Sorcerer
Base Class: Sorcerer

(Note: To use this subclass, you must have a deck of playing cards with you, including 52 cards and two Jokers)

Since you were young you could feel that you weren't like everyone else but you also couldn't tell what the difference was. It was when you stumbled upon a strange deck of playing cards, or maybe it had found you well never mind, you realised that you were in fact able to use magic. Since then you practiced with the cards everyday throwing them, channeling your magic through them and playing cheap trick with them until you got pretty good... scratch that... great at it. You could cut a flame of a candle off from 20 feet away, you could cast some simple spells through the cards but more importantly you could cheat almost anyone in any game you played with a deck of cards.

The Playmaker

Magic Deck

At 1st level, you gain proficiency with a Playing cards set, also you get a Magic Deck of cards. You are attuned to it, but it doesn't count against the number of items you can attune to. You can make ranged weapon attacks (20/60) with the deck dealing 1d4 slashing damage on a hit. The damage and range of your attacks increase on 6th, 14th and 18th level to 1d6 (40/120), 1d8 (60/180) and 1d10 (80/240) respectively. The Deck is inflammable and waterproof Additionally you gain proficiency in Dexterity (Sleight of Hand) checks.

This deck is bound to you. As a bonus action, you can cause it to appear in your hand. It will be summoned to you from any distance, even from other planes of existence.

Discarded cards are transported to a demi-plane, they come back into the deck at the end of a long rest.

Defensive Discard

You also learn how to use your cards more defensively. As a reaction when you're hit with an attack you can discard up to your charisma modifier of cards and raise your AC by that number potentially causing the attack to miss. You can use that feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Ace up my sleeve

At 6st level whenever you finish a long rest you can toss a coin, if it lands on yes (predetermine) you can take one card (other than an ace) out of the deck and keep it in your sleeve for later use. You can have only one such card. On 9th level the amount of cards you can store increases to two and the restriction about aces is lifted.

Card Tricks

At 6 level you learn how to manipulate your cards with your magic. You learn 4 Card tricks of your choosing. You learn additional 2 on 9, 14 and 18 level. Additionally you gain advantage on Dexterity (Sleight of Hand) and Charisma (Performance) checks made to determine how you handle playing cards. Now you can also attack twice instead of once with your Magic Deck, in addition all playing cards are now a finnesse thrown (20/60) weapons, with which you are proficient, for you dealing 1d4 slashing damage on a hit.

Card Tricks:

Wild Card: You can spend 1 sorcery point to change the effect of the next card to the effect of one of the last 3 cards

Switch: For 1 sorcery point you can switch the positions of the top 2 cards in your deck.

Oh!: For 1 sorcery point you can use the third card from the top of your deck instead of the first one.

Lucky Ten: For 1 sorcery point you can roll a d10 and use that card from the top

Augumented Throw: For 2 sorcery points you can choose to either increase the damage of your attack with the deck by one die size or to double it’s range.

Re-shuffle: For 2 sorcery points you can look at ten random discarded cards and choose up to your charisma modifier of them and shuffle them back into your deck with additional cards up to a total of 10 cards.

Cheats: as a bonus action for 2 sorcery you can take the top 10 cards and choose three of them to then either discard them and put the remaining seven back on top of the deck unchanged or take the three cards shuffle them and place them on the top of the deck.

Four!: For 2 sorcery points you can substitute the effect of the next card with the effect of the card Four.

Trump of Doom: For 3 sorcery points you can set up a card with a spell infused in it and a trigger of your choosing. When triggered the card will release the spell and its effect.

Cheater’s Flush: For 3 sorcery points you can change the top 5 cards to a Royal Flush of a chosen suit the cards appear on the top in random order. Afterwards the rest of the deck is shuffled.

War!: As a bonus action for 3 sorcery points you can start a standoff against the deck in a game of war. The deck draws two cards (one for you and one for itself) and compares them if your card wins you get both cards to use as you please until the next long rest. The standoff continues until someone wins or until an amount of cards equal to twice your proficiency bonus is drawn. In the second instance the whole deck is shuffled including the drawn cards.

Dealer: As a bonus action for 3 sorcery points you can choose three allies and give each of them two cards to use as they please.

Augumented Throw

For 2 sorcery points you can choose to either increase the damage of your attack with the deck by one die size or to double it’s range.

Cheat

As a bonus action for 2 sorcery you can take the top 10 cards and choose three of them to then either discard them and put the remaining seven back on top of the deck unchanged or take the three cards shuffle them and place them on the top of the shuffled deck.

Cheater's Flush

For 3 sorcery points you can change the top 5 cards to a Royal Flush of a chosen suit, the cards appear as the top cards in random order. Afterwards the rest of the deck is shuffled.

Dealer

As a bonus action for 3 sorcery points you choose three allies and each of them receives two cards to use as they please. For all other purposes than attacking with the card or targeting the user you are the one card refers to.

Four!

For 2 sorcery points you can substitute the effect of the next card with the effect of the card Four.

Lucky Ten

For 1 sorcery point you can roll a d10 and use that card from the top

Oh!

For 1 sorcery point you can use the third card from the top of your deck.

Re-Shuffle

For 2 sorcery points you can look ten random discarded cards and choose a number equal to your charisma modifier (minimum of one) of them and shuffle them back into your deck along with additional random discarded cards to bring the total to 10 cards.

Switch

For 1 sorcery point you can switch the positions of the top 2 cards in your deck.

Trump of Doom

As part of casting a spell for 3 sorcery points you can choose a target and a trigger to be infused into a card along with the spell. When triggered the card will release its effect and the infused spell.

War!

As a bonus action for 3 sorcery points you can start a standoff against the deck in a game of war. The deck draws two cards (one for you and one for itself) and compares them if your card wins you get both cards to use as you please until the next long rest. The standoff continues until someone wins or until an amount of cards equal to twice your proficiency bonus is drawn. In the second instance the whole deck is shuffled including the drawn cards.

Wild Card

You can spend 1 sorcery point to change the effect of the next card to the effect of one of the last 3 cards.

Domina Fortunae

At 14th level the range of your crits is increased. You critically succeed on 19 or 20 and you critically fail on 1 or 2.

Additionally whenever you’re one away from a crit (you rolled either 3 or 18) you can crit instead as such increasing your opposite range by one until you crit respectively.

Audaces Fortuna Iuvat

At 18th level three times per long rest you can choose to instead of using a d20 to determine an outcome you can use a coin, critically failing on one side or critically succeeding on the other.

Previous Versions

Name Date Modified Views Adds Version Actions
12/30/2021 5:48:28 PM
2
0
1
Coming Soon
12/30/2021 6:13:23 PM
4
0
1.1
Coming Soon
12/30/2021 10:25:13 PM
3
0
1.2
Coming Soon
12/30/2021 10:36:31 PM
6
0
1.3
Coming Soon
12/30/2021 10:40:45 PM
5
0
--
Coming Soon
12/30/2021 10:45:13 PM
5
0
--
Coming Soon
1/1/2022 11:46:32 PM
6
0
1.5
Coming Soon
1/16/2022 11:24:19 PM
9
0
1.6
Coming Soon
2/5/2022 12:30:48 AM
11
0
1.7
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes