Warlock
Base Class: Warlock

You were chosen by a being of fate and destiny, becoming the guardian of it's physical form. In exchange for this protection, the being has granted you some of it's power, presenting its omniscience and wisdom through the use of Tarot Cards.  These cards appear blank to everyone but yourself- unless you allow them to be seen- and are used as a magical focus. 

Rite of the Arcana

Starting at 1st level, your patron bestows upon you a Tarot Deck. Once after a long rest, you must draw a card from the deck. The table below will tell you what benefit or punishment you receive from the card drawn. 

Tarot Card

Ability

The Fool

Able to use Divine Intervention once before your next long rest.

The Magician

Advantage on Initiative Rolls until next long rest.

The High Priestess

Advantage on Insight Checks until next long rest.

The Empress

Able to cast Fabricate once without expending a spell slot.

The Emperor

Roll a d6.

Even- Advantage on attacks rolls until next long rest.

Odd- Disadvantage on attacks rolls until next long rest.

The Hierophant

Advantage on Investigation Checks until next long rest.

The Lovers

Your Patron chooses someone in your group. You must spend the day at their side, enriching your bond with them.

The Chariot

Gain an additional 10ft of movement until next long rest.

Strength

Advantage on saving throws until next long rest.

The Hermit

You are unable to speak or even magically communicate until the next long rest. Because of this, you aren't able to cast spells that require Verbal components. 

Wheel of Fortune

Gain one luck point. Must be used before completing a long rest. 

Justice

Roll a d6.

Even- Max hit points doubled until the next long rest.

Odd- Max hit points halved until the next long rest.

The Hanged Man

Your Patron demands a sacrifice. The DM determines what it is your Patron asks you to give up and if it is a permanent sacrifice or temporary. The DM also determines how long before this sacrifice is returned if temporary.

Death

Roll a d6.

Even- The first time you are reduced to 0HP before your long rest, you can return to half HP instead.

Odd- The first time you are reduced to 0HP before your long rest, you automatically fail all three death saving throws.

Temperance

Roll a d6.

Even- Able to cast Cure Wounds at 1st level a number of times equal to your proficiency bonus.

Odd- Able to cast Inflict Wounds at 1st level a number of times equal to your proficiency bonus.

The Devil

Disadvantage on saving throws until next long rest.

The Tower

Roll a d6.

(1-2) Revert back to whatever level you were at when the campaign started. Upon completing a long rest, your levels will be restored.

(3-4) That night once bedding for a long rest, you'll be plagued by terrors of your past. Gain two points of exhaustion.

(5-6) Whatever weapons you are currently using will be damaged. You will have to pay to have them restored, if even possible. 

The Star

Able to cast Divination once without expending a spell slot.

The Moon

Roll a d6.

(1-2) Able to cast See Invisibility once.

(3-4) Able to cast Disguise Self once.

(5-6) Able to cast Major Illusion once.

The Sun

Gain a +2 to one Ability Score until the next dawn. 

Judgement

Can cast Zone of Truth a number of times equal to your proficiency bonus.

The World

 Roll a d100.

Depending on the roll, you are transformed into one of the following races (if the race rolled has sub-races, DM has the discretion to pick which you become). You adopt all physicality and traits of that race, losing whatever traits come with the race you currently were. 

(01-04) Dragonborn
(05-13) Dwarf
(14-21) Aasimir
(22-25) Elf
(26-34) Genasi
(35-42) Tabaxi
(43-46) Gnome
(47-52) Changeling
(53-56) Half-Elf
(57-60) Half-Orc
(61-68) Halfling
(69-76) Firbolg
(77-96) Human
(97-00) Tiefling

Then roll a d12. What you roll is the number of days you remain this race.

Beware

Your Patron gives you some foresight into the path ahead. The visions can be cryptic or specific, at the DM's discretion. 

Greed

There is something your Patron wants and you MUST give it to them. You will have disadvantage on all attacks, saving throws, and ability checks until this task is completed. You will also not be allowed to draw another card after your long rest until your Patron has been pleased.

Vision

You are able to have your Patron act as a Familiar for the duration of the day. However, if this trust is abused, the DM has the discretion to punish the player how the Patron would see fit.

Intension

You are unable to tell lies for the duration of the day. You can choose not to answer but you aren't allowed to speak lies.

Ritual

Your Patron wants to spend time with you. Strengthen the bond the two of you share. The DM determines what it is your Patron would like to do.

Icarus

When this card is drawn, make a WIS Saving Throw (DC starts at 24)

On a failure, you are frightened for the duration of the day. All attacks are made at disadvantage, you automatically fail WIS, CON, and CHA Saving Throws, you have disadvantage on Deception, Intimidation, and Insight Checks, and you have disadvantage on DEX and STR Saving Throws.

On a success, your Patron is pleased with you for overcoming your fears. You have advantage on Insight, Perception, and Persuasion Checks. You are also immune to being charmed or frightened for the day.

Every time you succeed when this card is drawn, the DC for the save decreases by 2.

 

Expanded Spell List

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

Spell Level

Spells

1st

Detect Magic, Identify

2nd

Augury, Detect Thoughts

3rd

Summon Fey, Glyph of Warding

4th

Arcane Eye, Locate Creature

5th

Seeming, Dream

Bonus Cantrips

At 1st level, you gain access to the guidance and message cantrips. These count as warlock cantrips for you, but don't count against the number of cantrips known. 

The High Priestess

At sixth level, your Patron grants you the ability to better sees the strings of Fate. You gain Expertise in both Insight and Perception. Additionally, whenever you use an action to cast a spell or cantrip, you may use your bonus action to make a melee weapon attack. 

The Moon

Your Patron allows you to draw from the deck twice instead of once. The second card can be drawn anytime as an action. You Patron protects you from prying eyes. You are immune to the effects of Divination magic, unless you actively chose the oppposite.

Wheel of Fortune

At 14th level, you gain resistance to psychic damage. Having spent so long with your Tarot Deck, you now know every card forwards and backwards. The first time you draw a card that has duel effects, you can choose which effect on the card you are granted. You also gain the ability to look through the eyes of your Patron. A number of times equal to your proficiency bonus, you're able to activate Truesight. It last for an hour and extends to a distance of 60ft. 

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