Base Class: Warlock
You have made a pact with a magical deck of cards. These cards hold incredible power, some of which can rival powerful wizards. These magical cards usually have a personality assigned to them, usually egotistical and brash. The cards get pleasure in making their wielders feel unlucky or unable to draw what they want, but there are rare cases of a deck reversing this trait when they know their wielder enough.
Eldritch Deck
Starting at 1st level, you gain an Eldritch Deck of cards, which hold incredible power. As a bonus action, you can draw a single card from your Eldritch Deck. This card can then later be activated to release the effect from the card, putting it back into your deck. There are three card types, Monster, Spell, and Trap Cards, which have different effects and properties. Additionally, there are two special cards which use an action to cast, but have very different effects from any other card type.
Monster Cards can be activated using an action, and summons the monster displayed on the card at an open space you can see within 15 feet of you. Your monster follows your orders, and using any of the monsters actions uses your action. When the monsters hit points are reduced to zero or 1 minute has passed since it was placed, the card is placed back into your deck. Your creatures to hit is replaced by your spell attack, and if the creature adds its strength or dexterity to a damage roll, it is replaced by your charisma modifier. The monsters movement speed is zero. You can only have a number of currently summoned monsters equal to your proficiency bonus.
Spell Cards release the displayed spell when activated. The time required to activate it is the same as the listed spell. A spell cast from a spell card is upcast to your warlock pact spell slot level, but does not use a pact slot. If the spell card is that of a spell with a level higher than your current pact slot level, then the card can be put back into the deck and you can draw again for free. A spell card does not use concentration or material components, however the duration of all spells are cut in half.
Trap Cards can be activated using a reaction, and will usually be the main type of card in your hand. These cards have small, but varied effects.
Your deck has 60 cards, and you can hold a maximum number of cards in your hand equal to double your proficiency bonus before you need to discard one to draw another. Your cards automatically return to their deck at the end of a long rest. If you draw the same card a second time, so that two copies are in the same hand, roll again. Your deck seals itself while outside of danger, making you unable to take the draw action outside of combat, however you can still expend the cards you had leftover outside of combat. The cards and their effects are listed below, on the Deck Table.
Deck Table
|
D60 |
Card |
Effect |
|
1 |
Trap - Banquet |
As a reaction, when you are hungry, you can stop being hungry. |
|
2 |
Trap - Quick Shunt |
As a reaction, when you are out of movement speed, you can move yourself or a creature you can see an additional 5 feet in any direction. |
|
3 |
Spell - Message |
You cast Message. |
|
4 |
Spell - Solstice |
You cast Frostbite or Sacred Flame, at the target's choice. |
|
5 |
Monster - Boar |
You summon a Boar. |
|
6 |
Monster - Axe Beak |
You summon an Axe Beak. |
|
7 |
Trap - Magic Arrow |
As a reaction, when you or an ally are damaged, you can choose to have the attacker take half of the damage they dealt to the target. |
|
8 |
Trap - Dire Gambit |
As a reaction, when you are reduced to less than half of your hitpoints by an attack, you can roll a d4. Before you roll, select two numbers. If the d4 lands on one of those numbers, the creature who attacked you loses their next turn. If the ide lands on any of the other two numbers, you lose your next turn. |
|
9 |
Spell - Enhance Ability |
You cast Enhance Ability. |
|
10 |
Spell - Gift of Alacrity |
You cast Gift of Alacrity. |
|
11 |
Monster - Ape |
You summon an Ape. |
|
12 |
Monster - Crocodile |
You summon a Crocodile. |
|
13 |
Trap - Hangman's Extreme |
As a reaction, when an enemy creature attacks you, you can roll 1d4. If the result is a 4, then draw 2 cards. If the result is a 1, then you must discard one other card. |
|
14 |
Trap - Fortitude Rescue |
As a reaction, when you are reduced to zero hit points, you can get back up with 1 hit point. |
|
15 |
Spell - Darkness |
You cast Darkness. |
|
16 |
Spell - Jump |
You cast Jump. |
|
17 |
Monster - Constrictor Snake |
You summon a Constrictor Snake. |
|
18 |
Monster - Giant Bat |
You summon a Giant Bat. |
|
19 |
Trap - Discard’s Taunt |
As a reaction, when you discard one of your cards, you can deal an amount of psychic damage equal to your level to one target who can see you within 60 feet. |
|
20 |
Trap - Paragon Sentry |
As a reaction, when a creature leaves your melee attack range, you can force them to make a wisdom saving throw, halting their movement if they fail. |
|
21 |
Spell - Cure Wounds |
You cast Cure Wounds. |
|
22 |
Spell - Longstrider |
You cast Longstrider. |
|
23 |
Monster - Giant Snail |
You summon a Giant Snail. |
|
24 |
Monster - Velociraptor |
