Warlock
Base Class: Warlock

Reader

You gain the tool proficiency of gaming set (cards). When you're giving a reading, you're considered proficient in Persuasion, Deception, and Insight.

Major Arcana

At 1st level, you can harness the power of the Major Arcana. At the start of play and after each long rest thereafter, choose 11 of the Major Arcana, shuffle them, and draw one. This card grants you an ability as detailed in the chart below. At the end of a short rest, you can choose to discard the card and draw a different one. At the end of a long rest, you must discard the card and draw a new one. At the end of a long rest, you can also create a different set of 11 cards to draw from.

You can also use a bonus action to expend a spell slot and then discard your card and draw a new one.

Reading Made Reality

As a reaction, you can discard your current card to gain a +5 bonus to any d20 roll. You make this choice after you see the roll but before the DM tells you whether or not it was successful.

You do not draw a new card until you finish a short or long rest.

The Fool: Take half damage from falling; does not suffer ill effects from heat or cold. You have the Rustic Hospitality feature from the Folk Hero background.

The Magician: Considered proficient in Arcana, proficiency bonus is doubled. Choose a wizard cantrip; you know it. You can cast magic missile without expending a spell slot; you regain this ability at the end of a short rest.

The High Priestess: You are considered proficient in Nature, and your proficiency bonus is doubled. You can speak Druidic. You can use the Knowledge Domain ability Object Reading once per short rest.

The Empress: You are considered proficient in Persuasion, and your proficiency bonus is doubled. Once per short rest, you can cast suggestion by expending a warlock spell slot.

The Emperor: You are considered proficient in Intimidation, and your proficiency bonus is doubled. Once per short rest, you can cast command by expending a warlock spell slot.

The Hierophant: Proficient in Religion, proficiency bonus is doubled. You can turn undead as a cleric, but you can only target a single creature. It makes a Wisdom save against your spell save DC. This ability returns at the end of a short rest.

The Lovers: You can use an action to know what a creature most desires. If you use this on an intelligent creature, you can grant them the ability to cast charm person without expending a spell slot. This ability returns at the end of a short rest.

The Chariot: You and your allies add 10 to their movement speed.

Strength: You are considered one size larger for the purposes of lifting and carrying. You are considered proficient in all saving throws.

The Hermit: Your range of vision is extended 30', and you have advantage on saving throws against illusions. You can cast zone of truth at will without expending a spell slot, but it must be centered on yourself. You can choose to fail your saving throw; if so, everyone else gets disadvantage on the save.

Wheel of Fortune: Instead of rolling, you can declare a result of 20. Your next two rolls are considered 1, even if this card is discarded.

Justice: The first time you commit a faux pas or crime in a single place or culture (DM's discretion), you are forgiven.

The Hanged Man: You have no need to breathe, eat, or drink.

Death: You resist necrotic damage and can cast speak with dead by expending a warlock spell slot.

Temperance: You have resistance to poison and acid damage. You are immune to the poisoned condition. Spells you cast that deal poison or acid damage do 1d6 additional damage.

The Devil: You can sense the nearest valuable item or cache of treasure. You can spend copper as though it's silver and silver as though it's gold. Once this card is discarded, the illusion ends.

The Tower: You have resistance to bludgeoning, piercing, and slashing damage. You have +2 AC.

The Star: Gain darkvision, 60' or add 60' to your darkvision. You can cast faerie fire at will without expending a spell slot.

The Moon: You are immune to charm and fear effects. As a reaction you can enter a state of stasis, during which you are immobile, unable to speak, can't take actions, and are immune to all damage and effects. You can do this for up to five minutes, although the five minutes can be spread across multiple uses.

The Sun: You have resistance to fire and radiant damage. Spells you cast that deal fire or radiant damage do 1d6 extra damage.

Judgment: You can cast detect good and evil without expending a spell slot. On hitting a creature that you've seen with detect good and evil, you can expend a spell slot to deal 1d10 extra damage.

The World: You have resistance to thunder, lightning, and force damage. Spells you cast that deal thunder, lightning, or force damage deal 1d6 extra damage. This does not apply to eldritch blast.

Moonfire

Your patron grants you the ability to wield a the light of the moon in the form of a searing, ghostly flame beginning at 6th level. You learn the faerie fire spell, and it does not count against your number of warlock spells known. When you cast faerie fire using a warlock spell slot, each creature that fails its saving throw against the spell takes 2d8 radiant damage per level of the spell slot, or half as much on a successful save. Fiends, shapechangers, and undead have disadvantage on their saving throw against the spell when you cast it this way.

Silverlight Step

Once you reach 10th level, you can step as softly and gracefully as moonlight falls, winking in and out at a moment’s notice. While your Mantle of Moonlight is active, you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see.

Dance of the Night Sky

Beginning at 14th level, you can suspend your enemies in the air like the moon itself while you and your allies leap across the sky. You can cast reverse gravity without expending a spell slot. When you cast reverse gravity this way, you and a number of creatures you choose within 30 feet of you, up to your Charisma modifier (minimum of 1) gain a fly speed of 30 feet while you concentrate on the spell.
Once you use this feature you can’t use it again until you finish a long rest.

Expanded Spell List

The Tarot of the Moon 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.

