Base Class: Rogue
A wandering spellcaster Seeking the universe's knowledge capable of casting reality alter affects with their cards.
Lost in the vast expanse of space you find that card tricks and games are a universal language. Your magic clings to the only thing that helps you survive exploring the universe. Eventually your magic starts to take the shape of cards and a deck that are always on you or near you person. You are able to store magic of various effects in this form.
The Way of The Cards
you gain 3 armor cards and 3 weapon cards.
Armor card When you cast this card the armor imbued to the card magically forms on the caster for a day they get the buffs of the armor as if they were wearing it.
Recast to add a +2 to the armors AC.
Recasting again will give you armor 3d8 magical over shield.
Weapon Card
When you cast this card the weapon imbued to this card magically appears in the casters hand for a day .
Recast to add +2 to your hit and damage.
Recasting again will give your weapon a damage effect of 2d6
Magic Deck
Spell Card
When you cast this card you can cast any spell you know at 1st level. you can choose to use more then one at a time to increase the spells level
amount of cards used = spell casting level.
Blank Card You
can use this card as any other card you want.
Card Tinkering
For damage effect cards you can add the number added blank cards to the damage dice count.
For spell you can add the number of added blank cards to the spells casting level
for the weapon and armor cards you can only use card tinkering on the third cast and you add the number of blank cards to the overshield dice count (armor card) and damage dice count(weapon card)
Phantom Cards
Phantom Strike Card
You gain 1 phantom strike card When you cast this card you send a phantom of a beast you know to attack your target for 3d4 psychic damage. (Card tinkering) You can use blank cards to add to the dice count.
Phantom doppelganger Card
You gain the ability to summon a phantom doppelganger of any creature in sight it strikes a target for 2d6 psychic damage and vanishes. (Card Tinkering) you can use blank cards to add to the dice count.
The Soul of The Cards
You gain card that you can cast for protection When cast you this card you get a +1 bonus to savings throws, If reduced to 0 hit points you can choose to end this effect to regain 1 hit point.
(card tinkering) you can blank cards to add the the bonus to savings throws
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