Sei sulla pagina 1di 3

Pact of the Deck

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'

PART 3 | OPTIONAL INVOCATIONS 3

Potrebbero piacerti anche