Sorcerer
Base Class: Sorcerer

You have a great connection with cards. Perhaps this connection came naturally during your years of playing with them, perhaps your cards have a conscience and want to say something to you, or you have received a magic deck from some divine or demonic entity. Anyway, this magic is there at your disposal.

Magic Deck

From level 1 onwards, your magical powers manifest in the form of cards. Your deck is considered your focus of magic. When casting a spell using your deck of cards, you can choose between rolling a die for a random spell or choosing the spell used on the card. 

Ask the Cards

Every time you wake up, roll 1 die and take 1 card from your card list. Depending on the result the GM gives you a tip, bonus, or warning for your day.

Card Tricks

At level 1 you also get 2 of the following card tricks that can be used with bonus action to use them.

Bladed Card

When using a bladed card, you can add 1d6 of slashing damage to your attack damage.

Shield Card

When using a shield card on yourself or an ally as your bonus action, the enemy has disadvantages to attack rolls on that creature.

Prevision

Your reading powers are getting sharper. Starting at level 6, the player can roll 1d8 and add the result along with their proficiency bonus when they need to roll for saving throws,  initiatives, and as an AC bonus against surprise attacks against you.

Also, on an attack roll, the player can try to guess the number of the die that will fall, if he hits it is considered critical. If you make a mistake, the data number remains.

Fortune Teller

Your predictive powers have grown to great levels and luck is on your side! At level 14, when you miss an attack, you get a lucky die to re-roll that attack. This die is not cumulative and can only be used once per turn when missing a magic attack.

Choose a Card

At level 18 you have achieved full control over your cards and their influence over others. Once per shift you can choose one of the following options:

  • You force an enemy to draw a card. It must be making a Wisdom save, on failure the enemy rolls a d20 and the result gets an effect from your card list for the next turn.
  • You can bring your cards to life. Draw a random card by rolling a d20, this card has some kind of effect on surrounding creatures and can last for a round.

You cannot use this ability while the other is still in effect, you can choose to cancel one if you want to use another one.

Previous Versions

Name Date Modified Views Adds Version Actions
11/22/2022 2:28:47 PM
30
6
1
Coming Soon

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