Base Class: Wizard
The Card Caster is a wizard who enjoys to put his life on the line in the ultimate gambit. These particular magic users imbue the playing cards most normal people would use to gamble with magical power, and gain certain effects based on their draw.
Due to the volatile nature of their magical research, other circles of wizards see Card Casters as brash fools, just waiting to bring about some unforseen cataclysm. Card Casters take the lack of faith in their prowess as an insult, labelling those who would critique them as unambitious and dull.
There is of course a well-known drawback to the magical tricks of the Card Caster. The mental focus it takes to release magical energy from their cards correctly is astronomical. If done incorrectly, the spell will instead forcibly take energy from the nearest living organism, which is normally the wizard themselves.
Gambler's Magic
"Your long experimenting with cards has given you an advantage when playing others for prices. Simultaneously your magical studies and knowledge of ancient card decks has left you with the ability to imbue any blank cards you find with magic."
- You are proficient in Sleight of Hand and the Playing Cards game set
- When playing in a game of Cards you can roll any roll required by the DM with advantage once per match
- Your Spellbook can be represented by playing cards each allocated with a specific symbol similar to tarot cards according the spell each on holds.
- You can use your spell cards as a spellcasting focus complete with every non-monetary cost included.
Enchanted Deck
"By utilising a form of magic simpler to that of the classic study learned wizard you are able to prepare more spells and use them at a rapid pace in exchange for consistency when casting."
- Once per long rest when preparing your spell list, you may prepare 1.5 times your wizard level + your intelligence modifier instead of the normal preparation amount
- The spells prepared are numbered in the order they were prepared.
- Cards used in the "Luck Of The Draw" feature follow different spellcasting rules as your normally prepared spell list.
- Whenever a card is drawn and cast as explained in the "Luck Of The Draw" feature it returns to your deck of blank cards and lose it's magical properties.
Luck Of The Draw
"Your Enchanted Deck allows you to cast spells more hastily than different mages at the cost of limiting your controll over the effects."
- You can draw a card from the top of your deck as a free action once per turn (ergo random).
- When draving the card you immediately cast the spell associated with it, at the same duration as the stored spell without using a spell slot. The spell itself when possible is cast at a spell level equal to your proficiency bonus. Any spell cast is cast as if it had a casting time of 1 action. A concentration spell cast this way can be concentrated on as normal. The concentration is lost as normal when casting another spell with concentration be it via Luck Of The Draw or normal spellcasting. When casting a spell in this way it does not count for casting a spell, allowing you to cast a card spell and action spell via normal spellcasting.. The spell otherwise functions as normal and can target creatures or locations just like normal.
- Whenever you use a card to perform a spell in this way, roll a d6. Roll a d20 to determine the effects that occur due to the loss of control of your magical abilities seen in the odds or evens tables. If the action of casting a spell is altered by the rolled effect, the effect applies before the actual spell is cast, any other effect occurs after the spell is cast.
|
1d20 |
Odds |
Evens |
|
1 |
You gain a d6 inspiration die |
Fall prone |
|
2 |
You have -3 for the next skill check within 1 hour |
You cast Levitate on yourself for a minute |
|
3 |
You heal 1d6 |
Igniting sparks eject from your hands, ablazing small objects for a minute |
|
4 |
Take 1d6 Force Damage |
Your hair changes to any colour chosen by you. A remove curse can end this effect |
|
5 |
For 1 hour your hands have the Light spell effect |
Your body odour reeks of a dead animal for 1 hour |
|
6 |
Roll once on the Wild Magic Table |
Roll once on the Wild Magic Table |
|
7 |
You cast Misty Step |
For 1 hour all Charisma Checks are made with disadvantage |
|
8 |
You shrink down 1 size for a minute |
For 1 minute you can see invisible creatures within 30ft. |
|
9 |
A random friendly creature within 30ft. is healed for 1d12 |
You lose the ability to read other’s writing for 24 hours (you can still cast spells) |
|
10 |
An Imp only aggressive towards friendly creatures appears within 5ft. of you |
For 1 minute, regain 5 hit points at the start of your turn |
|
11 |
You cast invisbility on yourself which persists for 1 turn |
You polymorph into a small creature of the DM’s choice for the next minute |
|
12 |
You and a random creature within 30ft. switch places |
Deal 3d8 poison damage in a 20ft. cone behind you |
|
13 |
A random item of the DM’s choice with Gold value up to your Wizard Level squared appears in your hands |
You can’t speak until your next turn (including verbal components) |
|
14 |
You fall asleep |
A creature has disadvantage against the next saving throw you cause |
|
15 |
You polymorph into a large creature of your DM’s choice for a minute |
Your next spell attack is made with disadvantage |
|
16 |
Become paralyzed for 1d4 turns |
You are cleansed of any negative effects (Exhaustion, Poison, Restrained, Malicious Spells e.g. Crown of Madness…) |
|
17 |
Recast the spell imprinted on the card |
You cast confusion on yourself |
|
18 |
The spell fails and you can’t cast other spells this turn |
For a minute you gain truesight and can see the Ethereal plane |
|
19 |
Roll again twice and ignore this result |
Roll again twice and ignore this result |
|
20 |
You fall unconscious immediately, but are considered stabilized |
Maximize the damage of the next spell you cast in the next minute |
Skilled "Card-zard"
Beginning at 6th level using the "Luck Of The Draw" class feature, you may draw up to two cards instead of one and choose which card to cast. Any cards not chosen return to your deck and keep their magical properties.
At level 12, the total number of cards you may choose from becomes 3 and at level 17 it becomes 4.
Fate's Protection
Manipulation of Luck
- When rolling on the "Luck Of The Draw" table you can choose to roll an additional time and choose which effect applies.
- You can use this feature twice per long rest.
Gambler's Protection
- As a reaction to an enemy attack, roll a d10 before you know the result of the enemy's attack roll. On a roll of 9 or higher, the attack misses. If you roll a 1, the enemy gains advantage on that attack roll.
- If you roll a 1 or 10, roll the "Luck Of The Draw" table and apply the rolled effect.
- You use this feature thrice per long rest
Final Gambit
When you perform this action, you can draw all cards available as options by one use of the "Luck Of The Draw" class feature and activate all their spells simultaneously. When required to make a saving throw, every creature targeted has disadvantage and all spell attack rolls required have advantage.
When you use your "Luck Of The Draw" class feature in this way, you don't need to roll the fates table associated with casting a spell via arcane card.
After you perform this action, you drop prone and unconscious stabilized at 0 hit points.
You can use this feature only once per long rest and twice at level 20.
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