Warlock
Base Class: Warlock

As part of your pact, you made an agreement with the Fates themselves (This subclass is heavily inspired by the Greek Three Fates, though you can flavor it however you wish) as a result, you’ve gained the ability to weave your own fate and ensure that the fates of others follow the trajectory your patron desires.

Your patron, though all-powerful, cannot change free will—but insists that people follow the path they have laid out. They care little for mortal desires or well-being, usually working toward a greater plan beyond mortal understanding. After all, the whims of fate are not easily grasped by most.

When you choose this subclass, you gain the ability to select buffs for yourself each day by drawing Arcana Cards (which can be flavored however you like). You must make do within your limitations as a warlock: either build a synergistic deck that overcharges a single card to its maximum potential, or go for a little bit of everything. But be careful—just because your fate can be rewritten doesn’t mean you have a firm grip on it.

Deck Of Major Arcana

Starting at the 3rd. At level, you can choose 3 arcana cards to activate for the day after a long rest. every card haveing spesific effects on you and haveing sinergies with other cards. as you level up your max card capasity will grow (+1 at level 6 and an other +1 at level 10)

Death

Death

  • Passive: Once per long rest, when a creature within 30 ft drops to 0 HP, you can absorb its lingering energy — regain HP = your Warlock level + Charizma mod

  • Synergies:

    • The Tower: The eruption also knocks prone one target of your choice.

    • The Star: When you regain HP this way, a chosen ally also gains half the amount.

Justice

Justice

  • Passive: You gain adventage on insight checks.

  • Synergies:

    • The Tower: When you are wronged (DM’s discretion), your next attack roll or spell attack has advantage and deals bonus damage = your proficiency bonus.

    • The Magician: You can reroll one failed spell attack once per long rest.

 

Strength

Strength

  • Passive: When you take damage, you can use your reaction to gain temporary HP equal to your Charisma modifier once per short rest.

  • Synergies:

    • The Chariot: When you move 10+ feet toward a target before attacking, add +2 to the attack’s damage.

    • Temperance: When you heal, gain resistance to bludgeoning, piercing, and slashing until start of next turn.

Temperance

Temperance

  • Passive: When you or an ally regains HP, you can choose to split the healing evenly between both.

  • Synergies:

    • Strength: Heals grant temporary resistances against the last damage tipe you got hit by for the next turn.

    • The Hanged Man: Redirect delayed damage to ally.

The Chariot

The Chariot

  • Passive: Your movement speed increases by 10 feet, and opportunity attacks against you have disadvantage.

  • Synergies:

    • The Wheel of Fortune: Once per short rest, you can reroll a failed attack or saving throw.

    • Death: After killing a creature, you gain temporary hit points equal to your charizma mod.

The Devil

The Devil

  • Passive: Your spells that deal damage ignore resistance equal to your Charisma modifier (minimum 1).

  • Synergies:

    • The High Priestess: deal double the damage for the ignored damage

    • The Star: When you regain HP this turn, your next spell deals +2 damage.

The Emperor

The Emperor

  • Passive: Allies within 10 feet gain +1 to AC if they can see you.

  • Synergies:

    • The Hierophant: You and allies within 10 feet gain +1 to saving throws vs. charm or fear.

    • The Hanged Man: When you deal damage, allies within 10 feet gain +1 to AC until your next turn.

The Empress

The Empress

  • Passive: Allies within 10 feet gain +2 to saving throws against fear and charm.

  • Synergies:

    • The Emperor: Allies under both auras also gain +2 temporary HP at the start of combat.

    • The Star: Healing spells or features affecting you or your allies are increased by your Charisma modifier.

The Fool

The Fool

  • Passive: You gain advantage on Charisma (Deception) and Dexterity (Acrobatics) checks. Once per long rest, you can reroll a failed saving throw.

  • Synergies:

    • The Magician: You can add your Charisma modifier to any d20 roll once per long rest.

    • The Wheel of Fortune: When you roll a natural 1 or 20, you regain 1d4 temporary hit points.

The Hanged Man

The Hanged Man

  • Passive: When you take damage, you can choose to delay it until the end of your next turn. The stored damage is reduced by your Charisma modifier. Once per short rest.

