Base Class: Warlock
You make a deal with a gambling god who grants you a pack of 52 cards, these cards can be used almost as an arcane focus. When the card is thrown it shifts into the spells mid-way through the air after the spell is cast the card reappears in your deck. If all of your cards are in the deck then you can make place them in a small pocket dimension and can use a bonus action to pull them out, this can also be done by the user putting their hands together and spreading them forming the bright vibrant cards the color of which is adjacent to that of the user's soul. These cards act as an arcane focus.
Dark Deck
Beginning at 1st level, you learn how to use this magical deck as a weapon, each card can be used as a thrown weapon in the same way as a dagger. If your deck is lost or destroyed, you can spend 1 hour to summon a new one, this can coincide with a short or long rest. When you use an Action to draw from the deck you invoke chaotic magics, the following effects occur after you draw from your deck. If in combat you can roll a 1d20 to determine the card you pull you can also use a reaction to pull out four cards of your choice that will hover close to you until you use them, if not in combat you can choose any card you please.
If you use this type of deck you gain one suit to be part of your deck now and other suits at higher levels.
1 - Spade card effects that deal or heal 1d6 damage increase in damage as you level up. They deal 2d6 at 6th level, 4d6 at 10th level and 6d6 at 14th level.
2 - You throw a card on something that can open and shut such as a door or a window and cast arcane lock, you can also throw it at a humanoid and restrain them
3 - Strange crystalline structs erupt from the ground around you, all ground within 30 feet of you becomes difficult terrain.
4 - You target a creature within 30 feet of you, the target must make a Dexterity saving throw or take 1d6 force damage and be knocked prone.
5 - You summon a tiny intangible spirit, you can send the spirit to one creature you can see and give that creature disadvantage on its attack rolls and ability checks until the end of its next turn.
6 - You summon a gust of wind in a 30-foot line in the direction you face, creatures in the wind can choose to make a Strength saving throw. On a success, they are blinded until the start of their next turn by the wind. On a failure or if they choose not to save, creatures are pushed in the direction of the wind up to 10 feet, not being pushed further if they exit the gust's range.
7 - You summon a tiny intangible spirit, you can send the spirit to one creature you can see, the creature's movement is halved and has disadvantage on its saving throws until the end of its next turn.
8 - You show the card to one creature within 30 feet that can see you. The target must make a Wisdom saving throw or take 1d4 psychic damage and become frightened of you until the end of its next turn.
9 - You target one creature within 30 feet, the target must make a Constitution saving throw or take 1d6 poison damage and become poisoned until the end of its next turn.
10 - You shoot a bolt of chaotic energy. You cast Chaos Bolt, this card requires a spell slot.
12 - You throw the card, casting Faerie Fire.
13 - You reveal the face of the card to one creature within 10 feet that can see you, the target must make a Constitution saving throw or turn to solid gold, becoming petrified until the end of its next turn.
14 - You unleash unavoidable cards from the deck. You cast Magic Missile, this effect uses one of your spell slots.
15 - You choose one creature within 30 feet of you, the creature must make a Charisma saving throw or take 1d6 psychic damage and become stunned until the start of your next turn.
16 - You draw two more cards, and the higher card (Ace being the highest) takes effect.
17 - You draw two more cards, and both take effect.
18 - You throw a card at a creature midway it transforms into a rap of vines grappling a creature till their next turn.
19 - You place a card on the ground out of that card creates a wall of force.
20 - You draw two more cards and use their effect as you see fit.
Major Arcana Tarot Deck
You gain another deck of cards to add to your original settings you roll a 1d20 to see what card you pull if you use this type of deck the cards that have effects that deal damage or heal hit points increase at certain intervals, 2d6 by 6th level, 4d6 by 10th, and 6d6 by 14th, but these cards have another feature you can use the four cards, the eyes arcanum you can roll 4 d20's and place it with in the card to hold till your next long rest, doing this you can use a reaction to give yourself or other creatures the benefit or the penalty of that card, they rest after a long rest allowing you to reroll them.
Your modifiers for the Deck is your normal spellcasting modifier: Charisma, your spell save DC is 8 + your Charisma modifier + your proficiency modifier.
Should you pull a card that requires a target and cannot or is unwilling to choose a target for its effect, the card explodes in your hand and you receive force damage equal to your Charisma modifier. The same effect occurs should you pull a card that states it requires a spell slot and you have none remaining.
1 - The Fool - You draw two more cards, and both take effect.
2 - The Magician - You regain one expended spell slot.
3 - The High Priestess - You and up to 5 other creatures regain hit points equal to your Charisma modifier plus your warlock level.
4 - The Empress - You may take the attack action and gain advantage on your attacks for the action, or you may redraw. If you then draw The Emperor card, you gain a +5 Bonus to your armor class for 1 minute, replacing the card's normal effect. If you draw The Empress card again, you may choose any card from your deck and use its effect.
5 - The Emperor - You gain a +2 bonus to your armor class and advantage on Dexterity ability checks and saving throws until the end of your next turn, or you may redraw. If you then draw The Empress card, you gain advantage on your attacks for 1 minute, replacing the card's normal effect. If you draw The Emperor card again, you may choose any card from your deck and use its effect.
6 - The Hierophant - Your weapons become imbued with sacred power, for one minute your weapon attacks deal a 1d6 additional radiant damage.
