Wizard
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.

 

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