Race: Human
Class: Warlock, Pact of the Deck (28)
Alignment: Neutral Good
Languages: Common, Abyssal, Celestial
Proficiencies
Light/Medium
Simple
Cards
Backstory
A wild adventurer in Suzail that goes with what seems to be best for him. He is about 29 years old and he used to work with Balatro until an argument about his organization's methods and left while stealing his 3 deck of cards. He had a wife, a 5 yr old daughter and an unborn child before the destruction of Suzail, but got them back from the Shadowfell
Features
5'10'' ft
148 lbsz
Eldritch Invocations
Legendary Features
Human Determination: When you make an ability check, attack roll or saving throw, you may choose to do so with advantage. Once you do so, you cannot do so again until you complete a long rest
STATS
HP: 582
AC: 20
Movement: 30ft
Passive WIS: 15
Initiative: +13
PB: +9
Spell Attack: +16
Spell Save: 24
Sorcery points: 30
STATS
STR: 17 (+3)
DEX: 18 (+4)
CON: 20 (+5)
INT: 15 (+2)
WIS: 18 (+4)
CHA: 24 (+7)
Saving Throws
STR: +3
DEX: +4
CON: +5
INT: +2
WIS: +13
CHA: +16
ADV +2 Modifier to spells
2x ADV Concertation
Skills
Sleight of Hand: +13
Arcana: +11
History: +11
Insight: +14
Nature: +13
Deception: +16
Persuasion: +16
Attacks:
Deck of Throwing: +15 to hit; 30/60ft; 1d12 for hand type = #d4 piercing damage + 2d4 Suit type
(Roll d12 to find damage amount, roll d4 for suit for damage type, pull a card for an effect or additional damage)
Look below
Blade of Luck: +17 to hit; 5ft; Magical 3d10+17 slashing damage (Can attack with this twice)
Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.
Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.
Eldritch Onslaught: Make 1 attack, then use 4 Eldritch Gifts
Spell slots
Cantrips
7 Spell slots: Max 8th level
9th: Foresight
Mystic Arcanum:
6th LV: Otherworldly Form
7th LV: Crown of Stars
8th LV: Dominate Monster
9th LV: Time Ravage
10th LV: Aegis of the Gods
11th LV: Death of Time
12th LV:
Immune: Lightning, Sleep
Resistance: Fire
Vulnerabilities:
Agonizing Blast
Add Charisma modifier to the damage roll of eldritch blast
Devil's Sight
Able to see in magical and non-magical darkness within 120ft of you
Eldritch Spear
Can cast eldritch blast within 300ft
Lance of Lethargy
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn
Ascendant Step
You can cast levitate on yourself at will, without expending a spell slot or material components
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components
Sculptor of Flesh
You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
Minions of Chaos
Can cast conjure elemental once using a warlock spell slot, can't do it again until a long rest
Thief of Five Fates
As an action, you may target up to 3 creatures of your choice that you can see within 30-feet of you, these targets must make a charisma saving throw. On a failed save, for the next minute whenever they would make an attack roll or saving throw, they must roll a d4 and subtract the number rolled from the attack roll or saving throw. They may repeat this saving throw at the end of each of their turns, ending the effect on a successful save. Upon succeeding on their saving throw against this feature, a creature is immune to this effect from you until you complete a long rest
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell
Unearthly Energy
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity
Otherworldly Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell
Future Sense
Prerequisite: 29th Level
You can't be surprised and have advantage on attack rolls and Strength/Dexterity based ability checks and saving throws. Additionally, other creatures have disadvantage on attack rolls against you.
Feats
Lucky
You have 3 luck points, which can be spent on an attack roll, ability check, or saving throw. You can roll an additional d20 after rolling the die. Also one point can be spent on an attack roll against you. Luck points cancel out if multiple creatures influence the outcome. You regain your expended luck points when you finish a long rest
Metamagic Adept
You've learned how to exert your will on your spells to alter how they function:
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest
(Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier. A chosen creature automatically succeeds on its saving throw against the spell)
Alert
Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative
You can't be surprised while you are conscious
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you
Magic Resistance
You have advantage on saving throws against spells and other magical effects
Legendary Resistance
When you fail on a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded down), you regain all expended uses upon completing a long rest
Otherworldly Secrets
Contained Power
Whenever you take an action to do anything other than use your Eldritch Gift, you may make 1 attack with your Eldritch Gift as apart of the same action. This attack takes place immediately after you finish performing the action that triggered this. You do not add your Warlock modifier to your Eldritch Gifts damage roll when attacking with this feature
2xResilient Body
Your HP maximum increases by an amount equal to two times your level in this class. Every time you gain a Warlock level, your maximum HP increases by an additional 3 HP. You may select this trait multiple times
Eldritch Gifts
Eldritch Arrow
As an action, you can shoot an arrow that hones in on a target within 90-feet. Make a ranged spell attack against the target. On a hit, the target takes 1d8 + Your Warlock modifier in force damage. Once per round when you miss with one of these arrows, you may force the creature it missed to make a Dexterity saving throw against your Warlock DC. On a failed saving throw, they suffer 1d8 + Your Warlock modifier in force damage as the arrow homes back in on them.