7 - The Lovers - You choose two creatures you can see that can also see each other. These creatures must make Wisdom saving throws, if one fails they are charmed by the other creature and will not take any actions unless the other creature asks them to. If both creatures fail, they become incapacitated for 1 minute while staring into each other's eyes. The effect ends early on a creature if it receives damage. You can choose one of the targets to be yourself, but you must still attempt a saving throw.
8 - The Chariot - You take the attack action, but can attack twice as many times as you can normally.
9 - Justice - You target a creature within 30 feet of you and receive varying effects depending on its alignment. If the target is Evil aligned it must make a Charisma saving throw or take 1d6 radiant damage. If the target is Good aligned it regains 1d6 hit points.
10 - The Hermit - You gain Truesight and have advantage on Intelligence and Wisdom saving throws, and ability checks for 1 minute.
12 - Wheel of Fortune - You gain a point of Inspiration, or you may draw again.
13 - Strength - You gain advantage on Strength and Constitution ability checks and saving throws for 1 minute.
14 - The Hanged Man - You target one creature within 30 feet and summon a spectral noose around its neck, every time the creature starts its turn in the noose it must make a Constitution saving throw or take 1d6 necrotic damage. Whilst held in the noose the creature has disadvantage on attack rolls. In addition, should the creature need to breathe it is possible to choke it in the same way as if it had drowned. The noose remains for 1 minute unless the target uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check to free itself from the noose versus your spell save DC, freeing itself on a success. This card consumes a spell slot.
15 - Death - You summon energies of death to bring your foes to rest. You target one creature you can see within 120 feet and make a Ranged Spell Attack against the target, on a hit the target takes 1d6 necrotic damage and must make a Wisdom saving throw or become frightened of you for 1 minute. This card consumes a spell slot.
16 - Temperance - This card restores order, you touch one creature and you can either cause it to regain 1d6 hit points or remove one Condition, such as Poisoned.
17 - The Devil - You gain a fiery mystic armor for 1 minute, during which creatures that make melee attacks against you suffer 1d6 fire damage. This card consumes a spell slot.
18 - The Star - The card bursts with starlight. All creatures within 30 feet that can see must make a Dexterity saving throw or become Blinded until the end of their next turn, including you.
19 - The Moon - The image of the moon produces rays of light that coalesce into an illusory identical replica of you. The illusion lasts 1 minute, creatures are unable to discern its true nature unless they spend an Action to make a Wisdom (Insight or Perception) check versus your spell save DC, seeing through the illusion on a success. Alternatively, a creature discerns the illusory nature of the image if it hits the illusion with a targeted attack (the illusion has your armor class).
20 - The World - Time seems to freeze for a single moment as you gain 2 extra actions this turn. This card consumes a spell slot.
Your modifiers for the Deck is your normal spellcasting modifier: Charisma, your spellsave DC being 8 + your Charisma modifier + your proficiency modifier.
Should you pull a card that requires a target and cannot or is unwilling to choose a target for its effect, the card explodes in your hand and you receive force damage equal to your Charisma modifier. The same effect occurs should you pull a card that states it requires a spell slot and you have none remaining.
Card Counting
Starting at 10th level, you have greater control over the threads of fate and fortune. Once per short or long rest, when you draw a card from your deck you can choose to draw two instead of one.
52 Card Game Deck
If you use this type of deck, you now gain another suit to be part of your deck.
1 - Club card effects that deal or heal 4d6 damage increase in damage as you level up. Their damage or healing increases to 6d6 at 14th level.
2 - Your skin and hair become translucent for 1 minute you gain advantage on stealth while wearing nothing.
3 - Draw three cards from your deck, you take damage equal to the sum of the numbers on the cards drawn, with each face card having a value of ten. The damage type is determined by rolling on the Resistances and Vulnerabilities damage type table.
4 - When you pull out the card light erupts from the card, casting the spell daylight, centered on the card.
5 - You summon a magical shield into your hands until the end of your next turn, the shield grants you a +5 bonus to your armor class and instantly blocks automatically hitting attacks, such as the magic missile spell.
6 - You create an anti-magic sphere of 30 ft. radius centered on you. Within the sphere, no magic can take effect or enter the space while it is in effect. No magical card effects occur in the sphere and preexisting magical effects end after this card is drawn. The anti-magic sphere remains for 1 minute or until you fall unconscious or die.
7 - You summon a magical weapon into your hands until the end of your next turn, the weapon deals an additional 4d6 force damage and must be a weapon you are already proficient in and have personally used in combat before.
8 - You show the card to one creature within 30 feet that can see you. If the target has less than half its maximum hit points remaining it is magically put to sleep until the end of your next turn.
9 - You target one creature within 30 feet, the target must make an Intelligence saving throw or use its next turn attacking another creature of your choice that is within 20 feet of the target.
10 - Gravity reverses in a 15 ft. radius around you, creatures within fall at normal rates upwards on their turns. The effect lasts until the end of your next turn, at which point the gravity returns to normal. If you would take falling damage from this effect it is halved by the runoff energies of the card.
11 - You regain a number of spell slots equal to your Charisma modifier.
12 - The card unleashes a devastating flame, allowing you to cast fireball.
Third Eye
Starting at 14th level, you can study your cards for four hours after allowing you to peer into the future, In doing so the DM has to tell you a 1d4 number of events that are going to happen this effect last till the next long rest after that you can do it again. This is much different than, the short reading that will allow you to predict someone's life. With these tarot cards you can see into someone's past to figure something out about them or into their mind you cast detect thoughts and can not do this again till finishing a short rest.