```metadata
title: The Alleyman
description: ''
tags: ''
systems:
  - 5e
renderer: legacy

```

# The Alleyman
You walk down the street, busy as ever, when you notice a couple people in the alley you were about to walk by. You see that one man is behind the set up card table, revealing that the ball was under a different cup. The other man cusses and walks off, almost bumping into you. The scam artist looks up at you when you look back at him. He is the Alleyman, and he beckons you inside. For just 17 cents, he will tell you a story about your future with his tarot cards. You begin to say you don't have change on you, but reaching into your pocket you find 17 cents exactly.

The Alleyman shuffles his strange and mismatched tarot deck, and begins to tell you a story about someone else that, you come to find is actually about you, as well. *-Seven, lorekeeper and rumored founder of the Seventeen*

### Poor Man's Patron
Not much is known about the Alleyman directly. Those who join his revelry are a slippery bunch, as hard to define as their Patchwork Master. The most common story is that they received a reading that changed their lives forever.

## Class Features
As a follower of The Alleyman, you gain the following class features.

#### Proficiencies

When chosing their proficiencies as laid out in the Players Handbook, a Follower of the Alleyman has the following as options.
- **Tools:** Thieve's tools

- **Skills:** Sleight of Hand, Stealth


#### Spell Focus
An Alleyman Warlock can use a deck of cards as a spellcasting focus.

#### Patchwork Magic
*1st Level Alleyman feature*

Some people can make a whole meal from leftovers, and you can take scraps of knowledge from multiple sources and stitch them together into spells. Select one other class. You can choose your cantrips from this second class's spell list. At level 7, choose a second class. In addition to accessing cantrips from those classes, you can also select spells as part of your expanded spell list. 

> ##### Credits:
> - Seven Dane Asmund for creating The Alleyman
> - Tina Carver for proofreading and editing
> - Nicolas Bruno for photo
> - Subclass abilities designed by Zach Perkins

``
```

<img 
  src='https://ksr-ugc.imgix.net/assets/032/988/581/0a0fdf220228f4e33de80dfef69788ff_original.jpg?ixlib=rb-2.1.0&w=680&fit=max&v=1617477168&auto=format&frame=1&q=92&s=a730d0f9f79ef826f4a795ae6c76c5bc' 
  style='width:325px' />
  

### Expanded Spell List
Your expanded spell list is affected by Patchwork Magic. When you have access to the appropriate level spells, chose one spell from your selected secondary spell list to be your permanent Expanded Spell for that level.
##### Alleyman Expanded Spell List
| Spell Level | Spells |
|:----:|:-------------|
| 1st  | *Hunters Mark, Patchwork Spell* |
| 2nd  | *Fortunes Favor, Patchwork Spell* |
| 3rd | *Fast Friends, Patchwork Spell* |
| 4th | *Divination, Patchwork Spell* |
| 5th | *Seeming, Patchwork Spell* |


#### Shell Game
*6th level Alleyman class feature*

At 6th Level, your study of misdirection and escape has allowed you to perfect a form of teleportation. As an action you may swap places with a willing creature who is small or medium and within 30 feet of you, in line of sight. The target teleports with their equipment but cannot bring another creature, even if they are being carried. You can use this as many times as your Charisma modifier per long rest, minimum once. At level 10 the range increases to 60 feet.






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<div class='footnote'>Alleyman is a creation of Seven Dane Asmund | Support SevenThirteen Publishing</div>











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#### One Man's Trash
*6th level Alleyman class feature*

As an expert at making do, you can find spell components without having to purchase them. At a rate of 1 hour for every 10 gold needed, you can find necessary components by digging through the city's trash. The time spent represents things like checking specific dumping grounds, sifting through lost-and-founds, and even getting multiple scraps of things and putting them together. 

For example, the Hero's Feast spell requires a gem-encrusted chalice worth at least 1,000 gold pieces. Spending 100 hours scrounging won't necessarily find such an object but it COULD find enough gems and a shattered chalice and you could fix it up within that time.  

Any components not listing a value can be found within an hour. You can only search for one component at a time. You can use this feature in any urban environment bigger than a single-street village.

You can sell the items but even though they are good enough for the spell they are still clearly second hand, so you would not get your value back by selling them.

#### Find the lady
*10th level Alleyman class feature*

You can now impose the effects of the Shell Game onto an unwilling creature. Two target creatures, of which you may be one, instantly swap positions.
The creatures must be connected by a solid object, like the ground, a bridge, or a rope.
The target teleports with their equipment but cannot bring another creature, even if the other creature is being carried by the target of your spell.

The movement is instantaneous and does not provoke an opportunity attack.
If either creature succeeds on its Charisma save, the spell is negated. If you or an ally is one of the targets you can choose to fail the save.

#### Another Man's Treasure
*10th Level Alleyman Feature*

Representing the amount of contacts you have made in your time, you can now find spell components as described but at a rate of 20 gold's worth an hour. You can also sell them at their asking price now, if you so choose.

#### Vessel of the Alleyman
*14th Level Alleyman feature*

As a follower of the Alleyman, there are times that he can work through you. After performing a 10 minute reading using oracle cards, you and up to 10 people benefit from the following abilities:

- Advantage on Dex saves for the next hour
- Advantage on Stealth checks and Sleight of Hand checks for the next hour
- Disadvantage on targets of your spells for charisma saving throws

This can only be used once per long rest.

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```
### Pact boon: Cards

You can perform a 10 minute ritual and do a reading for future events. This reading gives you clues about the future that only become obvious in the moment. When you perform this reading, select one of the following skills:
- History
- Investigation
- Insight
- Perception

The next time you must roll one of these skills, you do so with advantage. You can perform as many readings as your proficiency modifier, per short rest. At the time of rolling the skill check the clues from the cards snap together to help you understand what they mean.

At the DM's discretion, you can call what the reading is for. For example, if you want to talk to an NPC later that day and perform a reading, you can declare them the target for your insight reading. Since you declared it you save it for the intended target instead of any insight checks that may occur until then.




### Invocations


#### Confident Reading
*Prerequisite: Pact of the Cards feature, Level 6*

If you fail an ability check that you have performed a reading on, you may add a D4 to try and succeed. You may only use this once per short rest

#### Face Cards
*Prerequisite: Pact of the Cards feature*

When you perform readings, you can now choose from Deception or Persuasion in addition to the original skills

#### Strange Suit
*Prerequisite: Pact of the Cards feature*

When you perform your readings, you can now choose Religion or Arcana in addition to the original skills

#### Major Arcana
*Prerequisite: Pact of the Cards feature, Level 10*

You may now cast the Scry spell without using a warlock spell slot and with no spell component as long as you are using your cards. You may do this once per long rest

#### Street Magician
*Prerequisite: Level 4*

Your nimble fingers and touch of the arcane has grown. With a flick of your wrist you can send a small item into an interdimensional space. The item must be small enough that you could hide it by closing your hand, weigh one pound or less, and cannot be held by another or secured down. You can do this at will, but can only have up to two items held in such a way at a time. An item that is clearly a set, like a pair of dice, count as one item. You can take this invocation more than once for more item storage

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<div class='footnote'>Alleyman is a creation of Seven Dane Asmund | Support SevenThirteen Publishing</div>