PHB, Pgs. 106-111
Pact of the Deck Original Credit: Saequis
Voice of a Thousand Credit: Reworked from The Revenant Soul by PizzaMelody
You use a deck of cards as your spellcasting focus. This is your pact deck, through which you channel your spells. The deck can be used in place of material components for spells if there is no cost and the materials are not consumed. You apply an additional +5 to all ability checks relating to card games.
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 |
---|---|
Spades | Slashing |
Hearts | Fire |
Clubs | Force |
Diamonds | Cold |
Value | Effect |
---|---|
Ace | The target is vulnerable to a damage type of your choice until the end of your next turn |
2-10 | Damage |
Jack | The target’s movement is halved until the end of its next turn as small spikes appear at its feet |
Queen | Draw and throw another card, choosing any damage type for the attack |
King | The target must succeed on a Strength saving throw or be knocked prone |
Joker | Roll for an effect on the Wild Magic Surge table |
Choose two cantrips: Chill Touch, Mage Hand, Minor Illusion, Prestidigitation, True Strike
Select two 1st level spells: Charm Person, Comprehend Languages, Expeditious Retreat, Illusory Script, Protection from Evil and Good, Unseen Servant
Spell Level | Spells |
---|---|
1st | burning hands, command |
2nd | blindness/deafness, scorching ray |
3rd | fireball, stinking cloud |
4th | fire shield, wall of fire |
5th | flame strike, hallow |
Spell Level | Spells |
---|---|
1st | Command, Shield of Faith |
2nd | Blindness/Deafness, Spiritual Weapon |
3rd | Bestow Curse, Speak with Dead |
4th | Death Ward, Locate Creature |
5th | Geas, Raise Dead |
Level | # Of voices |
---|---|
1st | 1 |
4th | 2 |
7th | 3 |
10th | 4 |
13th | 5 |
16th | 6 |
Agonizing Blast
Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. |
Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components. |
Ascendant Step
Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components. |
Beast Speech
You can cast speak with animals at will, without expending a spell slot. |
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills. |
Bewitching Whispers
Prerequisite: 7th level You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest. |
Blinds Up
Prerequisites: 5th level, Pact of the Deck As an action and using your concentration for up to 1 minute, you can send cards from your pact deck to spin around the head of a creature within 60 feet, like a zoetrope. The target must make a Wisdom saving throw. On a failed save, they do not notice the movement of any creature they can see, instead perceiving it as the creature moving on the spot. A creature reveals its new position if it attacks the target. The target cannot make an opportunity attack against a creature that moves out of its melee range while the effect is active. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You regain the use of this feature after a short rest. |
Bluff
Prerequisites: Pact of the Deck You can attempt to conceal your spellcasting by performing card flourishes. Make a Charisma (Performance) check to disguise any verbal or somatic components as you cast the spell, against the Passive Perception of each of those who you are attempting to deceive. On a success they are unaware that you have cast a spell. The +5 bonus to card-related checks does not apply to this feature. |
Book of Ancient Secrets
Prerequisite: Pact of the Tome You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. |
Card Sharp
Prerequisites: 12th level, Pact of the Deck You can arrange your pact deck into a fan of keen-edged cards. As an action, draw five cards from your pact deck and choose a target within 5 feet. The target must make a Charisma saving throw. It takes magical slashing damage equal to the total of the face values (1-13) on a failed save, or half as much on a successful one. If at least two aces are drawn, you can use this feature again before a long rest. If at least one joker is drawn, roll for an effect on the Wild Magic Surge table and total the remaining card values to determine damage. Discard the cards once the attack has been made. You regain the use of this feature after a long rest. |
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain You can cast hold monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again. |
Damage Dealer
Prerequisites: 7th level, Pact of the Deck When you draw a throwing card of face value three or lower, you may draw another and throw the new card instead. Discard both cards. |
Devils Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. |
Diviner
Prerequisites: 5th level, Pact of the Deck 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. |
Dreadful Word
Prerequisite: 7th level You can cast confusion once using a warlock spell slot.You can't do so again until you finish a long rest. |
Eldritch Sight
You can cast detect magic at will, without expending a spell slot. |
Eldritch Spear
Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feet. |
Eyes of the Rune Keeper
You can read all writing. |
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. |
Fresh Hand
Prerequisites: 7th level, Pact of the Deck As a bonus action, draw a card from your pact deck. Regain a spell slot by discarding every card of this suit left in your deck. If you draw a joker, you do not regain a spell slot, and must shuffle any discarded jokers back into your deck. You regain the use of this feature after a short rest. |
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. |
House of Cards
Prerequisites: 5th level, Pact of the Deck As an action and using your concentration up to 1 minute, you can create a 15-foot cube of cards centred on a creature of size large or smaller, within a range of 60 feet. The target must succeed on a Strength saving throw or be trapped until the effect ends. The trapped target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cards are impenetrable from both the inside and the outside. You regain the use of this feature after a long rest. |
Lifedrinker
Prerequisite: 12th level, Pact of the Blade When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). |
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot. |
Master of Myriad Forms
Prerequisite: 15th level You can cast alter self at will, without expending a spell slot. |
Minions of Chaos
Prerequisite: 9th level You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest. |
Mire the Mind
Prerequisite: 5th level You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest. |
Misty Visions
You can cast silent image at will, without expending a spell slot or material components. |
One With the Shadows
Prerequisite: 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. |
Otherworldly Leap
Prerequisite: 9th level You can cast jump on yourself at will, without expending a spell slot or material components. |
Repelling Blast
Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. |
Sculptor of Flesh
Prerequisite: 7th level You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest. |
Sign of Ill Omen
Prerequisite: 5th level You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest. |
Suit of Armor
Prerequisites: 5th level, Pact of the Deck As a bonus action, you are able to surround yourself with a protective layer of cards. Draw and discard a card from your pact deck. For one hour, you gain temporary hit points equal to the face value of the card (1-13) and resistance to the damage type represented by its suit. If you draw a joker, discard it and draw another card - the effect targets the nearest creature to you. You regain the use of this feature after a short rest. |
Swindle
Prerequisites: Pact of the Deck You can attempt to sneak a card from your discard pile back into your pact deck. As a bonus action, make a Sleight of Hand check against DC 10. Every time you attempt this, the DC increases by 5, and resets to 10 after a long rest. On a success, your patron doesn’t notice your con, and you can move a card of your choice from the discard pile to anywhere in your pact deck. On a failure, you are caught, stunned until the end of your next turn, and your patron compels you to shuffle any jokers in your discard pile back into your pact deck. |
Thief of Five Fates
You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest. |
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. |
Visions of Distant Realms
Prerequisite: 15th level You can cast arcane eye at will, without expending a spell slot. |
Voice of the Chain Master
Prerequisite: Pact of the Chain You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. |
Warped Limits
Prerequisites: 9th level, Pact of the Deck Your spells with a base range of ‘Touch’ can be cast with a range of 60 feet. |
Whispers of the Grave
Prerequisite: 9th level You can cast speak with dead at will, without expending a spell slot. |
Witch Sight
Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. |
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | – |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
5th | +3 | – | 3 | 6 | 2 | 3rd | 3 |
6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7th | +3 | – | 3 | 8 | 2 | 4th | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
9th | +4 | – | 3 | 10 | 2 | 5th | 5 |
10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18th | +6 | – | 4 | 14 | 4 | 5th | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |