Base Class: Warlock
You have made a pack with the Mistress of Fate. The Mistress of Fate is a true neutral entity and prefers things to stay in balance. She favors those tricky enough to evade her and seeks them as her champions. You are one. At one point of another in your life you faced death. Instead of going quietly you struck a bargain with fate herself. Now, as her champion you must keep fate from catching up to you while keeping balance.
Additional Spells
1st Level: Blur and Identify
2nd Level: Sleep and See Invisibility
3rd Level: Counterspell and Tongues
4th Level: Fabricate and Polymorph
5th Level: Legend Lore and Seeming
Cast of Fate
Starting at 1st level Fate has offered you a chance to learn from her through the use of Tarot cards.
Changing Your Fate
You or another player may draw a card from the deck that will imbue you or them with a magical way to change your/their fate. This ability resets after a long rest and the chance to change fate last for one hour. You may do this as many times as your Warlock level.
First the player rolls a D6 to determine the suit.
- Wands
- Swords
- Cups
- Pentacles
- Players Choice
- DMs Choice
Next the Player Rolls A D10
Wands
The suit of wands is great for those looking to broaden their horizons though knowledge and even spells. If a non spell caster draws a spell card they may reroll their D10 or trade the card with another player.
- You may cast Speak with Animals once with out expending a spell slot.
- You may cast Magic Missile once at 2nd level with out expending a spell slot.
- You may cast Charm Person once with out expending a spell slot.
- Advantage on Religion checks for an hour.
- You may cast Disguise Self once with out expending a spell slot.
- Advantage on History checks for an hour.
- Advance on Arcana checks for an hour.
- You may cast Darkvision once with out expending a spell slot.
- You may cast Pass Without A Trace once with out expending a spell slot.
- You may cast Flameblade once with out expending a spell slot.
Swords
The suit of swords is strong in combat. Be so lucky as to draw this before you fight and you’ll find yourself safe from harm.
- Plus 2 to your AC for an hour.
- Advantage on Dexterity saves for an hour.
- Advantage on Wisdom saves for an hour.
- Plus 2 to hit for an hour.
- Advantage on melee attack rolls for an hour.
- Ability to disengage as a bonus action for one hour.
- Movement speed increased by 10 feet for an hour.
- Reroll any 1s in damage for an hour.
- Add 15 temp hit points for an hour.
- Advantage to find traps for the next hour.
Cups
The suit of cups bring peace and healing to those in need. If a non spell caster draws a spell card they may reroll their D10 or trade the card with another player.
- Cast Cure Wounds at second level once without expending a spell slot.
- If you are making death saves you automatically pass the first one and do not have to roll.
- Cast Lesser Restoration once with out expending a spell slot.
- You gain a greater healing potion. If not used with in the hour it vanishes.
- You gain a an antidote that cures any poison or disease.
- Advantage on all medicine checks for one hour.
- Advance on all survival checks for an hour.
- Any healing spells you cast heal for max.
- Any hit die you roll heal for max.
- Resistance to position for an hour.
Pentacles
This suit can help even the least charismatic push their way through the toughest social situation. And it will even give you a little bonus in gold.
- Double the amount of coins found for one hour.
- Advantage on insight checks for an hour.
- Advantage on persuasion for an hour.
- Increase your passive perception by 2 for an hour.
- Advantage on deception for an hour.
- Creatures or people who would be neutral towards you instead act friendly.
- Merchants who are not normally willing to barter will barter with only you, not your entire party.
- Find 50 gold. The gold does not vanish after the hour is up.
- Easily find the person who knows what you need to know.
- Automatically know how to properly behave in all situations.
Knowledge Of The Deck
Starting at 6th level your knowledge of the tarot deck has increased.
You may pick which card you would like to use or give to someone from the tarot deck. This ability resets after a short or long rest.
Fate Bends
Starting at 10th level, fate gives you the glimpses you need to survive. Each day you must pick path A or path B.
Path A: Once per long rest if you fail a death saving throw you can roll the rest of your saving throws with advantage.
Path B: Once per long rest when you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Fates Intervenes
Starting at 14th level you may call on Fate to personally intervene. You must describe the help that you need.
As an action roll a D100. If it is equal to or less than your warlock level Fate intervenes on your behalf. The DM will decide how she intervenes. This resets after 7 days pass or fail.
Previous Versions
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11/9/2020 9:21:06 PM
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