  • Synergies:

    • Temperance: The delayed damage can instead be transferred to a willing creature within 30 ft.

    • The Emperor: When you delay damage, allies within 10 feet gain +1 AC until your next turn.

The Hermit

The Hermit

  • Passive: While alone or separated from allies, you gain +2 to AC and saving throws versus spells.

  • Synergies:

    • The Moon: You become invisible for 1 minute when motionless.

    • The High Priestess: Once per rest, you can meditate for a minute to learn one hidden truth or secret relevant to your surroundings.

The Hierophant

The Hierophant

  • Passive: You gain expertise in Persuasion and Insight. When you speak with conviction, commoners are naturally inclined to trust you.

  • Synergies:

    • The Emperor: You and allies within 10 feet gain +1 to saving throws vs. charm or fear.

    • The Justice: You can cast Zone of Truth once per long rest without a slot.

The High Priestess

The High Priestess

  • Passive: You can cast Detect Magic and Identify without components once per long rest.

  • Synergies:

    • The Hermit: Once per rest, you can meditate for a minute to learn one hidden truth or secret relevant to your surroundings.

    • The Empress: You can store one unused spell slot to regain later (once per rest).

The Lovers

The Lovers

  • Passive: You can form a magical bond with one willing creature during a long rest. While within 30 feet, you both gain +1 to saving throws. Once per day, you can transfer damage from them to yourself as a reaction. 

  • Synergies:

    • The Sun: The bond also allows shared healing (when one regains HP, the other regains half that amount).

    • The Devil: You give disadventage on the enemy that is attacking your baunded ally once per short rest

The Magician

The Magician

  • Passive: Once per rest, you can change the damage type of one Warlock spell to any other type. You also add +1 to spell save DC.

  • Synergies:

    • The Fool: You can add your Charisma modifier to any d20 roll once per rest.

    • The High Priestess: You can learn one extra Warlock cantrip.

The Moon

The Moon

  • Passive: You can see normally in magical darkness and gain advantage on Stealth at night.

  • Synergies:

    • The Hermit: You become invisible for 1 minute when motionless.

    • The Sun: When you cast a spell that deals radiant or necrotic damage, you can add +2 to damage once per short rest.

The Star

The Star

  • Passive: When you heal or regain temporary HP, add +2 to the total.

  • Synergies:

    • Death: When you regain HP this way, a chosen ally also gains half the amount.

    • The Devil: When you regain HP this turn, your next spell deals +2 damage.

The Sun

The Sun

  • Passive: You emit dim light (10 ft) and gain advantage on saving throws vs. blindness. Allies within the light gain +1 to attack rolls.

  • Synergies:

    • The Lovers: The bond also allows shared healing (when one regains HP, the other regains half that amount).

    • The Moon: When you cast a spell that deals radiant or necrotic damage, you can add +2 to damage once per rest.

The Tower

The Tower

  • Passive: When you drop below half HP, you can deal force damage to all creatures within 10 feet equal to your Charisma modifier (once per rest).

  • Synergies:

    • The Devil: This damage becomes fire and grants you a 1st–3rd-level spell slot back.

    • Death: One creature hit by the blast is knocked prone.

The Wheel of Fortune

The Wheel of Fortune

  • Passive: Once per long rest, you can reroll any d20 roll (keeping either result) once per short rest.

  • Synergies:

    • The Fool: When you roll a natural 1 or 20, you regain 1d4 temporary hit points.

    • The Chariot: Once per short rest, you can reroll a failed attack or saving throw.

Cards Of Fate

Starting at 6. level You can replace your cards in the middle of the day after a short rest, once per long rest.

Sacrifice of Fate

Starting at 10. level When you hit 0 HP you can forgo one of your selected cards to heal 1 HP as a reaction

Student of Fate

Starting at 14. level, As an action you can ask your patrion one 3 questions about upcomeing events. in response the dm must ansver thrutfully. These ansvers can be changed acording to you and your party members actions.

Previous Versions

Name Date Modified Views Adds Version Actions
11/3/2025 8:58:41 AM
2
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes