Warlock - Covetous Cardmaster Pact

by Doctorpipsqueak

Search GM Binder Visit User Profile

/>

Cardmaster

Warlock - Covetous Cardmaster Pact

A master of swindling, shuffling, and charm, the Covetous Cardmaster is a master of going all in, even when the chips are down. The patron for this class can be of any origin, pulling from the greedy disposition of devils, the beguilling nature of an archfey, or the deceptiveness of an old one.

Class Features

At 3rd level you gain access to the following features


Equipment

This class requires a complete 54 playing card set. Your patron bestows upon you a deck teeming with eldritch energy. This deck acts as your arcane spellcasting focus. You may choose to have the deck hovering beside you, up your sleeve, or in a worn container. You may summon or dismiss this deck as a bonus action. Moving more than 100 feet away from your deck automatically dismisses it.


Using Your Eldritch Deck

Whenever you cast a 1st level spell or higher, draw a card from the top of your deck. The suite, face, or number determines a specific outcome.

Damaging (Dmg.) Spells: Numbered cards deal damage equal to their value and suite. Aces, Kings, Queens, Jacks, and Jokers do no initial damage but do inflict a condition, listed in the table below.

You may replace 1 dice of damage with 1 card, dealing damage equal to the card's number and suite, or with face cards replacing the damage dice with a condition based on the face and suite. For example: a spell does 3d6 poison damage, and you draw a 5 of Hearts and replace, it now does 2d6 poison + 5 fire damage.

Utility Spells: When you cast a non-damaging (utility) spell, you may use your card to apply a bonus onto the spell, as listed in the table below. You may target yourself or others with these bonuses, as long as your target is in range. The range for these bonuses is the same as the cast spell's range. Upon drawing a face card with a utility spell, suite effects don't apply.


Suite Dmg. Utility
Hearts Fire Temp. HP
Diamonds Avarice Covet
Spades Cold Quicken
Clubs Force Resistance
Face Condition Utility
King Stun Rush
Queen Selective Charm Advantage
Jack Draw Gambit
Joker Charity Generosity


Your Discard Pile and Midnight

Each time you draw a card, place that card face-up into your discard pile. Once you have no more cards to draw, you may no longer cast spells until Midnight each evening where the deck reforms itself, allowing you to shuffle your discard pile back into your deck and continue casting.

Leveling Up and Scaling Spells

You may draw 2 cards whenever you cast a spell when you reach 7th level. At 12th level you may draw 3, and at 18th level you may draw 4.

Covetous Numerical Outcomes

Numerical card suites have the following effects.

Hearts will convert the damage of a spell to fire, igniting any flammable or non-worn objects.

Utility: Grant Temporary HP, up to 10, based on the card's numerical value.

Diamonds cause Avarice, which deals no damage but steals a number of silver coins equal to the value of the card drawn. If the target of Avarice is unaware of the caster, they must make a Wisdom Saving Throw equal to your Spell Save DC. If they fail the save they are unaware they have lost money.

Utility: You covet what you don't own. Within range, you automatically discover the location of an object worth no more than the number of the card you drew in its amount of silver (gold and platinum respectively.)

Spades convert the spells damage to cold and reduces the movement speed of the target by 5 feet for 3 rounds. This ability can stack up to 3 times, restarting the 3 round penalty with a max 15ft reduction.

Utility: You quicken the pace of your target within range. When you draw this card, a movement speed is increased by 5ft for 1 round. This can stack up to 3 times, restarting the 1 round bonus with a max 15ft increase.

Clubs convert the spells damage to force, causing the target to make a CON Saving Throw equal to your Spell Save DC. Upon failure, the target is knocked back 5 feet.

Utility: You or a target within range gains resistance to 1 damage type of your choice until you cast another spell.


Faces of the Pact

The Face cards deal no initial damage but still apply effects based on their suit, detailed below.

Aces deal no damage but do replenish a spell slot.

Kings apply stun to the target(s) for 1 round. The suit of the King applies additional effects. Hearts apply a 1d4 burning condition for 3 rounds, Spades slow the target for 5 rounds, Clubs knock back 5ft in addition to stunning, and Diamonds steal a non-magical item worth no more than 50sp. (50 gp / 50 pp with Loaded Dice Invocation)

Utility: A target within range rushes their turn, gaining +5 Initiative for 1 round.

Queens Selectively Charm for 10 rounds (1 minute). A Selective Charm only applies advantage on one Charisma Skill. The suit of the queen chooses the Charisma skill. Hearts grant advantage on Persuasion checks, Spades on Deception checks, Clubs on Intimidation checks, and Diamonds on Performance checks.

