Warlock
Base Class: Warlock

Fate is a fickle mistress, and you have wagered everything to tip the odds in your favor. Your insatiable thirst for risk and reward has drawn the attention of a mischievous, enigmatic Patron—a prankster spirit, a chaotic deity of fortune, or even Luck itself, bound in a cosmic game of chance. This entity does not offer power freely; instead, it tempts you to gamble, urging you to stake everything on the whims of fate.

Those who form a Gambler’s Pact are cunning, audacious, and always teetering on the razor’s edge between fortune and ruin. Whether through skill or sheer luck, they navigate life’s dangers with a trickster’s charm, never knowing if the next bet will bring them unimaginable power or devastating loss.

Gambler’s Instinct

At 1st level, your pact with the prankster spirit sharpens your wit and grants you the instincts of a seasoned gambler. Whether through cunning, deception, or sheer audacity, you’ve learned how to tilt the odds in your favor.

You gain proficiency in two of the following skills of your choice:

- Deception – A well-placed lie or a charming bluff is often the key to winning big.
- Persuasion – You know how to talk your way into—or out of—almost anything.
- Sleight of Hand – A quick hand can tip the scales when luck alone won’t suffice.
- Insight – Reading people is second nature, letting you spot tells and hidden intentions.
- Perception – A gambler must always be aware of their surroundings, spotting danger before it strikes. These newfound proficiencies reflect the tricks and talents you’ve honed under your Patron’s mischievous influence, ensuring you’re always ready to play the game—no matter the stakes.

deception

Gain proficiency in deception

insight

Gain proficiency in insight

perception

Gain proficiency in perception

persuasion

Gain proficiency in persuasion

sleight of hand

Gain proficiency in sleight of hand

Heads or Tails (or Odd or Even)

Starting at 3rd level, your Patron bestows upon you a capricious luck that shields you in unpredictable ways.

When you are targeted by an attack or a spell that successfully hits you, you can use your reaction to flip a coin.
- Heads: Fortune favors you, reducing the damage by 1d10 + your spellcasting modifier.
- Tails: The trickster turns your misfortune against your foe, allowing you to unleash 2d6 + your spellcasting modifier damage upon the attacker with your Eldritch Blast.

Tarot Eldritch Blast

At 6th level, your Eldritch Blast becomes infused with chaotic fortune, transforming into a mystical Tarot Eldritch Blast.
Each beam is guided by the whims of fate, influenced by the mystical forces of the Tarot deck.
When you cast Eldritch Blast, roll a d4 and a d10 for each beam.
- The d4 determines the suit (effect).
- The d10 determines the potency—higher rolls empower the effect, while lower rolls can backfire.

Tarot Suits & Effects

1. ♠ Spades (Swords) – Precision & Piercing

Your blast is honed for accuracy and power, ignoring half and three-quarters cover.
d10 roll effects:
- 1-2: The attack roll is made with disadvantage.
- 3-7: Normal effect.
- 8-10: The blast automatically crits if it hits.

2. ♥ Hearts (Cups) – Draining Energy

- Your magic siphons vitality, allowing you to regain HP equal to half the damage dealt.
d10 roll effects:
- 1-2: Instead of healing, you lose HP equal to half the damage dealt.
- 3-7: Normal effect.
- 8-10: You heal for the full damage dealt instead of half.

3. ♦ Diamonds (Pentacles) – Impact & Force

- The target must make a Strength saving throw (DC = your spell save DC) or be pushed 5 feet per beam.
d10 roll effects:
- 1-2: You are pushed back 5 feet per beam instead.
- 3-7: Normal effect.
- 8-10: The target is knocked prone in addition to being pushed.

4. ♣ Clubs (Wands) – Arcane Chaos

- The beam explodes in a 5-foot radius, dealing half damage to creatures within range (excluding you).
d10 roll effects:
- 1-2: The explosion damages you instead of enemies.
- 3-7: Normal effect.
- 8-10: The explosion deals an extra 1d6 force damage to all affected creatures.

Rules & Balance Considerations:

- You must roll the d4 and d10 before rolling to hit.
- Each beam gets its own Tarot roll, so some beams may be lucky while others may backfire.
- If you roll a natural 10 on the d10, you may reroll the d4 once per turn, replacing the suit with a new result.

Would you dare draw from the deck? 🎴🔥

All or Nothing – The Gambler’s Final Prayer 🎲

At 14th level, you gain the ability to make a desperate plea to fate itself, embracing absolute uncertainty in a moment of dire need.
As an action, you may invoke your Patron’s Ultimate Gamble, rolling a d100 to determine your fate.
The outcome is entirely unpredictable, dictated by the DM’s discretion, ensuring an effect that could be miraculously beneficial, horrifically disastrous, or simply bizarrely unexpected.

You must declare that you are invoking this ability before rolling.
- The DM alone determines the effect—anything from divine intervention, a stroke of unimaginable luck, an unexpected visitor, or utter catastrophe.
- After using this ability, you cannot use it again until you finish a long rest.
- if you roll a natural 1 or 100, the DM must create an effect that is either catastrophically bad or absolutely game-changingly good.

Stacked Deck

By this point, you’ve learned to manipulate fate in your favor, subtly influencing chance to avoid complete disaster.

Rigged Fate:

When rolling for Tarot Eldritch Blast, you may reroll the d4 or d10 once per turn, but you must use the new result.

Fool’s Luck:

When you fail a saving throw, you can use your reaction to flip a coin:
- Heads: You succeed instead.
- Tails: You take 1d10 force damage as your Patron punishes your attempt to cheat fate.
Once per long rest.

Your Patron may allow you to win big, but they ensure you pay a price when luck turns sour.

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