Warlock
Base Class: Warlock

****.

Expanded Spell List

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

Fiend Expanded Spells
Spell Level Spells

1st

chaos bolt, command

2nd

invisibility, alter self

3rd

fireball, bestow curse

4th

greater invisibility, confusion

5th

scrying, dominate person

Center point of the Universe

Starting at first level, your reactions become loosened, to the point where you mindlessly begin to abide by the will of the cards you've cursed yourself to. 

on your turn, as a bonus action, you may pull a card from your deck. starting at first level your deck only has ten cards in it, doing so will set what you can do using this feature for the rest of the day. outside of combat this counts as an "item interaction", if it ever matters.

after activating this feature, you cannot pull another card from the deck; but you may use the effect as many times as it states. using the effect takes 1 bonus action.

The High Priestess, Upright: as a bonus action you may heal you or an ally for 1d4 damage; you may use this infinitely until the next day.

The High Priestess, Reversed: as a bonus action, you may give one ally advantage on their next attack. doing so makes it so that they cannot activate a feature (class and racial) for the rest of the round, after they make their attack. if they do not make an attack for the entire round they gain advantage on any d20 roll on their first roll of a d20. this can only be done three times before days end

The Empress, Reversed: as a bonus action, flip a coin. heads, you target one of your ally's, tails you target an enemy. targeted creature cannot speak, cast spells, or use a feature (class and racial). you may do this five times before days end.

The Empress, Upright: once per combat, one spell of your choice has double healing/damage dice rolled.

The Emperor, Upright: as a reaction, you may cast counterspell, it may only be casted up to 7th level. you can do this three time until days end.

The Emperor, Reversed: the next attack made against an ally deals double damage, before modifiers including extra crit dice. (if a crit is made, the crit doubles the initial dice, not the emperor's extra dice.)

The Chariot, Upright: on a roll of a d4, one vehicle is warped into reality somewhere within 200 ft of you. the Vehicle lasts 2 days, or until dispelled.
d1: an open top, old ragged wagon pulled by two ghost horses, the right horse claims to be Tibalt, an amazing bard who claims to have deceived kings and queens, the left horse Valki, claiming everything Tibalt says is a lie. the wagon is made out of maple wood, and occasionally oozes a disgusting transparent ooze onto the player, but when dispelled the ooze itself is dispelled aswell, the feeling of stickiness will last for at least 3 days. 

d2:a little house carried by 15 blue goblins, wearing nothing but rags. the house is 10ft by 10 ft big, and it is very comfortable, the floor is cloth and the windows are paper, but the goblins will complain about how heavy you are, and if confronted about complaining they will shy their way out of the situation by acting like they didn't mean anything they said, but once left alone for fifteen minutes the goblins will begin to complain once more. all of the goblins are named "Keith". due to the complaining goblins, the house moves at half the determined movement of a normal cart, but you will not suffer any detriments given by disturbed rest while you are inside the house. 

d3:a man in a row boat will be waiting on land for you. the man has bloodshot eyes, and a really big, poorly groomed white beard, he speaks in a southern accent and claims his name is "the black owl". his row boat can fit up to 5 other people. when "the black owl" begins to row his row boat, its as if some water is surrounding it, noises of splashes can be heard if you are in the boat, and it moves as if it is in water, it is up to the dms discretion if the water is stormy, or tame, but when forcibly removed from the boat, you take 2d10 psychic damage. 

d4: a dwarf selling soup from the east pulls his little soup cart, for reference purposes, google "ramen cart". the dwarfs name is urist, and he will do nothing but pull his soup cart and talk with the party about random things that commoners really shouldn't know, like chemical compounds, random science facts, and unique questions about spell interactions. if an elf is in the party, urist will constantly try his best to poison the elves soup, and call them really mean names. when asked why, urist will go on a one day rant about how the elves are scum of the earth, for many MANY reasons, all of which are up to dm's discretion. while traveling with urist you travel at normal walking speed, but you do not suffer from exhaustion when walking with urist. 

The Chariot, Reversed: when this card is drawn, whatever means of transportation you use cannot be used to venture. if you use a wagon, the back to wheels will be randomly stolen, and wheels will not be sold for a day. if you are walking, your legs will go sore, and you will suffer from one point of exhuastion if you walk more than 12 hours worth of travel, this effect lasts one day.

