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This document describes a Pact of the Deck feature for a warlock. It allows the warlock to use a deck of cards as a spellcasting focus and magical weapon. Drawing and discarding cards can alter spellcasting. Thrown cards can damage targets based on suit and value. Higher level invocations grant additional card-based abilities like regaining spell slots or trapping targets in cubes of cards. The deck provides benefits to card games and can be dismissed or recreated if destroyed.
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Swords and books and little imp things are all well and good, but who need them when you can have Lady Luck on your side! Whether it's a Deadlands Huckster or X-Men's Gambit, this pact boon will get you slingin' spells and callin' cards with the best of them!
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Pact of the Deck (A D&D 5th Edition Warlock Pact Boon)
This document describes a Pact of the Deck feature for a warlock. It allows the warlock to use a deck of cards as a spellcasting focus and magical weapon. Drawing and discarding cards can alter spellcasting. Thrown cards can damage targets based on suit and value. Higher level invocations grant additional card-based abilities like regaining spell slots or trapping targets in cubes of cards. The deck provides benefits to card games and can be dismissed or recreated if destroyed.
This document describes a Pact of the Deck feature for a warlock. It allows the warlock to use a deck of cards as a spellcasting focus and magical weapon. Drawing and discarding cards can alter spellcasting. Thrown cards can damage targets based on suit and value. Higher level invocations grant additional card-based abilities like regaining spell slots or trapping targets in cubes of cards. The deck provides benefits to card games and can be dismissed or recreated if destroyed.
Every time you cast a warlock spell of 1st level or higher,
including those attained through invocations, draw and discard a number of cards from your pact deck equal to the spell level. If at least two of the cards are aces, you cast the spell without expending a spell slot. If at least one of the cards is a joker, you cast the spell and roll for an effect on the Wild Magic Surge table. Instead of regaining sorcery points on a roll of 99-00, you regain an expended spell slot. Shuffle the discard pile back into the remaining deck after each long rest - this is the only time the two piles are brought together. If you run out of cards, your spellcasting reverts to its original format, and you experience none of the effects granted by your pact deck features that require you to discard cards. You are proficient with using throwing cards from your pact deck as weapons, separate from your spells. They are one-handed, thrown finesse weapons with a range of 30/60 feet. As a bonus action, you can draw and discard a card from your deck, and make a ranged attack against a target. Its suit and face value determine its effect. You are able to do this a number of times equal to your Charisma modifier, and regain expended uses after a long rest. You do not need to recover the cards after a battle, they simply get transferred to your discard pile. The face value of the cards 2-10 represent the damage the card deals on a successful hit. The damage type depends on its suit. The ace and the face cards have their own unique effects instead of inflicting damage. On a critical hit, draw and discard two cards, and throw both. Suit Damage Type Value Effect Spades Slashing Ace The target is vulnerable to a Hearts Fire damage type of your Clubs Force choice until the end of your next turn Diamonds Cold Pact Deck 2-10 Damage This pact requires the use of a full deck of 52 You are able to dismiss Jack The target’s playing cards and 2 jokers, for a total deck of 54 your pact deck to an movement is halved cards. Keep the deck face down, and the discard extradimensional space, and until the end of its next turn as small pile face up. Where appropriate, the jack, queen summon it to your hand at spikes appear at its and king cards represent values of 11, 12 and 13 any time. If the deck is feet respectively. The ace counts as 1. As flavour, your somatic spells can be cast through the destroyed, you can meditate manipulation of your deck, and ranged spells can over a traditional deck of Queen Draw and throw another card, be cast as thrown cards. They do not stack with the cards over a short rest, and choosing any effects of throwing cards as ranged attack. roll 1d20. On a roll of 10 or damage type for the higher, the deck is attack transformed into your new King The target must spell deck. On a roll of 1, the succeed on a Pact Boon deck is destroyed. Strength saving throw or be Pact of the Deck knocked prone You use a deck of cards as your spellcasting focus. This is Joker Roll for an effect on your pact deck, through which you channel your spells. The the Wild Magic deck can be used in place of material components for spells if Surge table there is no cost and the materials are not consumed. You apply an additional +5 to all ability checks relating to card games.
