Warlock
Base Class: Warlock

Note: This write-up assumes you have access to a tarot
deck. It uses the traditional Major Arcana only because those are
easiest to look up; renaming and reskinning the Arcana to fit your
world (or using a real-world deck that has already done so) is good.
If you want to really get into the spirit of things, you can
also use the Minor Arcana instead of d20s to play. Split the deck
into two stacks of two suits, 1-10 only. One suit is 1-10, and the
other suit is 11-20. (Maybe use cups and wands in one stack and
coins and swords in the other? Because I can remember that, alphabetically,
wands/swords comes after cups/coins, so wands and
swords are 11-20.) Whenever you’d roll, instead draw the top card
from one stack. If you roll with advantage or disadvantage, draw
from both stacks. After each draw, the stacks must be shuffled.

Expanded Spell List

The Cards 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

Identify, Unseen Servant

2nd

Augury, Locate Object

3rd

Bestow Curse, Nondetection

4th

Arcane Eye, Locate Creature

5th

Legend Lore, Geas

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

You can harness the power of the Major Arcana.

Reading Made Reality

Use the Foresight granted by the cards to change your fate.

Card Captor’s Curse

At 6th level, when you deal damage to a creature, you can use a
bonus action to place a curse upon it. The curse remains until you
are killed or incapacitated. If that creature is killed, you capture its
essence in a card. You gain an ability possessed by that creature
(flight, breath weapon, waterbreathing, etc) as worked out by you
and the DM. This ability lasts until you take a short or long rest.
If you already have a card, discard it; it’s replaced by the
new ability.

Expanded Arcana

At 10th level, you separate the Major Arcana into two 11-card
piles. You draw one from each pile at the end of any long rest and
can choose to do the same at the end of any short rest. You gain
the benefits of both cards and can discard each for bonuses as in
Reading Made Reality. During any long rest, you can rearrange the
contents of the piles as long as each ends up with 11 cards.

Summoner's Arcana

At 16th level, you can use an action to expend a spell slot to summon
one of the Arcana to fight for you. Draw and discard a card
to summon the creature associated with it on the chart below. The
summoning lasts for up to 1 hour (concentration).
The Arcana is friendly to you and your companions for the
duration. Roll initiative for the Arcana, which has its own turns. It
obeys any verbal commands that you issue to it (no action required
by you). If you don’t issue any commands to it, it defends itself
from hostile creatures but otherwise takes no actions.
If your concentration is broken, the Arcana doesn’t disappear.
Instead, you lose control of it. It might become hostile to you,
or it might demand a service. An uncontrolled Arcana can’t be
dismissed by you, and it disappears 1 hour after you summoned it.
The Arcana you summon appears like the image on the
card

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