Saturday, May 30, 2015

D&D 5e - Warlock Patron - Spirit of the Tarot

This one was suggested to me by my girlfriend. She wished to play a fortune teller gypsy themed character. So, decided to make it a Warlock Patron. It came out like a Fortunetelling Gambit mixed with Twisted Fate type deal.


Warlock Patron: Spirits of the Tarot

Your patron is a spirit that holds connection to the fabled tale of the Tarot. This spirit may represent one of the many cards that makes up the tale. Through the spirit, it grants the powers that flow through the entire deck.

Expanded Spell List
Spell Level Spells
1st -   Detect Evil and Good, Identify
2nd -   Detect Thoughts, Locate Object
3rd -   Spirit Guardians, Clairvoyance
4th -   Divination, Locate Creature
5th -   Legend Lore, Modify Memory

Deadly Dealer
Starting at 1st level, your patron bestows upon you a deck of cards attuned with the magic of the spirits called a Tarot/Harrow Deck. This deck can be used as an Arcane Focus for your spells. This deck always stays complete. Cards will magically return to the deck unless the whole deck is destroyed.
If you lose your Tarot/Harrow Deck, you can perform a 1-hour ceremony to receive a replacement from your patron. The ceremony can be performed during a short or long rest, and it destroys the previous deck.
The deck's cards can be thrown with deadly precision. After you cast a spell when using the deck as your Arcane Focus, as a bonus action, you can make a spell attack roll against a creature within 120 feet. On a hit, the target takes 1d8 slashing damage.

Card Reading
Starting at 6th level, you can call upon answers from your patron through your deck. You can cast augury at will, without expending a spell slot and with using the deck as your material component.

Fate Weaving
Beginning at 10th level, your patron bestows upon you the power to twist and change the fate of yourself and others. As a reaction, you may force a creature within 30 feet, including yourself, to reroll an attack roll, saving throw, or ability check. The creature must take the result of the second roll.
Once you use this feature, you can't use it again until you finish a short or long rest.

Seance
Beginning at 14th level, your patron teaches you how to perform a ceremony to call upon the spirits to inhabit your body. You may call to any deceased spirit or incorporeal being. You must have something with you that is connected directly to the spirit you are attempting to call. This may be a personal item owned by the spirit in life, an area where the spirit is emotionally attached to, or even a blood relative of the deceased. The DM is the final arbiter on if you have what is necessary for this feature to work.
The ceremony takes 10 minutes to perform, after the ceremony is finished, a call is sent out to the target spirit. The spirit is not required to accept the invitation. You will know immediately if the spirit denies the invitation. The spirit also might not be able to connect due to it being trapped or imprisoned. If it accepts and is able to be called upon, you will be possessed by the spirit. You and the spirit will be unable to move while you are being possessed. Any attempt at moving you from your position will result in the possession ending. While the spirit possesses you, it will use your senses to view the area around you and your mouth to speak. It has all knowledge that the spirit had before it died and while it has been deceased. The spirit is not required to answer truthfully or at all.
At any time, you or the spirit can end the possession, which will send the spirit back to where it was before the ceremony occurred. Once you use this feature, you can't use it again until after a long rest.

1 comment:

  1. I had to add an ability to fit in a game i was running in a modern setting so thought would post it for you it is a slight mod of the spirit guardians spell of 3rd level.

    GUARDIANS OF THE TAROT (tarot only)
    At 7th level, you call forth power of the Tarot to protect you. Cards flit around you to a distance of 15 feet for the duration. The cards grow in size and the pictures become animated in appearance and Glow white wispy fog (good) A silver gray smoky quality (neutral) or black smoke with a reddish hellish glow (evil). When you call upon, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. Once you use this feature, you can't use it again until you finish a long rest.

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