You summon a Velociraptor. |
|
25 |
Trap - Clock of Fate |
As a reaction, when a new round starts, you can skip the round. Progressing time, but not allowing any new actions. Your reaction is still used in that new round. |
|
26 |
Trap - Spring Ground |
As a reaction, when you are about to fall prone, you can choose to not fall prone. |
|
27 |
Spell - Healing Word |
You cast Healing Word. |
|
28 |
Spell - Detect Thoughts |
You cast Detect Thoughts. |
|
29 |
Monster - Wolf |
You summon a Wolf. |
|
30 |
Special - Absolute Berserker Rage |
As an action, you can put this card into effect. Draw another card and select one creature you can see within 60 feet. If the drawn card is a monster card, that target takes 1d12 force damage, and the monster card is put back into the deck. Keep drawing cards, until you pull a card which is not a monster card. |
|
31 |
Trap - Morale Crush |
As a reaction, when you or an ally creature is damaged, you can force the target to make a Wisdom saving throw. On a failure, they cannot use that attack or feature for 1 minute. |
|
32 |
Trap - Pot of Wrath |
As a reaction, when an ally creature is downed, draw 2 cards. |
|
33 |
Spell - Feather Fall |
You cast Feather Fall. |
|
34 |
Spell - Hex |
You cast Hex. |
|
35 |
Monster - Lion |
You summon a Lion. |
|
36 |
Monster - Giant Octopus |
You summon a Giant Octopus. |
|
37 |
Trap - Eldritch Sacrifice |
As a reaction, when you expend a pact slot, you can regain that pact slot at the cost of damage equal to the slots level multiplied by three. |
|
38 |
Trap - Blood Magic |
As a reaction, when you cast a single target damage cantrip, you can choose to be hurt for half of the damage rolled, but make the target vulnerable to the damage. |
|
39 |
Spell - Mage Armor |
You cast Mage Armor. |
|
40 |
Spell - Identify |
You cast Identify. |
|
41 |
Monster - Brown Bear |
You summon a Brown Bear. |
|
42 |
Monster - Two-Headed Crocodile |
You summon a Two-Headed Crocodile. |
|
43 |
Trap - Bandit’s Get-Away |
As a reaction, when you run out of movement speed, you can increase your movement speed by 30 feet. |
|
44 |
Trap - Reliable Pinch |
As a reaction, when you fail a skill check, you can add a bonus equal to twice your spellcasting modifier. |
|
45 |
Spell - Misty Step |
You cast Misty Step. |
|
46 |
Spell - Hold Person |
You cast Hold Person. |
|
47 |
Monster - Giant Eagle |
You summon a Giant Eagle. |
|
48 |
Monster - Tiger |
You summon a Tiger. |
|
49 |
Trap - Card Share |
As a reaction, when you draw a card, you can give the card you just drew to a creature of your choice within 20 feet. That creature can then access the effects of the card. Once they use it, it is returned to the deck like normal. |
|
50 |
Trap - Delayed Burden |
As a reaction, when you are given a status condition, you can become lifted of its effects until the end of your next turn. |
|
51 |
Spell - Fireball |
You cast Fireball. |
|
52 |
Spell - Haste |
You cast Haste. |
|
53 |
Monster - Giant Spider |
You summon a Giant Spider. |
|
54 |
Monster - Dire Wolf |
You summon a Dire Wolf. |
|
55 |
Trap - Book Burn |
As a reaction, when you draw a spell card, put the card back into the deck and draw again. |
|
56 |
Trap - Body Block |
As a reaction, when a creature attacks you or a monster you summoned from a monster card, you can switch places with your monster if you’re within 30 feet of them. Upon doing so, the attack is made against you or the monster, whoever teleported into the attack. |
|
57 |
Spell - Invisibility |
You cast Invisibility. |
|
58 |
Spell - Hypnotic Pattern |
You cast Hypnotic Pattern. |
|
59 |
Monster - Giant Boar |
You summon a Giant Boar. |
|
60 |
Special - Millennium Time Dragon |
As an action, you can put this card into effect. When you first discard this card, and at the start of your next two turns, roll 1d4 and call even or odd. If you guess it right, one creature within 60 feet of you takes 4d6 force damage. If you guess wrong, you take the damage instead. If you guess right all three times, the final target takes 8d6 force damage instead of 4d6. The effect ends early if you are incapacitated. |
Card Games
Additionally, when you choose this pact at 1st level, you gain proficiency in Playing Card Sets
Card Chain
Starting at 6th level, you can use your trap cards more reliably. Once per short rest, you can activate a trap card without expending your reaction.
Quick Draw
Starting at 10th level, you can draw a card extremely fast. When you roll initiative, you draw one card. You can choose to roll initiative with disadvantage, which grants you two cards instead of one.
Just What I Needed
Starting at 14th level, you seem to get the perfect card when you need it. Once per long rest, when you draw a card, you can choose which card you want to draw. You can activate this ability before or after you roll the dice.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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6/25/2022 5:05:16 PM
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3
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0
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Coming Soon
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