Warlock
Base Class: Warlock

Your patron is a mysterious entity that governs the threads of fate itself, granting you power through the ancient art of cartomancy. Whether you serve an enigmatic fortune teller in the Feywild, a cosmic being that weaves destiny, or an ancient dragon who hoards knowledge of future possibilities, your magic flows through the symbolic language of the tarot.

Level 3: Mystic Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Mystic Spells table, you thereafter always have the listed spells prepared.

Mystic Spells
Warlock Level Spells
3 Augury, IdentifySanctuary, See Invisibility, Shield
5 Glyph of Warding, Sending
7 Arcane Eye, Death Ward
9 Circle of Power, Scrying

Level 3: Cartomancer’s Deck

Your patron grants you a mystical deck of tarot cards, usable as a spellcasting focus. Each day at the end of a long rest, you may draw a number of cards equal to your proficiency bonus from your deck. You can hold these cards until you use them or take another long rest, upon which any remaining cards must be discarded and redrawn.

The minor arcana cards of the deck contain the following suits, each with different basic effects:
Wands. When you cast a spell that deals damage, you can play a Wands card to add fire damage equal to half the value of the card, rounding down.
Cups. As a bonus action, play a Cups card to heal a creature you can see within 30 feet for half the value of the card, rounding down.
Swords. As a bonus action, play a Swords card to reduce or improve any creature's movement by 5 ft. multiplied by half the value of the card, rounding down.
Pentacles. As a reaction when you take damage, play a Pentacles card to reduce the damage taken by half the value of the card, rounding down.

Until 6th level, you cannot decipher the major arcana cards, rendering them unusable. For determining card values, Pages count as 11, Knights as 12, Queens as 13, Kings as 14, and Aces as 15. Additionally, the deck's power is improved at certain levels: at 5th level, you may add 1d8 to a played card's base value (before halving), increasing to 2d8 at 11th level and 3d8 at 19th level. 

Level 6: Occult Knowledge

Your patron has granted you understanding of the major arcana, allowing for the following powerful effects to be used if their respective card is drawn from the deck. Activating the power of a major arcana card takes one minute, after which the card is discarded. Only one major arcana card may be used per long rest without consequence. Attempting to activate a second strains and cracks your mind under the pressure of such intense arcane mysticism, requiring a DC 16 Wisdom saving throw. On a failure, the effect doesn't activate and you take 4d12 psychic damage as your mind strains under the pressure of the deck's arcane mysticism. Regardless of the outcome, the card is discarded and further activation attempts have their DC increased by 2 and failure damage increased by 1d12.

0: The Fool. Take an additional action on your next turn in combat, then teleport 30 ft. in a random direction.
I: The Magician.
Cast any warlock spell you know without using a spell slot.
II: The High Priestess. 
Gain 60 ft. of truesight and advantage on Intelligence checks for 1 minute.
III: The Empress.
Grant temporary HP equal to triple your level to all allies within 30 feet.
IV: The Emperor. 
A creature of your choice within 60 ft. must succeed on a Wisdom save against your spellcasting DC or be charmed for 1 hour.
V: The Hierophant.
 Cast Commune without using a spell slot (using your mystic patron as the respondent).
VI: The Lovers. 
Choose two willing creatures within 60 ft. Until your next long rest, when one takes damage, they can split it between them.
VII: The Chariot. 
Gain a fly speed equal to your movement speed until your next long rest.
VIII: Strength. 
Double your Strength score and gain advantage on Strength checks for 1 minute.
IX: The Hermit.
Become invisible for 1 minute and gain the benefits of a short rest instantly.
X: The Wheel of Fortune. 
Roll a d20. Until your next long rest, you can replace any d20 roll with this number.
XI: Justice. 
Until your next long rest, a creature of your choice within 60 ft. is branded with a holy symbol, becoming vulnerable to radiant damage and immune to necrotic damage.
XII: The Hanged Man. 
For 1 minute, become invulnerable but completely incapacitated.
XIII: Death.
Cast Disintegrate at 6th level without using a spell slot.
XIV: Temperance. 
All damage dealt and healing done within 30 feet of you is halved for 1 minute.
XV: The Devil.
Cast Polymorph on yourself without using a spell slot, turning into a Barbed Devil for either 1 hour or until that form's hit points are reduced to 0.
XVI: The Tower. 
Deal 6d12 force damage to a structure and all creatures within 20 feet of it.
XVII: The Star.
Restore your hit points back to their maximum, then you may cast any Divination spell of 4th level or lower without using a spell slot.
XVIII: The Moon. 
Create a powerful illusion that affects all senses in a 60-foot cube for 1 hour. Only a creature with truesight can determine that it is an illusion.
XIX: The Sun.
Cast Lesser Restoration on any number of creatures of your choice within 60 ft. without using a spell slot, and emit bright sunlight in a 30-ft. radius for 1 hour.
XX: Judgement.
Resurrect a creature within 30 ft. that died within the last 24 hours, bringing it back to full health and curing it of any negative conditions afflicting it prior to its death.
XXI: The World.
 Cast Teleport  without using a spell slot. If the destination roll would result in a mishap, change its result to a similar area instead.

Level 10: Fortune's Favored

Your patron bestows increased aptitude for manipulating the mystic deck's power upon you.

You can draw one additional card from your deck when you complete a short rest, up to a maximum of prepared cards equal to your proficiency bonus. You may also use two major arcana powers per long rest without consequence. Additionally, when you roll a 1 on a d20 test, you can discard one card to reroll the die, and you must use the new roll.

Level 14: Arcana Ascendant

Your mind's ability to untangle the mystic threads of fate reaches its peak. You gain these additional benefits:

  • You can draw cards equal to your proficiency bonus + your Charisma modifier after a long rest, equally increasing the prepared limit for the Tarot Adept feature.
  • Using a major arcana card only takes one action (instead of one minute). Additionally, you may also use three major arcana cards per long rest without consequence.
  • When you play a suit card, you can choose to enhance its effect:
    Wands. The additional damage becomes force damage and ignores resistance.
    Cups. The healing also removes one condition of your choice from the target.
    Swords. If movement increased, the creature is immune to attacks of opportunity until the start of your next turn. If reduced, the creature cannot take reactions until the start of your next turn.
    Pentacles. You gain resistance to the damage type dealt by the attack until the end of your next turn.

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