Warlock
Base Class: Warlock

The pact made with this patron provides the player with a magical deck of cards that determines the casted spells and works as their spell focus as well. These spells can have a different impact on the spells effectiveness. The player will roll 1d6 to determine how (un)lucky the effect is of the spell.

[roll]1d6[/roll]

Number on Die

Outcome Name

Outcome Effect (Always Rounded Up)

 1

Bad beat

75% Less Healing/Damage

 2

Muck

50% Less Healing/Damage

 3

Push

Standard Healing/Damage

 4

Push

Standard Healing/Damage

 5

Win

50% more Healing/Damage

 6

Jackpot

100% More Healing/Damage

 

The Gambler's Hand

1st-level Gambler feature

Your patron gifts you a magical deck of cards that grants you a measure of the Gambler's power. The deck is classified as a Tiny object, and you can use it as a spellcasting focus for your spells. The pact made with this patron provides the player with a magical deck of cards that determines the casted spells and works as their spell focus as well. These spells can have a different impact on the spells effectiveness. The player will roll 1d6 to determine how (un)lucky the effect is of the spell. As a warlock, all pact spells  (excluding cantrips) are casted at max possible level, this only limits the initial spell choice.

[roll]1d6[/roll]

Number on Die

Outcome Name

Outcome Effect (Always Rounded Up)

 1

Bad beat

75% Less Healing/Damage

 2

Muck

50% Less Healing/Damage

 3

Push

Standard Healing/Damage

 4

Push

Standard Healing/Damage

 5

Win

50% more Healing/Damage

 6

Jackpot

100% More Healing/Damage

 

Throwing Cards

The magical deck of cards bestowed upon the character also acts as a throwable weapon. Any card thrown from the deck is magically returned to the deck upon impact. The cards are similar to that of an eldritch blast. The throwing card attack deals [roll]1d10[/roll]+{{proficiency+modifier:cha}} slashing damage. You can sling out an additional card at levels 5, 11, and 17. 

Gambling Style

1st-level Gambler feature

You adopt a particular gambling style from your patron. Each style has a different effect on the character. The following gambling styles are the aggressor, the tell-reader, the analyzer, the lucky-one, the cheat, or the dealer.

Gambling Style: The Aggressor

You have adopted a gambling style from your patron.

You now have advantage on attacks with the throwing cards and gain a +2 to hit and damage.

 

Gambling Style: The Analyzer

You adopt a gambling style from your patron.

You have advantage on saving throws that you can see. While on the battlefield you can spend a bonus action analyzing an enemy. You can choose to discover a weakness, resistances, immunities, AC, or modifiers.

Gambling Style: The Cheat

You are gain expertise in sleight of hand and stealth. In addition in doing so you can't roll below a 10 on these ability checks. When rolled a 1-9 on the die is considered a 10 on the roll.

Gambling Style: The Dealer

You gain the ability to manipulate your magical deck of cards as you cast spells. With this selected gambling style you get the ability to roll 2d6 when determining (un)luckiness of the spells. After rolling the dice you can choose one of the two outcomes to utilize.

Gambling Style: The Lucky One

You have adopted a gambling style from your patron.

You seem to have extraordinary luck, which you have learned to mystically change the ebb and flow of battle. You’re not sure how you do it you just wish it, and it happens. Surely a sign of fortune’s favor!

When you or an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The new roll must be used.

If any enemy you see within 30 feet lands a critical hit or succeeds on a saving throw, you can force them to reroll their die.

You have a number of charges equal to your CHA modifier + 1, and regain charges after a long rest.

This ability does not stack with the Luck Feat, Halfling Luck, or another source of Bountiful Luck.

Gambling Style: The Tell-Reader

 You have learned a gambling style from your patron.

Since you are a master of reading people's body language, you are now an expert in perception and insight. In addition to being able to read people you also know how to disguise your own intentions, so you gain expertise deception. Lastly any roll below a 9 on a d20 are treated as a 10 for those particular skill checks. 

Marked Cards

6th-level Gambler Feature

You gain access to the feature called Marked Cards. Prior to rolling for an attack with your throwing cards you can place a mark on the card which can have a different effect a successful hit. You gain a number of uses equal to your Warlock Level (minimum of 6 when this feature gets unlocked). You can expend a use to mark on a single card, however, you can mark multiple cards a round. For example at level 5 you gain the novice thrower improvement which allows you to place 

Name

Effect

Mark of the Monte

This mark illuminates the target giving the next attack against this marked creature has advantage

Mark of Misdirection

This mark dazes the target giving them disadvantage on their next attack

Mark of the Split

This mark causes the card to split on impact dealing half damage to all creatures 5ft. from the target

Mark of the Mind

This mark allows the gambler to read the creatures next general intention (attack, spell use, movement, etc.)

Mark of the Bluff

This forces the creature to target the creature of your choice on their next turn

Mark of the Shove

You are all in! Expending any number of uses to use multiple Marks (excluding this one). After doing so immediately your turn (you will lose unspent attacks, bonus actions, and movements) The caster can’t move, take actions, reactions, or bonus actions until after their next turn, as the adrenaline crash takes over

Imbued Throwing Cards

6th-level Gambler feature

 

Lady Luck imbues your deck of cards with more magic. The damage dealt from the throwing cards are now classified as a magical weapon to overcome resistances. in addition the attack can now have a special effect. 

On a d4

Magical effect

1

No additional effect

2

Gives your next Attack Advantage

3

Heals yourself for Half the Damage Dealt

4

Adds an additional 1d8 elemental damage (your choice)

Master of Styles

10th-level Gambler Feature

You seem to be a jack of all trades. Beginning at 10th warlock-level you learn a second gambling style.  

Cheating Death

14th-level Gambler Feature

You seemed to have the uncanny ability to cheat death itself. When unconscious and making death saving throws, you gain advantage on the rolls. In addition to that, any attack made against you that only counts a non-critical and counts as a single failure.

Cheating The Uncheatable?

14th-level Gambler Feature

You seem to have the ability to effect the outcome to mess with the fates. You are one of the few people who can cheat the DECK OF MANY THINGS. After drawing you may reshuffle half of the # of drawn cards (rounded down) back into the deck and redraw the number shuffled. This can be done after learning the outcome of the drawn card.

Previous Versions

Name Date Modified Views Adds Version Actions
5/25/2021 3:32:15 AM
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4/24/2022 7:02:10 PM
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1.2
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