Warlock
Base Class: Warlock

You make a deal with an ancient entity obsessed with chance/gambling and the thrill they bring; the Gambler. You gain their power in exchange for becoming their disciple.

Expanded Spell List

The Gambler lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

dissonant whispers, tasha's hideous laughter

2nd

blur, calm emotions

3rd

feign death, phantom steed

4th

mordenkainen's faithful hound, Phantasmal Killer

5th

Antilife Shell, Immolation

The Gambler’s Blessing

Starting at 1st level, your body becomes covered in strangely realistic tattoos of cards. When you take the attack action you can remove one of these tattoos and throw it. The card is ranged magic weapons with which you are proficient, deals 1d10 slashing damage, and has a range of 20/60.

The Gambler’s Suit

Starting at 6th level, once per turn when you throw a card, you can choose to imbue it with an ability akin to its suit. When you do, roll a d4. The effect corresponds to the result. You must make this choice before you roll to hit with the attack.

Result

Effect

1

Spades - The attack deals twice the amount of damage

2

Diamonds - The creature makes a Constitution saving throw against your spell save DC. If it fails, the creature is charmed for 1 minute

3

Clubs - The creature makes a Dexterity saving throw against your spell save DC. If it fails, the creature is knocked prone

4

Hearts - You gain temporary hit points equal to the damage dealt

 

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). 

Damage Dealing (WIP)

Starting at 10th level, you can choose one damage type when you finish long rest. Your cards deal that damage until you choose a new type.

The Joker’s Ante

Starting at 14th level, once per turn when you throw a card, you can choose to have that card become a Joker card which can’t be imbued with power from the Gambler’s suit feature. You must make this choice before you roll to hit with the attack. If you do, after the attack, roll on the wild magic table from the wild magic sorcerous origin. The only difference is on a 99-00, you regain all expended spell slots.

You can use this feature twice before needing to take a long rest.

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