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Otherworldly Patron based on the suit. Roll a d4 and consult the following table.

You can use this feature a number of times equal to your


At 1st level, a warlock chooses an otherworldly patron, and
Charisma modifier (a minimum of once). You regain all
the Wandering Gambler is another option for that feature.
expended uses when you finish a short or long rest.
Wandering Gambler Suit Effect
You have made a pact with a being of chance, luck, betting Clubs (1) The target must succeed on a Strength
and gambling. Perhaps this being was a deity of chance, a saving throw against your warlock spell
powerful devil, or even a powerful object or location, like a save DC or be knocked prone.
magical casino or cursed poker chip. Through your bargain, Diamonds (2) The target has disadvantage on the next
you likely wagered a part of your own soul or fortune in attack roll it makes before the end of its
exchange for such power, or perhaps you’re still in a large next turn.
game with your patron, trying to break free, before they Hearts (3) You regain a number of hit points equal
come to collect their rewards. Patrons of this sort include to your proficiency modifier.
Hen’Ka the Gambler, the gods Fortuna and Tyche, the
Spades (4) The target takes additional force damage
Infinite Casino or even the Deck of Many Things. equal to half your warlock level (rounded
Expanded Spell List up).
The Wandering Gambler lets you choose from an expanded Tools of the Gambler
list of spells when you learn a warlock spell. The following Also at 1st level, you can better use the tools of luck and
spells are added to the warlock spell list for you. chance. You gain proficiency in one type of gaming set, and
you can use a gaming set you are proficient in as a
Wandering Gambler Spells spellcasting focus for your warlock spells. You also gain
Warlock Level Spells
proficiency in one of the following skills of your choice:
Deception, Insight, or Sleight of Hand.
1st chromatic orb, disguise self
3rd fortune’s favorEGW, wristpocketEGW
5th fast friendsAI, nondetection
7th compulsion, divination Playing with a deck of cards
9th mislead, skill empowerementXGE Some players may wish to play the game with props. To use
a deck of cards, use a deck with 10 cards per suit (removing
Deck of Chance jacks, queens and kings). Instead of rolling a d10 for your
eldritch blast, draw a card and deal damage equal to the
Starting at 1st level, your patron’s gift have influenced your card’s amount. Additionally, instead of rolling a d4, use the
magic. You learn the eldritch blast cantrip, if you don’t suit of the drawn card. Once you’ve drawn a card, place it in
already know it, and when you cast eldritch blast, the beams a separate discard pile, and once you’ve used all of the
appear as playing cards. cards, when you use Reshuffle, or when you finish a short or
Additionally, once per turn, when you hit a creature with long rest, you can choose to shuffle the cards again.
eldritch blast, you can choose to create an additional effect

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can immediately use your bonus action to allow your
Reshuffle familiar to use its reaction to make one attack. On a hit, the
At 6th level, you realize that sometimes all you need is a familiar deals additional damage equal to your warlock level.
fresh start. During your turn, you can use your bonus action
to hurl a spectral card to a location within 30 feet of you. Gambler’s Fortune
When your turn ends, you teleport to that card's location and (Prerequisite: Wandering Gambler patron)
regain two expended uses of your Deck of Chance feature. While you are not wearing armor or using a shield, your AC
Once you use this feature, you can't do so again until you equals 10 + your Dexterity modifier + your Charisma
finish a short or long rest. modifier. Additionally, when a creature rolls a natural 1 on
an attack roll against you, you have advantage on Charisma
Trick up the Sleeve checks against the creature until the start of its next turn.
Beginning at 10th level, you can manipulate chance to
protect you. When you are hit with a critical hit, you can use
your reaction to force the target to reroll the die and use the
new roll.
Game of Demise
Starting at 14th level, when you hit a creature with an attack
on your turn, you can use your bonus action to force the
creature to participate in a deadly game of Demise,
momentarily pausing time for all but the two of you while
you play. Both you and the target roll 1d20. You can add half
your Charisma modifier (rounded down) to the roll. The one
with the lower roll result is the loser, and takes psychic
damage equal to the other participant's roll. Each time you
win, the creature can make a Charisma saving throw against
your warlock spell save DC. If the creature fails, you can
choose to have the game continue, repeating the process, or
cause it to end, and on a success, the creature can decide
instead. Each time you lose, you can choose to either
continue the game or cause it to end.
If a creature dies while playing this game, its soul is
captured by the victor, becoming a shining, spectral token,
such as a playing card or a chip. The dead creature can't be
resurrected by any means unless the creature possessing the
token consents.
Once you use this feature, you can't do so again until you
finish a long rest.

Eldritch Invocations
At 2nd level, a warlock gains the Eldritch Invocation feature.
Here are new options for that feature that are designed for
the Wandering Gambler Patron.
Lucky Gambler
(Prerequisite: Wandering Gambler patron)
Your proficiency bonus is doubled for any ability check you
make that uses your proficiency with a gaming set.
Rolling Bones
(Prerequisite: Wandering Gambler patron, Pact of the Tome)
You can cast augury at will, without expending a spell slot.
Additionally, when you cast this spell, you can use a gaming
set as a material component instead.
Double Aces
(Prerequisite: Wandering Gambler patron, Pact of the
Blade)
When you roll a 1 on the damage die of a warlock cantrip,
you can make an attack with your pact weapon as a bonus Credits
action.
Created by Numbers1999 for DionyzRex. Find more of my
The House Always Wins work in my portfolio.
(Prerequisite: Wandering Gambler patron, Pact of the "TWISTED FATE" by Markella Stav. “Twisted Fate Card
Chain) Concepts” by Maisie Yang.
On your turn, when you make an ability check with a
gaming set and fail, or make a spell attack roll and miss, you

PART 1 | CLASSES 2

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