Base Class: Warlock
Not much is known about this entity or the nature of where it resides. It is said to occasionally select a person, briefly bringing them into its world. When they return, the person seems different, changed whether physically or mentally. All of these victims share the same story when they return. While they were living their lives, they were suddenly thrust into the void of a forgotten plane. There lie a lone meadow and at the center, a small, fortune-tellers wagon. Inside the wagon, was a man, or what appeared to be. He sat behind a table full of game pieces, cards, and tokens of all shapes and sizes. He sat there shuffling a deck of cards. As they entered the wagon, he gave them a smile and gestured toward one of the chairs at the table. The man would then play a game with the person. If the person lost, they either were never found or would turn up days later, shivering and muttering gibberish for the rest of their lives. To those who won, the man gifted the ability to shuffle and stack the deck of fate in their, and others favor, occasionally changing the course of fate all together. Victors learned they could bend fate somewhat to their will. However, the winners constantly find themselves in dreams being thrust back into that same void, where the man still sits at his table, waiting to play another game.
(Inspired by the Dealer from the game Hand of Fate by Defiant Development)
Dealer's Gift
The Dealer has gifted you a magical item or items that grant you a small portion of his power. The item is some kind of fortune telling device, like a deck of tarot cards, an astral compass, a small pendulum, or even a coin. You can choose one of these items, roll on the Dealer's Gift table, or invent your own. You have proficiency with the item and can use the item as a spellcasting focus for your warlock spells. You also have complete control over the item. In the case of the tarot deck, this means you can make any card appear from the tarot deck just by willing it when you or someone else draws from it. For the coin, you can make it land on heads or tails just by willing it. The item also bears a special enchantment, giving you proficiency in Performance and allowing you to add double your proficiency bonus when making a Performance check pertaining to the item . If the item is destroyed or lost, you can perform a 1-hour ritual to turn a mundane fortune-telling device into your Dealer's Gift. The enchantment has no effect in another person's hand but it is still lifted from the previous item if a new gift is created.
| d6 | Gift |
|---|---|
| 1 | An astral compass, mapping the locations of most major, and some minor constellations |
| 2 | A small, brass pendulum, engraved with a sun and moon |
| 3 | A silver coin, with a design of your creation |
| 4 | A deck of tarot cards, with filigree of the sun, moon, and stars on the back of every card |
| 5 | A pair of divining rods |
| 6 | A dice set which appears to be made of gemstones |
Counsel and Consequences
At level 1, your ability to bend fate grants you a pool of magic that you can draw from to increase the likelihood of fate being your or others favor. You gain the Guidance cantrip, not counting towards your number of cantrips known, and can cast it as a bonus action a number of times every day equal to your Charisma modifier. When you cast it, instead of giving the creature a d4, you must expend and give them exactly one of your Fate Dice. Fate Dice serve as a representation of the fate-bending magic that The Dealer has provided you. You have 3 + your Charisma modifier dice in your Fate Pool when it is full. At 1st level, your Fate Pool can only hold d4's and d6's. At later levels, you can add d8's (level 3), d10's (level 7), and d12's (level 11) to your pool. When you finish a short rest, you can add dice and/or replace dice with other ones a number of times equal to your Charisma modifier. When you complete a long rest, you can refill the pool up to its capacity and switch out any number of dice within it. When you start a short or long rest, after adding and switching out the dice in your pool, roll all the dice in your Fate Pool and add your Charisma modifier. If the result is equal to or over 22, you dream of The Dealer's plane and are flung there from your reality. Once there, The Dealer will deal you a tarot card. Roll a d20. If the result is 11 or greater, the card is upright, providing you with a blessing. If the result is 10 or below, the card is reversed, causing you to be cursed. To determine which card you pull, subtract 22 from your roll and consult the Effect table below. The Dealer will not visit you again until the card's effect has worn off. (Only the first six cards are listed, the rest are still in the works. Feel free to invent your own!)
| Card # | Effect |
|---|---|
| 0 (The Fool) |
Upright: New beginnings and spontaneity. Choose up to 3 skills. For 8 hours, when you make a skill check for one of those skills, you may add your Charisma modifier to the roll. Reversed: Recklessness and risk-taking. You gain disadvantage on all Wisdom-based skill checks and saving throws for 12 hours. |
| 1 (The Magician) |
Upright: Resourcefulness and power. You are immune to being charmed or frightened for 8 hours and gain an additional spell slot for the day. Reversed: Untapped talents and manipulation. You immediately expend one spell slot which cannot be regained for 1 day. |
| 2 (The High Priestess) |
Upright: Intuition and sacred knowledge. You can cast Guidance as a bonus action an unlimited number of times and gain a temporary +2 bonus to your Intelligence score, both lasting for 24 hours. Reversed: Withdrawal and silence. You lose your voice for 6 hours, making you unable to perform any verbal components of spells for the duration. |
| 3 (The Empress) |
Upright: Beauty and femininity. You gain advantage on all Charisma (Persuasion and Deception) checks and saves for 12 hours. Once within the duration, you can cast Suggestion or Enthrall at 2nd level without expending a spell slot. Reversed: Dependence and lack of creativity. You gain a level of exhaustion. |
| 4 (The Emperor) |
Upright: Authority and establishment. You gain advantage on all Charisma (Persuasion and Intimidation) checks and saves for 12 hours. Once within the duration, you can cast Fear at 3rd level without expending a spell slot. Reversed: Inflexible and controlling. Your hands become numb and unresponsive for 8 hours. While still able to wield a weapon, you cannot perform any somatic components of spells. |
| 5 (The Hierophant) |
Upright: Tradition and spiritual wisdom. Choose a spell from the Cleric spell list for which you have spell slots. You can cast that spell once within the next 6 hours without expending a spell slot. Reversed: Personal beliefs and rejection. Your Wisdom score becomes 5 for 12 hours and you have disadvantage on Charisma (Persuasion) checks for the duration. |
Boon Bending
At 6th level, your mastery over fate has greatened and the Dealer has granted you a greater portion of his power. You can cast Augury with this trait, ignoring the material component as you perform the reading using your Dealer's Gift instead. You can cast it a number of times equal to your Charisma modifier, regaining all expended uses upon finishing a long rest. Your ability to bend fate also gains a more dynamic effect. When casting Guidance, instead of giving the creature one of your Fate Dice, you may instead immediately expend and roll the die and grant the target one of the following benefits:
- Aegis of Providence: They gain temporary hit points equal to the result + your spell attack bonus
- Step of Fate: Their walking/running speed is doubled for a number of minutes equal to the result
- Empowered Destiny: You choose a weapon that the target is wielding or carrying. On the target's next turn, that weapon deals additional damage of its respective type equal to the result
Twisted Fate
At level 10, beyond pushing fate in someone's favor, the Dealer has granted you the ability to interrupt and warp the flow of battle. When you or a creature you can see attacks or makes a saving throw, you can spend your reaction to expend and roll one of your Fate Dice and either add or subtract the result from the roll. You can't use this trait again for 1d4 - 1 minutes.
Written in the Stars
At level 14, your influence over fate has granted you the skills to, with some effort, reshape it entirely. After making an attack roll, ability check, or saving throw, you may forgo the result and instead roll all the dice in your Fate Pool and add your spell attack bonus. You may use the result in place of your roll and if the result is 22 or greater, treat it as a critical success/hit. Using this ability causes The Dealer to appear to you on your next rest automatically. After using this ability, you can't use it again until you finish a long rest.
Previous Versions
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4/8/2021 4:28:57 PM
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