystic Arcanum, the J, Q, K & Ace can become more powerful summons.

at 11th level, J cards can summon a chimera, at 13th level, Q cards can summon a shield guardian, at 15th level, a K card can summon a hydra & at 17th level, an Ace can summon a young blue dragon.

One with the Cards

Starting at 14th level, when you summon a creature from your cards, you can transfer your mind into the creature, as if using the find familiar spell. Additionally, you have full control of the creature. Your body will remain motionless. You go back to your body if you use an action to do so, or if the summoned creatures hit points are 0.

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