Celestial Expanded Spells
Spell Level Spells
1st feather fall, sleep
2nd augury, moonbeam
3rd conjure animals, spirit guardians
4th control water, polymorph
5th commune with nature, telekinesis

Reader

You gain the tool proficiency of gaming set (cards). When you're giving a reading, you're considered proficient in Persuasion, Deception, and Insight.

Major Arcana

MAJOR ARCANA

At 1st level, you can harness the power of the Major Arcana. At the start of play and after each long rest thereafter, choose 11 of the Major Arcana, shuffle them, and draw one. This card grants you an ability as detailed in the chart below. At the end of a short rest, you can choose to discard the card and draw a different one. At the end of a long rest, you must discard the card and draw a new one. At the end of a long rest, you can also create a different set of 11 cards to draw from.

You can also use a bonus action to expend a spell slot and then discard your card and draw a new one.

READING MADE REALITY

As a reaction, you can discard your current card to gain a +5 bonus to any d20 roll. You make this choice after you see the roll but before the DM tells you whether or not it was successful.

You do not draw a new card until you finish a short or long rest.

 

The Fool: Take half damage from falling; does not suffer ill effects from heat or cold. You have the Rustic Hospitality feature from the Folk Hero background.

The Magician: Considered proficient in Arcana, proficiency bonus is doubled. Choose a wizard cantrip; you know it. You can cast magic missile without expending a spell slot; you regain this ability at the end of a short rest.

The High Priestess: You are considered proficient in Nature, and your proficiency bonus is doubled. You can speak Druidic. You can use the Knowledge Domain ability Object Reading once per short rest.

The Empress: You are considered proficient in Persuasion, and your proficiency bonus is doubled. Once per short rest, you can cast suggestion by expending a warlock spell slot.

The Emperor: You are considered proficient in Intimidation, and your proficiency bonus is doubled. Once per short rest, you can cast command by expending a warlock spell slot.

The Hierophant: Proficient in Religion, proficiency bonus is doubled. You can turn undead as a cleric, but you can only target a single creature. It makes a Wisdom save against your spell save DC. This ability returns at the end of a short rest.

The Lovers: You can use an action to know what a creature most desires. If you use this on an intelligent creature, you can grant them the ability to cast charm person without expending a spell slot. This ability returns at the end of a short rest.

The Chariot: You and your allies add 10 to their movement speed.

Strength: You are considered one size larger for the purposes of lifting and carrying. You are considered proficient in all saving throws.

The Hermit: Your range of vision is extended 30', and you have advantage on saving throws against illusions. You can cast zone of truth at will without expending a spell slot, but it must be centered on yourself. You can choose to fail your saving throw; if so, everyone else gets disadvantage on the save.

Wheel of Fortune: Instead of rolling, you can declare a result of 20. Your next two rolls are considered 1, even if this card is discarded.

Justice: The first time you commit a faux pas or crime in a single place or culture (DM's discretion), you are forgiven.

The Hanged Man: You have no need to breathe, eat, or drink.

Death: You resist necrotic damage and can cast speak with dead by expending a warlock spell slot.

Temperance: You have resistance to poison and acid damage. You are immune to the poisoned condition. Spells you cast that deal poison or acid damage do 1d6 additional damage.

The Devil: You can sense the nearest valuable item or cache of treasure. You can spend copper as though it's silver and silver as though it's gold. Once this card is discarded, the illusion ends.

The Tower: You have resistance to bludgeoning, piercing, and slashing damage. You have +2 AC.

The Star: Gain darkvision, 60' or add 60' to your darkvision. You can cast faerie fire at will without expending a spell slot.

The Moon: You are immune to charm and fear effects. As a reaction you can enter a state of stasis, during which you are immobile, unable to speak, can't take actions, and are immune to all damage and effects. You can do this for up to five minutes, although the five minutes can be spread across multiple uses.

The Sun: You have resistance to fire and radiant damage. Spells you cast that deal fire or radiant damage do 1d6 extra damage.

Judgment: You can cast detect good and evil without expending a spell slot. On hitting a creature that you've seen with detect good and evil, you can expend a spell slot to deal 1d10 extra damage.

The World: You have resistance to thunder, lightning, and force damage. Spells you cast that deal thunder, lightning, or force damage deal 1d6 extra damage. This does not apply to eldritch blast.

 

Moonfire

Your patron grants you the ability to wield a the light of the moon in the form of a searing, ghostly flame beginning at 6th level. You learn the faerie fire spell, and it does not count against your number of warlock spells known. When you cast faerie fire using a warlock spell slot, each creature that fails its saving throw against the spell takes 2d8 radiant damage per level of the spell slot, or half as much on a successful save. Fiends, shapechangers, and undead have disadvantage on their saving throw against the spell when you cast it this way.

Silverlight Step

Once you reach 10th level, you can step as softly and gracefully as moonlight falls, winking in and out at a moment’s notice. For 1 minute, until you are incapacitated, or end it early (no action required), you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see.

Once you use this feature you can’t use it again until you finish a short or long rest.

Dance of the Night Sky

Beginning at 14th level, you can suspend your enemies in the air like the moon itself while you and your allies leap across the sky. You can cast reverse gravity without expending a spell slot. When you cast reverse gravity this way, you and a number of creatures you choose within 30 feet of you, up to your Charisma modifier (minimum of 1) gain a fly speed of 30 feet while you concentrate on the spell.
Once you use this feature you can’t use it again until you finish a long rest.

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