Base Class: Warlock
Pact of the Trickster Warlocks make tend to make pacts to trickster domain gods or any other powerful tricksters to gain an unfair advantage in shows, fortune tellings, and gambling. these pacts usually lead to the patron using you to fulfill seemingly impossible stunts for their amusement. At the start they gift you two card decks a spell card deck and a seemingly normal tarot card deck.
Master trickster
When you choose your tarot card you draw two instead of one. Also you now receive another trap card from your patron.
Tricksters spell expansion
Your trickster patron gifts you these spells to use for your own fooling and fun when ur able to cast them.
Arcane deck
When you choose this subclass your card’s image turns into spells you know. Each card showing a different spell you have prepared. This deck becomes your spell-casting/arcane focus automatically.
bound card weapons
filler
Tarot's secret
At 6th level, you can harness the power of the Major Arcana cards. After each long rest, choose 11 of the Major Arcana cards, shuffle them, and draw one. This card grants you an ability as detailed in the chart below. At the end of a short rest, you can choose to discard the card and draw a different one. At the end of a long rest, you must discard the card and draw a new one. At the end of a long rest, you also create a different set of 11 cards to draw from.
The Fool: Take half damage from falling; does not suffer ill effects from heat or cold. You have the Rustic Hospitality feature from the Folk Hero background.
The Magician: become proficient in Arcana, if already proficiency bonus is doubled. Choose a wizard cantrip; you know it. You can cast magic missile without expending a spell slot; you regain this ability at the end of a short rest.
The High Priestess: Become proficient in persuasion, if already proficiency bonus is doubled. Once per short rest, you can cast suggestion by expending a warlock spell slot.
The Empress: Become proficient in Nature, if already proficiency bonus is doubled. You can speak Druidic. And you get the natural recovery feature from the circle of land.
The Emperor: Become proficient in Intimidation, and if aready proficiency bonus is doubled. Once per short rest, you can cast command by expending a warlock spell slot.
The Hierophant: Proficient in Religion, proficiency bonus is doubled. You can turn undead as a cleric, but you can only target a single creature. It makes a Wisdom save against your spell save DC. This ability returns at the end of a short rest.
The Lovers: You can use an action to know what a creature most desires. You can cast charm person without expending a spell slot. This ability returns at the end of a short rest.
The Chariot: You and your allies add 10 to their movement speed.
Strength: You are considered one size larger for the purposes of lifting and carrying. You become proficient in athletics, if already proficiency is doubled. Add 2 to strength.
The Hermit: You get truesight of 10ft, and you have advantage on saving throws against illusions. You can cast zone of truth at will without expending a spell slot, but it must be centered on yourself. You can choose to fail your saving throw; if so, everyone else gets disadvantage on the save.
Wheel of Fortune: You gain 1 luck point which acts like the lucky feat points and regains at every long rest.
Justice: The first time you commit a faux pas or crime that isn't huge in a single place or culture (DM's discretion), you are forgiven.
The Hanged Man: You have no need to breathe, eat, or drink.
Death: You resist necrotic damage and can cast speak with dead without expending a spell slot.
Temperance: You have resistance to poison and acid damage. You are immune to the poisoned condition. Spells you cast that deal poison or acid damage do 1d6 additional damage.
The Devil: You can sense the nearest valuable item or cache of treasure. You can spend copper as though it's silver and silver as though it's gold. Once this card is discarded, the illusion ends.
The Tower: You have resistance to bludgeoning, piercing, and slashing damage. You have +2 AC.
The Star: Gain darkvision, 60' or add 60' to your darkvision. You can cast faerie fire at will without expending a spell slot.
The Moon: You are immune to charm and fear effects. As a reaction you can enter a state of stasis, during which you are immobile, unable to speak, can't take actions, and are immune to all damage and effects. You can do this for up to 1 minutes. You have 3 uses of this.
The Sun: You have resistance to fire and radiant damage. Spells you cast that deal fire or radiant damage do 1d6 extra damage.
Judgment: You can cast detect good and evil without expending a spell slot. On hitting a creature that you've seen with detect good and evil, you can expend a spell slot to deal 1d10 extra damage.
The World: You have resistance to thunder, lightning, and force damage. Spells you cast that deal thunder, lightning, or force damage deal 1d6 extra damage. This does not apply to eldritch blast.
Trap card
With this new card as a reaction when you are targeted by a spell that only effects you and does damage then you can activate it and capture the spell and cast it as an action. This spell lasts in the card for 24 hours. Once the card is used you cannot trap another spell until a long rest. The spell you capture must be in the range of you spell level range.
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Posted May 27, 2020Seems pretty powerful. I'd accept players with that class & domain only if it were a party of 3, else I feel it could become unbalanced.