Warlock
Base Class: Warlock

You have a fascination with time and the ways of destiny. You have become a practiced tarot reader and can use these readings to cast magic in unique and interesting ways, although you may not always be able to predict it.

I created this subclass to be used with the official D&D tarot card set, but it should be easy enough to set the tarot cards for each spell if you are using a modified set. This is a very rough pass that hasn't been play tested at all, but I hope the flavor and abilities lead to some fun gameplay. I had a lot of fun making this!

Tarot Spellcasting

The fates have blessed you with the power to determine destinies.

At first level, you gain a list of 22 tarot spells which you can cast without using a spell slot a number of times per day equal to a quarter of your warlock level rounded up. To cast these spells you must give a 5 card spread tarot reading using a full deck of Major and Minor Arcana. The Major Arcana determine which spells you can cast while using this ability and the Minor Arcana determine modifiers you can use on those spells. If you only draw Minor Arcana, you can choose any spell from the list that you have a spell slot to cast. If you draw only Major Arcana, you can choose any spell from the list regardless of level. If you draw a Major Arcana associated with a spell you are unable to cast, treat this as an option to cast either Chaos Bolt OR Augury.

Tarot Spellcasting Modifiers

Suit Modifier If the card drawn was a king
Strength (Swords) Cast the spell one spell slot level higher 2 levels higher instead
Intelligence (Wands) Change the damage type of a spell to that of another spell you know Change to any damage type
Wisdom (Cups) Double the range of the spell (If touch, range is now 10 feet) Triple the range of a spell
Charisma (Pentacles) Ignore the Verbal or Somatic Components of a spell Ignore material components

 

The first 11 Tarot spells and their associated Major Arcana are given in the table below. The other 11 are given upon your choice of fate.

Tarot Casting Spells

Level Spells Associated Card
1 Healing Word The Heirophant
1 Bless The Star
1 Chromatic Orb The World
2 Blur The Fool
2 Enhance Ability The Wheel of Fortune
3 Bestow Curse The Hanged Man
3 Fireball The Sun
4 Blight Death
4 Confusion The Devil
5 Modify Memory The Moon
5 Commune Temperance

Choice of Fates

At 1st level, you have chosen an aspect of the fates to focus on, either the past, present, or future. The past gains ancient knowledge, but loses some of their grasp upon the future. The present gains a cursed deck to help them affect the present. The future gains a greater ability to impact what is to come. Each has their own half of the Tarot Spellcasting list. You can combine this half with the list given in the Tarot Spellcasting feature description to get the full list of 20 Tarot spells.

Future

You have been given the power to read and influence the future.

The other half of your Tarot Spell list is as follows:

Level Spells Associated Card
1 Gift of Alacrity The Chariot
1 Guiding Bolt The Lovers
1 Silvery Barbs The Hermit
1 Shield The Tower
2 Fortune's Favor Justice
3 Beacon of Hope The High Priestess
3 Counterspell The Magician
4 Death Ward Judgement
4 Storm Sphere Strength
5 Telekinesis The Empress
5 Temporal Shunt The Emperor

Past

You have developed a close connection to the past and have become obsessed with it giving you forbidden knowledge and secrets as well as an immutable, unbendable will. However, this search for past knowledge has left you with less grasp over the present and future.

The other half of your Tarot Spell List is as follows:

Level Spells Associated Card
1 Chaos Bolt The Chariot
1 Detect Magic The Hermit
1 Bane The Tower
2 Borrowed Knowledge The Lovers
2 Immovable Object Strength
3 Intellect Fortress The High Priestess
3 Hunger of Hadar Justice
4 Evard's Black Tentacles Judgement
4 Otiluke's Resilient Sphere The Magician
5 Hold Monster The Empress
5 Enervation The Emperor

Present

You have been granted the power to sway the present by the fates.

The other half of your Tarot Spell List is as follows:

Level Spells Associated Roll
1 Hail of Thorns 2
1 Shield of Faith 4
1 Ensnaring Strike  
2 Blindness/Deafness The Lovers
2 Kinetic Jaunt The Empress
3 Haste The Chariot
3 Lightning Arrow Justice
4 Greater Invisibility The Magician
4 Stoneskin The Emperor
5 Steel Wind Strike Strength
5 Far Step The High Priestess

Gift of Fate

Upon expressing your devotion to them at 1st level, the fates give you one of three gifts depending on which aspect of the fates you choose to invest in: Past, Present, or Future.

Chaotic Knowledge

The past is a great well of information that cannot be controlled.

You gain a single eldritch invocation which does not count against your total number of invocations known. However, none of your invocations are set. Each morning, you must do a Tarot reading with a spread of cards equal to the number of invocations you can learn + your proficiency modifier. If you draw a Minor Arcana you may then choose which invocations you would like for the day based on which you pulled from the chart below. You do not need to fulfill the level or pact prerequisites for each invocation, but if an invocation requires an item from a specific pact or spell a spell to be known, you must have the item or spell to choose that option. For each Major Arcana you draw, you may choose any invocation from the list which you meet the prerequisites for.

