Base Class: Wizard
Your spellbook has now transformed into a deck of cards! You can no longer cast spells, but instead use your deck of cards to get a random effect.
Deck of Cards
2nd-level King of Games feature
At 2nd level, your Spellbook creates a deck of cards. On your turn, instead of casting a spell as an action, you can use a Spell Slot to draw a card. Roll a d20 to determine that spell’s effect, as seen on the Deck Table. You can draw a number of cards equal to the spell slot level you spend.
The number of die you roll for each card increases as you gain Wizard levels. At 5th level, the number of die go up by 1 (2 die), at 11th level, the number goes up by 2 (3 dice), and at 17th level, the number goes up by 3 (4 dice).
Mirage of Nightmare
The number of dice you roll increase when you reach 5th level (5 dice), 11th level (6 dice), 17th level (7 dice).
Evil★Twin GG EZ
The damage you deal and the HP you gain each time this card is played increases when you reach 5th level (2 damage), 11th level (3 damage), 17th level (4 damage).
Pot of Greed
The number of cards drawn increase when you reach 5th level (3 cards), 11th level (4 cards), 17th level (5 cards).
|
Die Roll |
Card Name |
Card Effect |
|
1 |
Solemn Judgment |
Take 1d6 Necrotic Damage and negate the next card played. |
|
2 |
Burning Land |
Whenever a creature end it's turn within 30 feet of you (including yourself), they need to pass a Dexterity Saving Throw, or take 1d6 Fire Damage. This effect lasts until you play another card. |
|
3 |
Rush Recklessly |
The next Weapon or Spell Attack you hit deals an additional 1d6 damage of the same type. |
|
4 |
Monster Reborn |
Immediately cast Find Familiar without using any Spell Slots or Material Components. |
|
5 |
Wave-Motion Cannon |
Your AC increases by 5, and you have advantage on all Saving Throws until you next take damage from a source other than a card you play. |
|
6 |
Messenger of Peace |
You take no damage from any Weapons or Spells that have a d6 or higher damage die until the end of your next turn. |
|
7 |
Numinous Healer |
Heal 1d4 damage. Heal an additional 1 damage for every Numinous Healer that has been played this combat. |
|
8 |
Spellbinding Circle |
One creature you can see within 30 feet must succeed on an Intelligence Saving Throw or be unable to move or take an action until the end of their next turn. |
|
9 |
Dark Room of Nightmare |
For the rest of combat, any time any creature (including yourself) would take damage from a card played, they take an additional 1d4 Necrotic Damage. If this card has already been played this combat, reroll the dice. |
|
10 |
Tremendous Fire |
Make a ranged Spell Attack against a creature you can see within range. That target takes 1d12 Fire Damage. Afterwards, you take 1d4 Fire Damage, which is unaffected by any Resistance or Immunity you have. |
|
11 |
Mirage of Nightmare |
Draw 4 cards, play 1 and shuffle the rest back into the deck. |
|
12 |
Toll |
Whenever any creature within 30 feet of you attacks you with a weapon or a spell, they need to make a Constitution saving throw or take 1d4 Necrotic Damage. This lasts until another spell is played, or another card is drawn. |
|
13 |
Magic Cylinder |
The next time anyone attacks you with a weapon or a spell, they need to make a Wisdom saving throw or negate the attack, and the attacker takes whatever damage you would have. |
|
14 |
Reasoning |
Choose one hostile creature you can see within 30 feet. They call a number between 1 and 12. Roll 1d12, and if they call it right, you take 1d12 Necrotic Damage. Otherwise you have advantage on the next attack roll or saving throw you make. You also lose any disadvantage you would have had for that roll. |
|
15 |
Evil★Twin GG EZ |
For the rest of combat, whenever any creature damages you, regain 1 health. Then they take 1 Necrotic Damage. This damage cannot be reduced in any way. This effect can stack up to five times. |
|
16 |
Graverobber |
Use the effect of one card you have played this combat (Except “Graverobber” or “Dark Room of Nightmare”). |
|
17 |
Waboku |
You take no damage and you are immune to all status conditions until the end of your next turn. |
|
18 |
Enchanted Javelin |
The next time you get targeted by a weapon or spell attack, regain health equal to the damage die. |
|
19 |
Double Summon |
Gain any combination of spell slots with a combined level up to three. You can play an additional card as a Bonus Action this turn, but you can only play one card for the rest of the turn. |
|
20 |
Pot of Greed |
Immediately draw and play 2 cards for free. |
Deck recovery
2nd-level King of Games feature
You learn how to more easily reuse your cards. Whenever you roll for Initiative, if you have less Spell Slots than your current Wizard Level, you can gain Spell Slots equal to half your current Wizard Level (rounded up). These Spell Slots have to be used for drawing cards, not casting spells.