Utility: Lady Luck aids one target within range. For 30 seconds (5 rounds), gain advantage on one skill check. Once the check is made, the advantage ends.

Jacks offer a variety of Draw Card Mechanics. The suit of the Jack determines the rules on drawing cards. All cards drawn by the Jack can be used as a singular card in a spell cast. Drawing additional Jacks will cause you to draw even more cards during this phase. Hearts draws 2, Spades draws 2 and discards 1, Clubs draws 3 and discards 1 at random, and Diamonds allows you to search your deck for a specific card and put it on top of your deck without drawing. Shuffle your deck after searching through it.

Utility: You or a target within range gambles with their next attack, gaining Gambit. With Gambit, roll a d6 before attacking, subtracting that number from your attack roll and adding it to your damage roll, or vice versa.

Jokers are the tricky cards. Your patron can allow you to be greedy for only so long. Upon drawing a Joker, you must perform an act of Charity. Charity forces you to draw a card, and the additional effects apply. Numerical cards fizzle (counter) your spell and deal damage of their type to you. Diamonds won't deal damage, but you will lose coins to the void based on the value.

Drawing face cards after the Joker doesn't activate Suite effects. Drawing an Ace causes you to lose a spell slot. Drawing a King will cause your cast spell to target you. Drawing a Queen causes your cast spell to target an ally. Drawing a Jack causes you to discard cards from the top of your deck until you reveal another Joker or Jack. Put all cards into your discard pile with no additonal effect.

Utility: When drawing a Joker on a non-damaging spell, draw a card. Your spell fizzles and the utility bonus that would apply to you or an ally from that card is instead applied to an enemy you can see within range. If no enemy is present, shuffle the Joker back into your deck.

If, by rare chance, you draw a joker after a joker, your patron (for better or worse) possesses you for a time.


Eldritch Invocations

As a Covetous Cardmaster, you gain access to the following Invocations in addition to other 5th edition supplements.

Wild Cards

Prerequisite: Elritch Blast. When you pick this Invocation, you may draw a card for each individual ray of Elritch Blast. Each ray gains that damage type and effect.

Poker Face

You gain proficiency, or expertise if you already have them, in your choice of 2 skills. Choose between Deception, Insight, and Sleight of Hand.

Scrying Eye

Once per short rest, you may look at the top card of your deck as a bonus action (scry 1). You may choose to put that card on the bottom of your deck. At 7th level you may scry 2, scry 3 at 12th level, and scry 4 at 18th level.

High Card

Prerequisite: 5th Level. Whenever you draw a King card, you may draw an additional card. That card's suite becomes the same as the King's Suite.

Loaded Dice

Prerequisite: 7th and/or 15th level. You know how to get a diamond out of the rough. At 7th level, you gain gold instead of silver when casting a diamond card. You may choose this innvocation again at 15th level to gain platinum instead of gold.

Pick a Card

Prerequisite: 7th Level. You attempt to deceive your Patron, placing a card from your discard pile on top of your deck. Make a sleight of hand check DC 10. Upon Success, you place that card on top of your deck. Each subsequent check after this raises the DC by 4 until Midnight, where it resets. Upon failure, the card you wished to bring back targets you as if it were a Joker.

Door Card

Prerequisite: 10th Level. You may discard a card from the top of your deck to cast Dimension Door without expending a spell slot, up to 3 times a day.

Left in the Lurch

Prerequisite: 12th Level. Upon dealing a killing blow to an opponent while you're not bloodied (half health), shuffle 2 cards of different suites back into your deck.

Check

Prerequisite: 15th Level. As a reaction, you choose to pass your turn and become ethereal. You may choose to have no damage dealt towards you. In return, you deal no damage. This effect lasts until the end of your next turn.

All In

Prerequisite: 19th Level. Range: 120 feet. Your Patron allows you to gamble with All-or-Nothing odds! You cup your deck into a bridge in a single hand before unleashing the remainder of it's contents all at once. You may target one or up to X creatures, where X is the remainder of cards in your deck. If you target more than one creature, draw from the top of your deck and make separate piles for each creature. Each card activates as normal except Jokers, Jacks, and Aces, which do nothing in this sequence. Stuns, slows, knock back, and charm each stack respectively. Once you have gone All In, you may not benefit from Pick a Card or cast spells until your deck reshuffles itself at Midnight. No bonuses may be added to this Innvocation, like damage buffs or ability modifiers. Each card automatically hits.