Card Pulled Invocation Card Pulled Invocation
Ace of Strength (Swords) Eldritch Spear Ace of Wisdom (Cups) Devil's Sight
2 of Strength Agonizing Blast 2 of Wisdom Beast Speech
3 of Strength Repelling Blast 3 of Wisdom Fiendish Vigor
4 of Strength Grasp of Hadar 4 of Wisdom Misty Visions
5 of Strength Lance of Lethargy 5 of Wisdom Dreadful Word
6 of Strength Additional Blast (gain an extra beam when using Eldritch Blast) 6 of Wisdom Bond of the Talisman
7 of Strength Eldritch Smite 7 of Wisdom Sign of Ill Omen
8 of Strength Gift of the Depths 8 of Wisdom Aspect of the Moon
9 of Strength Lifedrinker 9 of Wisdom Ghostly Gaze
10 of Strength Improved Pact Weapon 10 of Wisdom Gift of the Ever-Living Ones
Page of Strength Otherworldly Leap Page of Wisdom Undying Servitude
Knight of Strength Tomb of Levistus Knight of Wisdom Investment of the Chain Master
Queen of Strength Gift of the Protectors Queen of Wisdom Sculptor of Flesh
King of Strength Thirsting Blade King of Wisdom Visions of Distant Realms
Ace of Intelligence (Wands) Eyes of the Rune Keeper Ace of Charisma (Pentacles) Cloak of Flies
2 of Intelligence Armor of Shadows 2 of Charisma Beguiling Influence
3 of Intelligence Eldritch Sight 3 of Charisma Gaze of Two Minds
4 of Intelligence Voice of the Chain Master 4 of Charisma One with Shadows
5 of Intelligence Eyes of the Rune Keeper 5 of Charisma Thief of Five Fates
6 of Intelligence Eldritch Mind 6 of Charisma Mask of Many Faces
7 of Intelligence Protection of the Talisman 7 of Charisma Trickster's Escape
8 of Intelligence Rebuke of the Talisman 8 of Charisma Maddening Hex
9 of Intelligence Mire the Mind 9 of Charisma Relentless Hex
10 of Intelligence Book of Ancient Secrets 10 of Charisma Whispers of the Grave
Page of Intelligence Ascendant Step Page of Charisma Bewitching Whispers
Knight of Intelligence Minions of Chaos Knight of Charisma Far Scribe
Queen of Intelligence Shroud of Shadow Queen of Charisma Master of Myriad Forms
King of Intelligence Witch Sight King of Charisma Chains of Caceri

Curse of the Cards

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you may attack another creature within your deck's range of the deceased target with your cursed cards.

You can’t use this feature again until you finish a short or long rest

 

Additionally, you acquire the training necessary to effectively use your cursed tarot deck. You gain proficiency with shields and weapons with the ranged or thrown property.

The influence of your patron also allows you to mystically channel your will through your cards. Whenever you finish a long rest, you can focus on one weapon one weapon that you are proficient with and that has the thrown or ranged property. Your cursed deck gains the properties of that weapon and can be used as a throwing weapon with the range and damage die of the weapon you focused on. When you attack with your cards, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Fateful Influence

You gain the ability to influence your Tarot readings more. Instead of making a reading when you use your Tarot Spellcasting feature, you make your readings at the beginning of the day and can choose when to use each spell throughout the day without the use of a spell slot.

Thread of Time

At 6th level, you have advanced your devotion to the thread of time enough to gain another magical benefit. Choose from any of the three options below: Past, Present, or Future

Bend the Future

You gain the ability to manipulate the future to your will. You gain a number of fate dice equal to your proficiency bonus that recharge on a long rest.

Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to expend a fate dice and roll a d6 to add the number rolled to the total.

Present Action (Extra Attack)

You channel the magic of the fate of the present to slow time and enable to push your attacks further.

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally, your Curse of the Cards ability to imbue your cards with the power of a ranged or thrown weapon now can last indefinitely.

Secrets of the Past

You harness the forgotten knowledge of the past to enhance your spellcasting. Concentration spells cast with your Tarot Spellcasting feature are not dispelled when another concentration spell is cast. Although, any concentration spells currently active can still be lost if a concentration check is failed.

You also gain advantage on Constitution saving throws made to hold concentration on a spell.

Tarot Spellcasting Master

You have gained a mastery in the ways of casting spells through the fates.

Starting at 10th level, whenever you use the Tarot Spellcasting feature to cast a spell, you can choose to draw a second reading and choose either reading to cast your spell with.

Master of the Thread

You have become a master of manipulating the thread of fate through your devotion.

At 14th level, you get to choose a final gift from the fates.

Bright Future

You can now weave the future in your favor regardless of the situation.

Whenever you make an attack roll, an ability check, or a saving throw, you can spend one fate die to roll an additional d20. You can choose to spend one of your fate die after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one fate die when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a fate die or uses another ability to influence the outcome of a roll in this way, the points cancel each other out; no additional dice are rolled.

You can use your fate die in this way a number of times equal to half your proficiency bonus per long rest.

Here and Now

You have learned to keep your thoughts in the present. You can now extend that to other people.

You may use an attack action to make 4 ranged attacks against any number of targets with your cursed deck. You must choose all 5 targets before rolling to hit. Each hit deals damage as normal from your deck. Additionally, any creatures who are hit by an attack become paralyzed as time slows to a stop for them. These creatures can make an Intelligence saving throw at the end of each of their turns to attempt to escape their paralysis.

You can use this ability again once you have finished a long rest.

Regrets of the Past

You point at a creature within range and say its name whether you know it or not. The creature is forced to relive all of its worst regrets from the past in an instant. The creature must make a Charisma saving throw. If the creature fails, it takes 10d10 psychic damage and is stunned. It can make another saving throw at the end of each of its turns to attempt to break the stun. If the creature succeeds it takes half the damage and is not stunned.

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