When you roll any roll that involves a d20, you can choose instead to flip a coin and call the result. If you call it right, the roll is treated as a natural 20, if you fail it is treated as a natural 1. You can do this a number of times equal to your Charisma modifier and it refreshes on every long rest.

You become proficient in two gaming sets of your choice, or you can choose to become proficient in one gaming set, and add double your proficiency bonuses to checks made involving that gaming set.

The Playmaker lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

This also works great on tables, so you can create some subdivisions like the equipment as you can see in the Player's Handbook

You are playing a game with the Eldritch powers granted upon you, and the stakes may well be your own life and sanity.

This Pact is unique as it does not specify a specific type of patron, only their characteristics, specifically, that of a player of games. This patron loves games, and loves to play. Currently, they have found a new interest: You.

Why did you choose this Patron? Maybe you impressed this mysterious entity in a game of chance. Maybe your Patron has bet that you would't survive with these powers, and you took them on. Maybe you were near death, and you bet your soul in exchange for a second chance in life, and while your Patron grants you your powers they also try to make you fail and collect whats owed to them.

The Pact of the Playmaker is a custom Warlock Pact that favors those who take risks and play games. With these boons you can create devastating effects for your enemies, or end up failing in spectacular ways. Use at your own risk.

Card Trick

Starting at 6th Level you can make game components into magical weapons. Once per long rest you can produce a number of components or pieces from a gaming set of your choosing (cards, chess pieces, dice), these components are considered magical and appear to be of any material, but cannot be used as materials for spell components. These can either be used magical projectiles or magical traps that trigger on a trigger of your choosing. They must be no bigger than your hand and be clearly related to a game piece. As an action you can either throw the projectiles or place a trap down.

For the Projectiles, you use use your spell attack modifier to hit and the range is 20/40 ft. For the traps, they trigger when the conditions set at creation are met. When triggered, they cause a blast radius of 5ft from the trap's location. Any creature within the Area of Effect must succeed on a Dexterity saving throw to take half damage, or else take the full damage of the effect. The DC is your spell save DC.

Both the Projectiles and the Traps deal 1d6 plus your charisma mod in force damage, and 1d6 of a random damage type. The number of random dice increases to 2 at 10th Level, and to 3 at 14th Level. You can either choose to have the random damage dice roll different damage for each die, or have them all be the same type of random damge.

This process to create the objects takes 1 minute and you can create a number of objects up to your Charisma modifier plus 1 (Minimun 1). You must choose to make either a projectile or a trap, and must specify the triggers with a short phrase.

Random Damage Types (excluding Force) d12 Roll Damage Type 1 Acid 2 Bludgeoning 3 Cold 4 Fire 5 Lightning 6 Necrotic 7 Piercing 8 Poison 9 Psychic 10 Radiant 11 Slashing 12 Thunder

All in

Starting at 10th Level you can bet your health and power against your opponent. Once per short rest you can, as a bonus action, choose a creature you see within 30 feat of you. It must make a Wisdom save against your spell save DC. On a failed save the player chooses to wager either hit points, exhaustion, or one spell that both the Player and the creature have of the same spell slot. Both the Player and the creature roll a d20 and whoever gets the highest roll wins. Depending on the chosen wager the winner either gets: 4d8 of temp Hit Points, No exhaustion, or a one time use of the spell the other one had wagered. Depending on the chosen wager the loser will lose 4d8 hit points, gain 2 levels of exhaustion, or lose 1 spell slot of that level chosen to be wagered.

Money Pot

At 16th Level you can collect the magic and violence around you to unleash it all at once. Once per long rest, as an action, you choose a number of creatures up to your Charisma mod, friend or foe, that you can see within 60 ft of you. While this ability is active, it is treated as a spell requiring Concentration, with the normal rules applying. For as long as this ability is activated, all of the selected creatures take half the total amount of damage from all sources. At the start of your next turn since you used this ability, you can either choose to resolve this ability's effects or keep it up. If you choose to keep it up for another round. You must make a DC 10 CON save to keep it up or you will "loose control", the DC increases by 1d6 on every successful save. This DC is not applied to regular Concentration checks caused by taking damage. Choosing to either resolve the effects or keep the spell up for another round is considered a bonus action.

Should you choose to resolve the abilities effects, you can choose 1 creature you can see and force it to make a Wisdom save against your DC. On a failed save that creature takes all of the accumulated damage from the ammount collected from the half damage taken by the chosen creatures, they take half damage on success. The damage is Force and is considered magical.

Should the player fail their CON save to maintain the ability at the start of their turn, or fail a Concentration check, all of the accumulated damage is inflicted onto the player.

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