PART 1 | PACT OF THE DECK 1
Fresh Hand Eldritch Invocations Prerequisites: 7th level, Pact of the Deck Blinds Up As a bonus action, draw a card from your pact deck. Regain a Prerequisites: 5th level, Pact of the Deck spell slot by discarding every card of this suit left in your As an action and using your concentration for up to 1 minute, deck. If you draw a joker, you do not regain a spell slot, and you can send cards from your pact deck to spin around the must shuffle any discarded jokers back into your deck. You head of a creature within 60 feet, like a zoetrope. The target regain the use of this feature after a short rest. must make a Wisdom saving throw. On a failed save, they do not notice the movement of any creature they can see, instead House of Cards perceiving it as the creature moving on the spot. A creature Prerequisites: 5th level, Pact of the Deck reveals its new position if it attacks the target. The target As an action and using your concentration up to 1 minute, cannot make an opportunity attack against a creature that you can create a 15-foot cube of cards centred on a creature moves out of its melee range while the effect is active. The of size large or smaller, within a range of 60 feet. The target target can repeat the saving throw at the end of each of its must succeed on a Strength saving throw or be trapped until turns, ending the effect on itself on a success. You regain the the effect ends. The trapped target can repeat the saving use of this feature after a short rest. throw at the end of each of its turns, ending the effect on itself on a success. The cards are impenetrable from both the Bluff inside and the outside. You regain the use of this feature after Prerequisites: Pact of the Deck a long rest. You can attempt to conceal your spellcasting by performing card flourishes. Make a Charisma (Performance) check to Suit of Armour disguise any verbal or somatic components as you cast the Prerequisites: 5th level, Pact of the Deck spell, against the Passive Perception of each of those who you As a bonus action, you are able to surround yourself with a are attempting to deceive. On a success they are unaware protective layer of cards. Draw and discard a card from your that you have cast a spell. pact deck. For one hour, you gain temporary hit points equal to the face value of the card (1-13) and resistance to the Card Sharp damage type represented by its suit. If you draw a joker, Prerequisites: 12th level, Pact of the Deck discard it and draw another card - the effect targets the You can arrange your pact deck into a fan of keen-edged nearest creature to you. You regain the use of this feature cards. As an action, draw five cards from your pact deck and after a short rest. choose a target within 5 feet. The target must make a Charisma saving throw. It takes magical slashing damage Swindle equal to the total of the face values (1-13) on a failed save, or Prerequisites: Pact of the Deck half as much on a successful one. If at least two aces are You can attempt to sneak a card from your discard pile back drawn, you can use this feature again before a long rest. If at into your pact deck. As a bonus action, make a Sleight of least one joker is drawn, roll for an effect on the Wild Magic Hand check against DC 10. Every time you attempt this, the Surge table and total the remaining card values to determine DC increases by 5, and resets to 10 after a long rest. On a damage. Discard the cards once the attack has been made. success, your patron doesn’t notice your con, and you can You regain the use of this feature after a long rest. move a card of your choice from the discard pile to anywhere in your pact deck. On a failure, you are caught, stunned until Damage Dealer the end of your next turn, and your patron compels you to Prerequisites: 7th level, Pact of the Deck shuffle any jokers in your discard pile back into your pact When you draw a throwing card of face value three or lower, deck. you may draw another and throw the new card instead. Discard both cards. Warped Limits Prerequisites: 9th level, Pact of the Deck Diviner Your spells with a base range of ‘Touch’ can be cast with a Prerequisites: 5th level, Pact of the Deck range of 60 feet. You are able to read your pact deck to predict the actions of your opponents. On your turn in combat, you can slow your movement to 0 feet to take a reading. Draw five cards, and return them in any order to the top of your deck. All opponents have disadvantage on their attacks against you until your next turn. You regain the use of this feature after a long rest.
2 PART 2 | ELDRITCH INVOCATIONS
Optional Invocations On the DM’s decision, the following invocations relating to the Deck of Many Things can be available to the warlock. Maniac Prerequisites: 15th level, Deck of Many Things, Pact of the Deck You are able to throw a random card from the Deck of Many Things at a target, with the same range as your pact throwing cards, and force them to make a Charisma saving throw. On a failed save, or if they choose to, they experience the effect of the card and it returns to the deck. You regain the use of this feature after a long rest. Marked Cards Prerequisites: 9th level, Pact of the Deck You become aware of the precise location of the nearest Deck of Many Things, regardless of the plane you are on. Whenever you draw a card from the deck, you have advantage on saves against effects and creatures summoned by the deck have disadvantage on attacks against you.
Credits Special thanks to the subscribers of r/DnD for their continued feedback and support PDF created using Scott Tolksdorf's 'The Homebrewery'