Base Class: Warlock
Through either great fortune or great misfortune, you have gained favor with the embodiment of luck itself and they have bestowed some of their power onto you. The power to slightly alter fate is now at your disposal along with some skills to "make your own luck" if need be. Cheating in games of chance and combat is not frowned upon by luck, so long as the cheater is smart and skilled enough to not get caught.
(This class requires the use of a standard playing deck of cards with the Jokers left in. The cards are considered a class resource and are used for the class features and eldritch invocations of this subclass. This class is lightly based on the School of Divination for wizards.)
Luck of the Draw
Using a standard playing card deck with the jokers included, shuffle the deck and draw two cards after every short rest. Based on the cards drawn, you can spend a reaction to alter any Attack Roll, Ability Check, or Skill Check made. This is done before the roll for said check is thrown. If a face card is being used on a roll that already has advantage, a +3 is added to the roll instead. Cards with a black suit (Spades or Clubs) buff allies while red suit cards (Hearts and Diamonds) de-buff enemies. Used cards and cards left unused before a rest are placed into a discard pile separate from the deck. Discarded cards are returned to the deck and shuffled after a long rest.
Card Values
2, 3 |
+1 |
4, 5 |
+2 |
6, 7 |
+3 |
8, 9 |
+4 |
10 |
+5 |
J, Q, K |
Advantage/Disadvantage |
A |
+5 or Advantage/Disadvantage |
Joker |
No Effect |
If a number pair of two cards is drawn, both can be discarded at once to provide double the effect. If the two cards are of different colored suits you can choose the type of modifier given. Face cards cannot be paired except with an Ace which results in an automatic success or failure. Two Jokers can be paired up for a single critical success or critical failure. All card abilities do NOT override immunities or resistances.
The DM reserves all rights to give enemies legendary immunity to any card effects.
Hit Me
Luck smiles upon you and lets you turn the value of your cards into protection. As an action you can discard the cards in your hand from Luck of the Draw, divide their total value by 3 (rounded down) and gain that value as temporary hit points. You can draw more cards from the deck to add to the total of your hand, but if the value becomes greater than 21 all cards are still discarded and you do not gain any temporary hit points. The card values follow Blackjack rules with Face cards being 10 and Aces being 1 or 11. Jokers are worth 0 points and are discarded along with the rest of the hand. This ability cannot be used again until after a Long Rest.
Higher Levels: At Level 10, the raw value of the cards drawn is used determine the temporary hit-points gained (no more dividing by 3). At level 14 you retain the cards drawn from Luck of The Draw if the hand exceeds a value of 21.
Five Card Stud
While casting a spell using a Warlock Spell Slot, you can draw three cards from the deck and combine them with the cards from Luck of the Draw (LotD) to provide the spell with extra effects. If there are less than 3 cards remaining in the deck, draw and use the remaining cards however you can no longer make straights or flushes with that hand. This must be done after the spell is cast, but before any of the spell’s effects occur. After the results of the spell, all five cards are placed into the discard pile. This effect can only be done once per short rest.
High Card |
Highest Card’s Effect from LotD |
Pair |
Pair’s Effect from LotD (If the two are Face cards, use Face + Ace effect) |
Two Pair |
Highest Pair is used in spell while lower Pair is added to your LotD hand |
Three of a Kind |
Spell is cast at one level higher |
Straight |
Spells that deal damage roll the max damage possible from their damage dice. Spells that do NOT deal damage have either their range doubled, their duration doubled, or can target 2 additional targets. |
Flush |
If the suit of the hand is black, all allies in combat gain your Charisma Modifier (minimum 1) as temporary hit-points. If the suit of the hand is red, all enemies in combat roll a Charisma Save against your Spell DC or take your Charisma Modifier (Maximum 5) in Force Damage. |
Full House |
Spell is cast one level higher without wasting a spell slot. |
Four of a Kind |
Spell is cast at two levels higher. |
Straight Flush |
Both effects of Straight and Flush. Allies are immune to any AoE Damage from the spell. |
Royal Flush |
The Effect of Straight Flush and player is given the benefits of a Long Rest. |
Jokers are used as wild cards and can be put in place of any card to complete a hand. Jokers are considered the lowest single card and the highest pair possible.
Tarrasque Holdem
Luck of the Draw effects can now be added after a roll.
When using Five Card Stud, you now draw an additional two cards to use for the hand. At the end of your turn, place the two unused cards into your hand to be used for Luck of the Draw.
Previous Versions
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10/3/2019 4:39:21 AM
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Coming Soon
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Wow I made this months ago, but thanks for trying it out.
1. Yes you get each feature at the normal warlock levels.
2. I had not gotten the expanded spell list down because I wanted to see what spells would compliment this playstyle. I know Chaos Bolt was one of them, but honestly the rest are probably in some .txt file buried deep in my PC
I love the idea of this patron. I really want to play this for a short term campaign but have a few clarifying questions.
Does the player unlock each ability at the normal levels Warlocks gain new patronly abilities? i.e. "Luck of the Draw" at level 1, "Hit me" at level 6, "Five Card Stud" at level 10, and "Tarrasque Holdem" at level 14?
Additionally does this Otherworldly Patron have an Expanded Spell list like other patrons? What Spells would be included?
Thanks!