Base Class: Warlock
You have a pact with fate itself. It speaks to you with the help of the tarot cards. You have been chosen to fulfill the desires and intrigues of fate and are one of the few people who are able to understand the cards. You walk around the world with nothing but your deck. Fate speaks to you, gives you instructions that you trust blindly. You’d kill anyone without blinking an eye if they tried to steal your deck.
Expanded Spell List
The Tarot deck 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.
Archfey Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
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2nd |
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3rd |
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4th |
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5th |
Tarot Deck
You have a deck of cards that you and any creature you allow can pull from and gain a boon. A creature is able to use the drawn card's ability anytime as a bonus action.
As the card is drawn the magics are infused in the drawer, and the card returns to the deck. A person can only be infused with one boon at any certain time. The drawn card can be replaced by a new one once per short rest.
| Tarot Card | Ability |
|---|---|
|
0 Fool |
Gain one luck point |
|
I Magician |
add +5 to any magical attack role |
|
II High Priestess |
cast cure wounds at 1st level |
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III Empress |
gain advantage for one ability check/attack |
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IV Emperor |
give disadventage to one creature in sight |
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V Hierophant |
gain knowledge about one chosen stat of an enemy |
|
VI Lover |
cast charm person DC 15 |
|
VII Chariot |
use Disengage or Dodge action |
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VIII Strength |
gain +2 to Strength for 10 min |
|
IX Hermit |
cast commune with nature |
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X Wheel of Fortune |
once activated you change your apperance and gender randomly for 1 hour Gender: Roll a d6: 1, 3, 5: male 2, 4, 6: female Races: Roll a d6 1: human 2: elf 3: dwarf 4: goliath 5: tabaxi 6: owlin |
|
XI Justice |
(AS REACTION) when a creature attacks you, as a reaction deal 1d8 radiant damage to it |
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XII Hanged Man |
cast fly at 3rd level on yourself |
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XIII Death |
choose to succeed a Death Save |
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XIV Temperance |
remove 1 level of exhaustion |
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XV Devil |
Summon a Hellhound (MM. P 182) for 3 rounds to your cause |
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XVI Tower |
remove the next condition that you would gain |
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XVII Star |
cast lightning bolt at 3rd level |
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XVIII Moon |
cast moonbeam at 3rd level |
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XIX Sun |
cast fireball at 3rd level |
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XX Judgement |
summon 1d4 skeletons (MM. P. 272) to your cause |
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XXI World |
You can teleport to an empty space you can see within 40ft |
Soul of Fate
Starting at 6th level your soul gets more intertwined with fate. Thus letting you store 2 cards at the same time. This counts only for you others are still limited to 1 card at a time.
Protection from Disbelieve
If an attack hits you directly and before applying the damage, you can draw a card from the lesser Arcana pile and consult the table shown below.
|
Tarot Card |
Ability |
|---|---|
|
Wands |
Impose Disadvantage on the triggering attack (can result in the attack eventually missing) |
|
Coins |
Gain resistance to the type of damage the attack was until the end of your next turn |
|
Cups |
Gain 1d4 x your Charisma Mod as Temporary hits points |
|
Swords |
Retaliate half the damage dealt (keeping the damage type) by the triggering attack back to the attacker |
Master of Cards
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
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