Warlock
Base Class: Warlock

A peculiar entity outside the normal boundries of the planes has taken an interest in you. You've made a pact with a so called fate weaver. These spinners of destiny want to change the future and see you as their perfect champion to do so. The powers they give you are often strange and random in the form of playing cards because they cannot intevene in the world directly. But if you play your cards right you can change the future while wielding the powers of a complete deck of cards imbued with strange powers.

Cards of fate

Starting at 1st level, you are bestowed with 12 magical cards. Whenever you hit a creature with a ranged spell attack you may as a bonus action draw one of these cards and replace the effect of the spell or cantrip with the effect of the card. When you do you must roll 1d12. The number rolled determines the effect.

  1. The sun: 2d8 fire damage
  2. The moon: 2d8 cold damage
  3. The tower: 2d8 poison damage
  4. The world: Choose a spell of your spelllist of maximum 1 spell level higher than the spell you used. the effect of this spell replaces the effect of your spell as long as it targets 1 creature. If the spell includes a saving throw this saving throw still needs to be rolled but if it is a ranged spell attack it automaticly hits.
  5. Judgement: 3d8 lightning damage
  6. Strength: 3d8 thunder damage
  7. The hermit: 3d8 acid damage
  8. The lovers: The target makes a wisdom saving throw or is charmed by you for 1 minute.
  9. Death: 4d8 necrotic damage
  10. The high priestess: 4d8 radiant damage
  11. The magician: 4d8 psychic damage
  12. The fool: The card traps the creature if it fails a charisma saving whith a DC equal to your attack roll. The creature becomes a picture on the card. the next time you draw this card the creature is released from the card without knowing any time has passed since it was hit by your attack.

In addition you can use your cards to somewhat predict the future and cast augury without expending a spellslot once per long rest.

Gambler by nature

At 1st level you are a risk taker by nature, once per long rest you can give yourself disadvantage on a skill check. When you still succeed the skill check all creatures that saw you perform that skill check have advantage on the same type of skill check for the next hour. For example if you succeed in an animal handling check, all those who saw you will have advantage on their animal handling checks for the next hour. Whether a skill check counts as a succes is determined by the DM.

Card tricks

Starting at 6th level, you have more controll over which card you draw. You gain proficiency with the playing card set. Additionaly you may roll 2d12 whenever you use the cards of fate feature and pick the roll you want of the two.

Something up your sleeve

At 6th level you've learned to always have something up your sleeve to turn the tides of fate. Once per short rest you may for 1 turn use a bonus action to cast cantrips that normally use an action to cast as long as you do not use your action to cast the same cantrip during your turn.

Play your hand

Starting at 10th level, you manage to use multiple cards at the same time. Whenever you use the card tricks feature to roll 2d12 you may opt to make both the effects the d12's indicate happen on the creature.

Final Gambit

Starting at 14th level, you truly gamble with destiny. Once per long rest you may as a reaction summon the deck of many things and draw one card from the deck. The deck dissapears after you've drawn one card from it but the effect of the card remains just as descriped in the description of the Deck of Many Things

Previous Versions

Name Date Modified Views Adds Version Actions
5/7/2020 12:31:20 PM
7
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1.2
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5/7/2020 12:34:22 PM
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1
1.3
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5/7/2020 3:22:53 PM
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1
1.4
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6/27/2020 9:25:22 AM
57
10
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Fate Weaver Image

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