Base Class: Wizard
Wizards in this school fuel their magic using a deck of tarot cards made in the lands of Apceon. They interpret and manipulate the energies present and swirling within the deck itself. The more the deck is used, the more connected the wizard becomes to the energies within it.
Magic of The Cards
When you choose this school at 2nd level you can use a deck of tarot cards made in the lands of Apceon and use their energies to aid you in your endeavors, and fuel your magic as a focus for your spells. The deck uses the 22 Major Arcana cards, and each card has its own unique effect when pulled from the deck. As a Bonus Action you can pull a card from the deck at random and dependent on the card that's drawn, the effect described in the list below comes into effect. After a card is drawn in this way it is discarded. All discarded cards return to the deck after a long rest or 1D4-1 (minimum of 1) after a short rest. You can control this deck with your mind, therefor you don't need the use of your hands to be able to pull from it.
You can use this feature a number of times equal to your intelligence modifier + your proficiency bonus per long rest.
- The Fool - When this card is drawn a random creature within 100ft fails its next dice roll whether it be an attack roll, saving throw or ability check etc.
- The Magician - Wen this card is drawn you gain a +5 bonus to your next spell attack or saving DC.
- The High Empress - When this card is drawn a random ally within 100ft succeeds on their next dice roll. Whether it be an attack roll, saving throw or ability check etc.
- The Empress - When this card is drawn choose a creature within 60 feet. That creature takes an extra (1D4) force damage whenever it takes damage until the end of your next turn.
- The Emperor - When this card is drawn choose a creature within 75ft. That creature must make a Wisdom DC15 Save or spend their next turn getting on their knees and praising you.
- The Hierophant - When this card is drawn an object of your choice within 60 feet of you that weighs less than 20 pounds becomes an egg.
- The Lovers - When this card is drawn choose an ally within 150ft. You may transfer any number of your HP to that creature or if they are willing they may transfer any number of HP to you.
- The Chariot - When this card is drawn the next time you or an ally within 100ft would roll a natural 1 on the die, you can roll again and the new result is used instead.
- Strength - When this card is drawn a creature you choose within 100ft gains the Rage Feature from the Barbarian class for the next 1 minute. The same rules from that feat apply.
- The Hermit - When this card is drawn one person of your choice within 60 feet of you is affected as if by the spell Confusion.
- Wheel Of Fortune - When this card is drawn draw 3 more cards at random. These 3 cards effect 1 creature within 200ft at random in the order you drew them.
- Justice - When this card is drawn until the beginning of your next turn, whenever you take damage you deal (1D8) Necrotic damage to the attacker and they have disadvantage on their next attack roll.
- The Hanged Man - When this card is drawn a large or smaller creature you choose within 75ft is hanged upside down 10ft off the ground until the end of its next turn. Attacks made by that creature have disadvantage and attacks made against it have advantage.
- Death - When this card is drawn you choose to have it effect you or a random ally within 200ft. That creature is magically put to sleep by the Sleep spell.
- Temperance - When this card is drawn a creature of your choice within 60ft grows an additional pair of fully functioning arms until the end of their next turn.
- The Devil - When this card is drawn a random enemy within 75ft must make a Wisdom DC14 Save or be frightened by you until the end of their next turn.
- The Tower - When this card is drawn you are immune to non-magical slashing damage for 1 minute.
- The Star - When this card is drawn a 5ft by 50ft stream of radiant light shoots out from the card in any direction you choose. Any creature in the path of this light must make a Dexterity DC14 Save. They take (1D8) x half your level rounded up on a failed save or half as much on a success.
- The Moon - When this card is drawn you are able to levitate up to 20ft off the ground until the beginning of your next turn at which point you float safely down.
- The Sun - When this card is drawn, one random creature within 100ft instantly engulfs into infernal flames for 1 hour. The creatures takes (2D6) fire damage at the start of each of it's turns, and can pat the flames out as an Action.
- Judgment - When this card is drawn a clone of yourself emerges from it. Your clone will copy your actions on this turn then vanish. If they cast a healing or damaging spell the effects are halved.
- The World - When this card is drawn a small black hole forms around you, centered on you and with a radius of 5 feet. You cannot move or take any action while it is active, and it lasts until the beginning of your next turn. Every creature within 45ft of you must succeed on a DC 16 Dexterity saving throw or take 1d6 force damage and be pulled to the center of the black hole.
Sacrifice
As a reaction, when you are attacked you may choose to draw a card from your deck to cast a duplicate of yourself, roll a d20 to see if it hits you or the duplicate. you must roll an 10 or higher for the duplicate to be hit. the duplicate has an AC of 10 + your Dexterity Modifier. If the duplicate is hit, discard the card drawn to create it. If the duplicate isn't hit and you are instead, play the effect of the card used to create it then discard as normal. The duplicate disappears at the end of the attacker's turn. You may use this feature a number of times equal to your Wisdom Modifier (minimum of 1) per long rest.
Twist Fate
Starting at 6th level, you have the ability to twist fate using your tarot magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can choose to discard a random card in your deck to roll 1D4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. You can do this twice per long rest.
Daily Foresight
When you reach 10th level, your mind can now grasp a clearer picture of the day before you. You can actually foresee small pieces of the future and you have the ability to twist these to your will. Immediately after a long rest you must roll three d20s. You write down the numbers that you roll. Before your next long rest, you can take one of these numbers and replace any d20 that you or someone within 30ft of you rolls but you must discard a card. Once a number is used, it expires and has no further power.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell and must discard a random card, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
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