Eldritch Blast
As an action, you can fire a beam of crackling energy that streaks towards a target within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + your Warlock modifier in force damage
Eldritch Orb
You constantly have an orb of eldritch energy hovering around you. On your turn you may move the orb up to 30-feet (No action required) the orb can be no more than 60-feet away from you, if it would end up further away from you it automatically moves to remain within 60-feet of you. As an action you may release motes of eldritch energy from the orb. Make a ranged spell attack originating from the orb (This attack can not have disadvantage as a result of being within attack range of a creature) against a creature within 90-feet of the orb. On a hit, the target takes 1d8 + your Warlock modifier in force damage. You may turn your orb invisible or end its invisibility as a bonus action, while it is invisible it is unable to attack.
Eldritch Strike
As a bonus action, you can attack with pure eldritch might against a target within 5-feet of you. Make a melee spell attack against the target. On a hit, the target takes 1d12 + your Warlock modifier in force damage
Eldritch Tendril
As an action, you can send out a dark tendril towards a target within 60-feet of you. Make a ranged spell attack against the target. On a hit, the target takes 1d6 + your Warlock modifier in force damage. On a hit, instead of dealing damage, you may instead pull yourself 15-feet closer to the target. This movement does not provoke attacks of opportunity. You may target a surface with this ability for the purposes of moving yourself, if you do so it automatically hits
Overlord
Finally at 30th level, you have achieved the pinnacle of being a Warlock. Once per turn when you use your action to attack with your Eldritch Gift, you may forgo 3 of these attacks to cast a Warlock spell of 9th level or lower without expending a spell slot or lend some of your power to someone else
Class actions
Actions
House of Cards: Create a 15ft cube centered on a larger or smaller creature. They need to make a Strength saving throw or be trapped in an impenetrable cage until your next turn. You can do it again after a long rest
Bonus Actions
Suit of Cards: Draw a card and take the face value (1-13) as temporary hit points. and resistance to the suit type. If you draw a joker card, discard it and draw another card and the effect targets the nearest creature to you. You can do it again after a short rest
Fresh Hand: Draw a card from the deck and regain spell slots equal to the cards left in the deck of the same suit. If a joker card is drawn, you don't regain any spell slots and have shuffled any discarded jokers back into the deck. You can do it again after a short rest
Swindle: Can try to sneak a card back to the deck by making a Sleight of Hand DC 10. If you fail, your patron forces you to put any jokers discarded back into the deck and for the deck to be shuffled
Reactions
Free Action
Bluff: Make a Sleight of Hand to prevent a spell to be counter-spelled against the targets passive perception. Has to be a non-verbal spell
Diviner: On our turn slow down to 0ft of movement to predict the opponent's moves. They have disadvantage on attacks against you until your next turn. Also you can draw 5 cards and return them in any order to the top of the deck. You can do it again after a long rest
Damage Dealer: If you draw a card less than or equal to 3, you can go draw another card from the deck, using that one. Both cards are discarded
Eldritch Master: You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again
Class Passives
Resilient Body: Your HP maximum increases by an amount equal to two times your level in this class. Every time you gain a Warlock level, your maximum HP increases by an additional 3 HP. You may select this trait multiple times
Item actions
Actions
Wish. The sword has 1d4 – 1 charges (3). While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges
Moon Card: 1 wishs
Bonus Actions
Reactions
Free Action
Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.
Item Passives
Aurumplate Robes: +2 to spell saving throws, able to regain half of your spell slots once per long rest. Become resistant to one damage type of your choice except for bludgeoning, piercing or slashing
Naruto: Hokage: Space–Time Ninjutsu
Can open a portal to anywhere he wants, able to bypass any barrier, make his own dimension
Chainsawman: Curse Devil
Fear Empowerment: More people that fear curses, stronger Jack gets
Blood Consumption: Drinking blood will heal wounds and grow stronger
Contract Creation: lend some power to another but a sacrifice must be made
Corpse Possession: Possess a corpse, becoming either fiend or hybrid
Reincarnation: Die on Earth, revive back in Hell. Die in Hell, revive back in Earth. But no memories
Flesh Power Boost; Eat another devil to increase power
Invisibility
Gain a nail sword where stabbing a creature 3 times will summon the curse devil, harming the creature a lot. But will shorten your life-span