Judgement, Upright: a paracasual weapon of your choice begins you construct in your hands, on your turn you may make an attack with this weapon as a bonus action, it deals 1d4+charisma force damage, and at 6th level it becomes 1d6+charisma force damage. it lasts until the end of the day.

Judgement, Reversed: all attacks made against you are made with disadvantage, and if you make a spell save you have advantage, but you take double damage before crit bonus' (crits make it quadruple), and if it is a spell you take three times as much damage. this effect lasts until the end of the day.


to determine which of these affects apply to you, roll 1d10. going from top to bottom (top being 1 bottom being 10) will be what happens.

Immaculate Blessings.

Starting at Sixth level,  you're allowed to pull twice from Center point of the Universe. if you roll the same card, reroll.

one card is added to Center point of the Universe. 

The Hanged Man, Upright: once you fail all death saves, you go back to one hit point, and are unconscious. if you are to hit 0 hitpoints again in the next week, you will die instantly. this can only be used once before days end.

The Hanged Man, Reversed: every time you enter combat for the duration, flip a coin. heads, choose an ally, tails, the dm chooses an enemy. targeted creature has double the use of the first feat they use in combat, if it has a limited amount of uses.

if it doesnt, the effect doesnt proc until targeted creature uses an ability with limited uses. 

 

when rolling for "Center point of the Universe", roll a d12, the hanged man upright and reversed are put at the bottom of the list.

To the Beyond.

as an action, choose one enemy. targeted creature is teleported to a pocket dimension, where the cards decide what happen, you as well are pulled into this dimension.

combat does not happen in this place of change, for the cards events will intervene. roll a d10 per round, following effects happen in the pocket dimension.

1: you are knocked unconscious, and both you and targeted creature are teleported back to the material plane
2:target creature takes a quarter of their max HP. you also take a quarter of your max HP. the damage is psychic damage.
3:chains bind this realm, nothing happens for one turn as both you and target creature are stunned at the ever changing scenery.
4:target creature takes half of their max hp, and is teleported to the material plane. you aswell take half of your max hp, and are teleported to the material plane. this damage is psychic damage.
5:target creature takes a quarter of their max HP, this damage is force damage.
6:you take a quarter of your max HP, this damage is force damage.
7:Target creature is dealt 3/4ths of its max HP, and is teleported back to the material plane. you are knocked unconscious, but youre also returned to the material plane, for the sake of resistances if any, the damage is psychic damage.
8:you may pull from your deck of cards again here, you may choose whether you dismiss one of the old abilities you have to keep this one, or to discard this one, the creature gains one resistance of dm's discretion.
9:both of you are charmed for the other 'team', and returned to the material plane, you may re-roll your Centerpoint of the universe, but the dm can decide what is gained from it, this lasts for aslong as the dm decides.
10:you return to the material plane, victorious, unscratched, as whatever enemy you took with you is returned, unconscious.

Orbiting Responsibility

Starting at 14th level, your understanding of this unknown being is vast, and it begins to aide you in your travels. three times per day, you may re roll any d20 roll.

add these four cards to the bottom of "Center point of the Universe"

Strength, Upright: you gain advantage on 3 saving throws of your choice until the end of the day.

Strength, Reverse: you gain disadvantage on the next 3 saving throws made. 

The Hermit, Upright: three creatures of your choice gain a "bardic inspiration" dice (d8)

The Hermit, Reversed: when casting a spell, roll a dc 14 wisdom save, on a fail, roll on the "wild magic" chart. on a success, your next spell does not suffer this effect.

The Devil, Reversed: you may end one effect on an ally, you can do this 3 times until the end of day.

The Devil, Upright: out of fear, you call upon the power of whatever patron lies within your deck of cards. every time you enter combat, roll a charisma saving throw (DC18), on a fail, your patron controls your body for 3 turns, they may use your class features without having to roll for drawing the card.

The Moon, Upright: without using warlock spell slots, you may make one creature undergo the effects of fear (with the respective save), this bypasses immunity. you may use this 3 times until the end of day

The Moon, Reversed: you are immune to enthrall, fear, and charm, for until the end of day.

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