Warlock
Base Class: Warlock

n the hidden corners of the multiverse, where chance and destiny intertwine, there exists an esoteric path that beckons to those who dare to gamble with fate. The Pact of Fortune's Hand is a covenant between a warlock and a capricious Otherworldly Patron who embodies the enigmatic forces of luck and destiny.

Those who follow this path become masters of manipulation, wielding not just the arcane arts but also the very fabric of probability itself. Their signature, the enchanted deck of throwing cards, symbolizes their connection to the whims of fortune. Each card drawn carries the potential for victory or despair, and these warlocks have learned to stack the deck in their favor.

With an uncanny ability to influence the outcome of events, they dance between skill and chance, using their charm to bend the will of others to their desires. At their side, Lady Luck herself seems to smile, guiding their hands in the most pivotal of moments.

The Pact of Fortune's Hand is not for the faint of heart; it is a journey into the unknown, where the roll of the dice and the draw of the card hold the keys to power and destiny. Will you take that gamble and forge a bond with the ever-fickle forces of fate? Your fortune awaits, and it's written in the cards.

Expanded Spell List

The Fiend 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.

Fiend Expanded Spells
Spell Level Spells

1st

Bless, Bane

2nd

blindness/deafness, Detect Thoughts

3rd

Augury, Tongues, Sending

4th

Divination, Dominate Person

5th

Geas, Foresight

Gambler's Charm

At 1st level, you establish a unique bond with your Otherworldly Patron, securing their favor in the realms of chance and persuasion. This special connection bestows upon you the following exceptional talents: You gain expertise in the Deception and Persuasion skills

Magical Throwing Cards

Starting at 1st level, you gain proficiency with throwing cards, and you can magically summon a deck of enchanted cards as your arcane focus. These cards deal 1d6(2d6 at 5th)(3d6 at 11th) + your Charisma modifier damage. each are rolled separately. when thrown as a ranged attack(60ft/120ft). You can attack with these cards as an action. use your Charisma modifier for attack and damage rolls. Embracing the Pact of Fortune's Hand, you forego the ability to cast attack cantrips. Instead, you rely on your magical throwing cards for ranged attacks, making your combat style distinct and powerful in its own right. You gain access to the Gambler's Arsenal and Deck of Fates.

Gambler's Arsenal: You may use a reaction to draw a card from the deck and you gain its power for this turn. roll 1d8 to find the card

1. The Fool's Gambit: The creature you target with an attack this turn gains a -2 penalty to their armor class, making them easier to hit.

2. The Blinding Mirage: One creature you target with an attack this turn becomes blinded for one round if hit by the attack, creating an opportunity for your allies to strike.

3. The Shove of Fate: The next creature you hit with an attack is forcefully moved back 5 feet, and they must make a CON saving throw (spell DC) to avoid being knocked prone, adding a touch of unpredictability to your strikes.

4. The Gambler's Edge: When rolling for damage on a creature this turn, you may add an additional 1d6 damage (this increases as cantrips do) to your damage roll, providing a burst of damage.

5. The Reckless Draw: Fate takes a twist, and you get disadvantage on your attack roll, representing the risk of pushing your luck too far.

6. The Swift Escape: You can disengage from combat and gain an additional 10 feet of movement for one turn, allowing you to maneuver deftly on the battlefield and create distance.

7. The Resilient Draw: You gain temporary hit points equal to your Charisma modifier plus your warlock level, bolstering your resilience for the turn.

8. The Illusory Gambit: You create illusory duplicates of yourself for one turn, and to find which one is real, opponents must make an Intelligence (Investigation) check against your spell DC. If they fail, they can't discern your true location. While hidden within this illusion, attacks against you have disadvantage, and you can move up to half your movement without provoking opportunity attacks.

Fateful Premonition: At the start of each day, you may draw a card from the "Deck of Fate." This card represents a premonition of events to come, and you can hold onto it until you decide to use its power. Once during that day, as a non-combat action, you may activate the card's effect unless otherwise stated, granting you the benefit described on the drawn card. Once used, the card's magic fades, and you must wait until the next day to draw another card.

Deck of Fate roll a d10 to find out what card you get

1. The Gambler's Insight: Gain advantage on a Charisma-based skill check, as you suddenly see the solution clearly.

2. The Fortune's Grace: You regain hit points equal to your Charisma modifier, as luck seems to favor your well-being.

3. Assistance From Beyond: An ethereal presence briefly materializes, assisting you in a single task and granting a +2 bonus to your next skill check.

4. The Twist of Fate: You suffer a stroke of misfortune, imposing disadvantage on your next skill check or saving throw.

5. The Charismatic Blunder: You experience a momentary lapse in charm and persuasion, imposing disadvantage on your next Charisma-based skill check or saving throw.

6. The Serendipitous Encounter: Fate guides you to an unexpected meeting or discovery that may be beneficial in your current situation.

7. The Whispered Warning: You receive a premonition of danger, granting advantage on your next initiative roll when entering a potentially perilous situation.

8.The Unwanted Attention: Your actions draw the unwanted attention of a powerful or troublesome individual or organization, potentially leading to complications or conflict.

9.The Fractured Insight: Your thoughts become clouded, imposing disadvantage on your next Intelligence or Wisdom-based skill check, as confusion and doubt temporarily obscure your judgment.

10. The Enigmatic Riddle: You are granted an enigmatic riddle that hints at a potential event or finding hidden treasure in the near future. Solving the riddle may lead to a significant discovery or advantage in an upcoming situation.



Fortune's Grace

At 6th level, you gain the ability to manipulate fate in your favor through your pact with your Otherworldly Patron. You exhibit a remarkable talent for turning unfavorable situations into more favorable outcomes in games and interactions. Whenever you roll a skill check for Persuasion, or Deception, and the result is lower than 9, it is treated as if you rolled an 10 instead.

Luck's Gambit

At 10th level , your mastery over luck and fate allows you to manipulate your throwing cards in remarkable ways. You can use a reaction to reroll a missed attack roll with your throwing cards, potentially turning a miss into a hit. Additionally, your innate connection to luck grants you an advantage in seizing the initiative. You add your Charisma modifier to your initiative rolls, reflecting your unparalleled ability to act swiftly and decisively in the chaos of battle.

Charismatic Foresight's

at 14th level, your connection to fortune deepens and you embrace the art of using your charisma to its fullest. Once per long rest, you can use your Charismatic Foresight to gain the following benefits for 1 hours:

The Charmer's Insight: Your Charisma Shines like a beacon, and you gain advantage on Charisma saving throws and checks. Your charm and persuasion become unmatched ,reflection your ability to sway hearts and with confidence and finesse.

The Unshakeable Streak :Your charisma radiates a winning aura, making you immune to being charmed and Fear

 

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