Base Class: Sorcerer
If you want to swindle and chance your way through life, here you are! Getting lucky, gambling and cheating your way to victory has never been so fun with this mid range, high risk, very high reward sorcerer who throws caution to the wind along with magic cards that tear apart foes and heal allies. Flexible, handy and destructive all mixed into one without having to sacrifice the underlying sorcerer spells. Be warned though, sometimes the trump card is also the most dangerous.
Fate Magic
Starting at first level, you have an innate proclivity toward games of the highest chance; cards. You gain proficiency in all card games, and you may use a deck of cards as a spellcasting focus.
Additionally, you gain access to a Fate Die. This die is used in the features of your sorcerous origin, and from 1st level equals 1d4. Your fate die increases a die size at 5th (1d6), 9th (1d8), and 14th (1d10) level.
Luck of the Draw
Beginning at first level, your natural affinity toward luck affects the way your magic is performed. When you cast a spell that involves a spell attack, roll a d4. If the result is 2 or 4 (even), continue as normal. If the result is 1 or 3 (odd) roll your fate dice and add it to the damage of your spell.
Magic Cards
Additionally from first level, you can empower your playing cards using your spell slots, and when you gain them, your sorcery points (up to a 5th level card). Expending a spell slot grants you a card of a level equalling the level of the spell slot spent. If using sorcery points from 2nd level, the cost is as follows, going no higher than 5th level:
| Spell Slot Level | Sorcery Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
When you create a card, roll a d4 to determine its function:
1) Blast Card: Make a spell attack roll against a target within 60 feet. On a hit, deal 2d6 force damage times the level of the card.
2) Heart Card: May target a creature within 30 feet (including yourself), restoring 1d4 times the level of the card + your Charisma modifier hit points.
3) Fascimile Card: May target a creature within 30 feet (including yourself), gaining temporary hit points equal to 5 times the level of the card. These temporary hit points last 1 minute.
4) Ace: Roll again, ignoring future occurances of 4. The card behaves as if one level higher than the spell slot or sorcery points used to create it.
You can create cards as an action, either using a card as part of that action, or adding the card to your hand. Cards in your hand last 1 hour before disappearing, and you may hold a number of cards in your hand equal to your Charisma modifier + your Sorcerer level divided by 3.
Enhanced Deck
Upon reaching 6th level, you have learned to empart new abilities onto your cards, gaining a second set of cards. When you create a magic card, you can choose which set to roll. If you choose set 1, and roll the Ace, you may then make your second roll on either table.
1) Shield Card: You may target a creature within 30 feet (including yourself) as either an action or reaction with this card. The card enlarges, circling the creature and imparting a bonus to their AC starting at +2, and increasing by +1 for every 2 card levels above 1st. This bonus lasts until the end of the creature's next turn, and if activated as a reaction, imparts its bonus to the instigating attack also.
2) Trap Card: This card may be placed upon a flat surface, and remains for the full, remaining duration of that card from the time of creation. When a creature hostile to you steps within its space, it must make a Dexterity saving throw, as arcane energy erupts from the card. The trap card deals 1d10 force damage times the level of the card on a failed save, or half as much on a successful save.
3) Wild Card: Make a spell attack roll against a target within 60 feet. On a hit, roll a d6. You inflict the following condition on a creature you hit:
| d6 | Wild Card Effect |
|---|---|
| 1 | Blinded |
| 2 | Charmed |
| 3 | Deafened |
| 4 | Frightened |
| 5 | Poisoned |
| 6 | Stunned |
For effects such as charm and frighten, you are the caster. If a stunned or charmed creature takes damage, the effect ends. Otherwise, the creature may make a Wisdom saving throw at the end of each of its turns to end this effect. Otherwise, the effect ends after 1 minute.
4) Entropy Card: Make a spell attack roll against a target within 60 feet. On a hit, the card adheres to the target, eating away at their flesh and dealing 1d4 times the level of the card necrotic damage at the start of each of the creature's turns. Any creature may make a Strength check to remove the card from the affected creature.
Card Counting
Upon reaching 14th level, the power you channel into your cards becomes more refined, and you can use excess energy to create additional cards. When you create a card of 3rd level or higher, you create additional cards using one of the following conditions:
- You create a number of additional 1st level cards equal to one third the level of the original card.
- You create a single secondary card of a level equal to one third the level of the original card.
If creating this additional card would exceed your hand limit, you must either use it as part of the action used to create it, or discard another card.
Stacked Odds
Starting at 18th level, when you fall below 25% of your maximum hit points, roll a d10 whenever you use a Magic Card and add the roll to its effect. In addition, while in this state, spell slots and sorcery points can be added together when creating a card, increasing the Card’s level (4th level spell slot + 3 sorcery points = 6th level card) and you can create special Legendary cards by expending spell slots or sorcery points that equate to a 10th level card, roll for an ordinary 9th level card, and then choose one of the following legendary features to add to it:
1). Apocalypse: A card that targets hostile creatures ricochets to a number of creatures within the card's range of your choosing equal to your Charisma modifier.
2). Blessing: A card that benefits an ally (heart, shield, fascimile, etc.) does so to all allies within a 10-foot radius instead of a single creature.
3). Clock: Cards with duration effects have that duration extended to 1 hour.
4). Duplicate: Instead of adding a 10th level feature, you instead create a duplicate of the 9th level card you would have created.
Legendary cards disappear after 10 minutes of being created if not used.
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