Free Cards!
When you would use a 1st Level Spell Slot to draw and play a card, you can instead spend no spell slots. You can use this feature a number of times per Long Rest equal to your Proficiency Bonus.
Starter Card
6th-level King of Games feature
Starting at 6th level, choose a card in the deck. After you roll for Initiative, that card is played automatically, without using any spell slots. You can change which card is played at the end of a long rest.
Burning Land
You have chosen Burning Land as the card to be played at the start of combat.
Dark Room of Nightmare
You have chosen Dark Room of Nightmare as the card to be played at the start of combat.
Double Summon
You have chosen Double Summon as the card to be played at the start of combat.
Enchanted Javelin
You have chosen Enchanted Javelin as the card to be played at the start of combat.
Evil★Twin GG EZ
You have chosen Evil★Twin GG EZ as the card to be played at the start of combat.
Graverobber
You have chosen Graverobber as the card to be played at the start of combat.
Magic Cylinder
You have chosen Magic Cylinder as the card to be played at the start of combat.
Messenger of Peace
You have chosen Messenger of Peace as the card to be played at the start of combat.
Mirage of Nightmare
You have chosen Mirage of Nightmare as the card to be played at the start of combat.
Monster Reborn
You have chosen Monster Reborn as the card to be played at the start of combat.
Numinous Healer
You have chosen Numinous Healer as the card to be played at the start of combat.
Pot of Greed
You have chosen Pot of Greed as the card to be played at the start of combat.
Reasoning
You have chosen Reasoning as the card to be played at the start of combat.
Rush Recklessly
You have chosen Rush Recklessly as the card to be played at the start of combat.
Solemn Judgment
You have chosen Solemn Judgment as the card to be played at the start of combat.
Spellbinding Circle
You have chosen Spellbinding Circle as the card to be played at the start of combat.
Toll
You have chosen Toll as the card to be played at the start of combat.
Tremendous Fire
You have chosen Tremendous Fire as the card to be played at the start of combat.
Waboku
You have chosen Waboku as the card to be played at the start of combat.
Wave-Motion Cannon
You have chosen Wave-Motion Cannon as the card to be played at the start of combat.
Destiny Draw
10th-level King of Games feature
Starting at 10th level, when you are at 1/8 (rounded up) or less of your max health, you can play any card from your deck, instead of rolling for it. This feature can be used once per Long Rest. From 15th level, this feature can be used twice per Long Rest.
Heart of the Cards
14th-level King of Games feature
Every fifth card played has an additional benefit.
|
Card Name |
Card Effect |
|
Solemn Judgment |
The damage is also automatically inflicted to every creature of your choice within 5 feet. |
|
Burning Land |
You and your allies automatically succeed the Dexterity Saving Throw. |
|
Rush Recklessly |
This can be used as a reaction before the end of your next turn instead to reduce the damage when you get targeted for an attack. |
|
Monster Reborn |
You have no limit on the number of Familiars you can possess at once, if they’re summoned with “Monster Reborn”. |
|
Wave-Motion Cannon |
Your AC is now boosted by 10 instead of 5, and you automatically succeed the next Saving Throw you make other than another card. |
|
Messenger of Peace |
This now lasts until you play another card, however the dice is changed to d8. |
|
Numinous Healer |
Double the number of “Numinous Healer” that have been played. |
|
Spellbinding Circle |
That creature also has disadvantage on the Saving Throw. |
|
Dark Room of Nightmare |
You and your allies no longer take damage from this card effect. This card can now be played with the bonus effect, but the original effect doesn't stack. |
|
Tremendous Fire |
You don’t take any damage from this card. |
|
Mirage of Nightmare |
You can now play any number of cards you draw, instead of just 1. |
|
Toll |
After they take the damage, they must succeed on a Wisdom Saving Throw, or else the attack fails. |
|
Magic Cylinder |
This now applies to anyone who attacks you until the end of your next turn. All hostile creatures must succeed on a Wisdom Saving Throw or attempt to attack you until the end of your next turn. |
|
Reasoning |
This is now treated as the target having called the wrong number, regardless of what they say. |
|
Evil★Twin GG EZ |
The healing also happens at the beginning of your turn. There is no longer a stack limit on “Evil★Twin GG EZ”. |
|
Graverobber |
Every time you draw “Graverobber” for the rest of combat, the card you copy gains the bonus effect, even if it’s not a fifth card drawn. |
|
Waboku |
Gain 20 Temp HP. |
|
Enchanted Javelin |
If the attack is a spell, regain a spell slot of the same level as the spell cast. |
|
Double Summon |
The additional card played doesn’t cost a spell slot. |
|
Pot of Greed |
You can now discard any cards that you don’t want to use, and draw the amount discarded. This effect only happens once per use. |
Comments