The House, a Warlock Patron running a casino

by raykendo

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The House, a Warlock Patron

A Casino Unlike any Other

There is a casino where powerful creatures from across the multiverse go to gamble. What are they gambling, and what are they gambling on? That information is on a need-to-know basis. For right now, know that the House is interested in the affairs of man and beast alike. It is in your best interest as an employee of the House to make sure events work in its favor. Remember, The House always wins in the end.

The House creates a variety of pacts with those that serve it. Some are brought on as dealers, accessing their spell tomes through magical playing cards. Others who gain familiars like the Blink Dog through their pacts are known as jockeys. Finally, there are bouncers who can turn their pact blades into magic knuckle dusters.

Expanded Spell List

The House provides a list of additional spells to choose from when picking Warlock Spells. The following spells are added to the Warlock Spell List for you.

Spell Level Spells
1st Bless, Bane
2nd Detect Thoughts, Enhance Ability
3rd Phantom Steed, Haste
4th Compulsion, Arcane Eye
5th Telekinesis, Modify Memory

Chips and Making Bets

Starting at level 1, you gain a number of Chips dice equal to your charisma modifier (minimum 1 die). The size of the Chips die start at a d4 and increase at warlock level 5 (d6), level 10 (d8), and level 15 (d10). You can "Cash In" one or more of your Chips dice as a bonus action to grant inspiration similar to Bardic Inspiration to yourself or another creature. Your Chips dice are restored and reset to their original size on a long rest.

Before a dice roll for a skill check, save, or an attack, you can use your reaction to bet with a Chips die whether the result will succeed or fail. If you are correct, the Chips die increases in size by 1, up to a maximum of a d12. If you are incorrect, the Chips die decreases 1 size, and you lose the Chips die if it gets lower than a d2. If the skill check, save, or attack has little or no importance, The House may not allow betting on it.

You can chose to make a bet Double or Nothing with one Chips die. If your bet wins, you gain an extra Chips die of the same size. You lose the Chips die if your bet loses. You can make this kind of bet once per long rest.

The House Always Wins

Starting at warlock level 6, you can tap into the luck of House to thwart your enemies. When an enemy makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack against you misses, you have advantage on your next attack roll against that creature as long as you take it before your next turn.

Once you use this ability, you cannot use it again until you take a long rest. You can give up a Chips die as a bonus action to use this ability again.

Complementary Services

Starting at warlock level 10, you can access some of the complimentary services The House offers. As an action, you can roll 1d6 to receive a random item from the House Comp Menu. You can also give up one Chips die to make a specific request. You cannot use this perk again until you have completed a long rest.

d6 The House Comp Menu
1 5 basic Healing Potions that must be used in the next hour or they will lose their effect.
2 1 scroll of Tiny Hut that must be used within 1 day.
3 1 scroll of Create Food and Water that must be used within 1 week.
4 1 potion of Flying that does not work if not used by the next day.
5 1 scroll of Hypnotic Pattern that must be used within 1 week.
6 Gain 1d4 Chips die, but cannot use this again for 1d4 weeks. Reroll if this has already been claimed.

The DM may provide an alternate menu.

Pit Boss Perks

Starting at warlock level 14, you earn the rank of Pit Boss and gain some additional perks.

  • When you cast the Banishment spell, the target has disadvantage on their save if they are not from the current plane of existence.
  • You can use your bonus action to target a creature within 60 ft. and temporarily suppress one condition that gives it advantage (Cooling Off) or disadvantage (Heating Up) until the end of your next turn. You can use this ability a number of times equal to your proficiency modifier.

Eldritch Invocations

Jockey's Transposition

Prerequisite: The House Patron, Pact of the Chain Feature, level 5

As long as your familiar is on the same plane of existence as you, and you are within 120 ft of your familiar, you can both teleport to each other's location, swapping places. You cannot do this again until you have completed a short or long rest.

Dealer's Reshuffle

Prerequisite: The House Patron, Pact of the Tome Feature, level 5

You can spend one Chips die to refill your warlock spell slots. Roll the Chips die and add the result to your warlock spell slots up to your maximum. You cannot use this ability again until you have completed a long rest.

Bouncer's Backup

Prerequisite: The House Patron, Pact of the Blade Feature, level 5

You can cast Spirit Guardians using your warlock spell slots. It counts as a warlock spell, but does not count against your number of spells known. The damage type of this Spirit Guardians spell is Force damage.