Base Class: Wizard
Between times of great dismay, corruption and war, great inventions are often achieved. New tools that are supposed to hold the peace and tranquility upright, or mechanical constructions combining the arts of tinkering and magic to quench the bloodlust of those that are looking for a new dark age are created. In such times, the Order of the Cards arose. These people were researchers, wizards and sorcerers with the intent of creating a new form of channeling their magic that could grant new powers and courage to those that were able to use them. Many of the more renowned researchers and scholars in that field were skeptical and didn’t quite know what to do with those goals. However, as time passed and years went on, the Order created something new, in the form of Playing Cards. The Order worked with Clerics and Necromancers, Bards and Tricksters, Wizards and Sorcerers to create three Decks that could manipulate, bend and force specific outcomes of magical effects that a normal practitioner of the arcane could have never thought to possess.
These people, were called Cardslingers. Wizards and Scholars capable of casting magic that went out to various places of power, hoping that they would find the one thing that could make those simple decks to something spectacular and deadly.
The Gambler's Trick
Starting when you select this subclass at 2nd level, you gain proficiency with light armor.
The Decks of the Cardslinger
Beginning at 2nd level, you obtain three Decks of Magic. If you lose one of them, you can spend a short rest performing a ritual to re-summon the specific deck. You can only have one deck active at any given time, and can only change your active deck as part of a long rest.
Everytime you cast a spell of 1st level or higher, you can use your bonus action to roll on the table corresponding to your momentary deck. You can either choose to use the rolled spell or dismiss the card and end your bonus action. Every spell you use only counts until the start of your next turn. Spells in need of concentration or material components do not need either. These spells use the spell slot they would need in a regular action.
The Deck of the Divine
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Level of casted Spell |
Spells in the Deck |
Roll-Chances |
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1st Level |
1d12: 1-4: Resistance 5-8: Toll the Dead 9-12: Blade Ward |
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2nd Level |
1d12: 1-4: Bless 5-8:Shield of Faith 9-12:Healing Word |
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3rd Level |
1d12: 1-4: Hold Person 5-8: Blindness/Deafness 9-12: Aid |
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4th Level |
1d12: 5-8: Tidal Wave 9-12: Mass Healing Word |
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5th Level |
1d12: 1-4: Banishment 5-8: Polymorph 9-12: Freedom of Movement |
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6th Level |
Choose one table from 1-3 and roll on it. |
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7th Level |
Choose two tables from 1-3 and roll on them. You gain both effects on this round. |
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8th Level |
Choose three tables from 1-4 and roll on them. You gain both effects on this round. |
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9th Level |
Choose four tables from 1-5 and roll on them. You gain both effects on this round. |
The Deck of Otherworldly Creations
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Level of casted Spell |
Spells in the Deck |
Roll-Chances |
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1st Level |
Gust, |
1d12: 1-4: Lightning Lure 5-8: Gust 9-12: Thorn Whip |
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2nd Level |
1d12: 1-4: Arms of Hadar 5-8: Entangle 9-12: Command |
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3rd Level |
1d12: 1-4: Gust of Wind 5-8: Dust Devil 9-12: Spike Growth |
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4th Level |
1d12: 1-4: Spirit Guardians 5-8: Hunger of Hadar 9-12: Hypnotic Pattern |
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5th Level |
1d12: 1-4: Confusion 5-8: Guardian of Faith 9-12: Summon Greater Demon |
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6th Level |
Choose one table from 1-3 and roll on it. |
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7th Level |
Choose two tables from 1-3 and roll on them. You gain both effects on this round. |
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8th Level |
Choose three tables from 1-4 and roll on them. You gain both effects on this round. |
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9th Level |
Choose four tables from 1-5 and roll on them. You gain both effects on this round. |
The Deck of the Charming Trickster
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Level of casted Spell |
Spells in the Deck |
Roll-Chances |
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1st Level |
1d12: 1-4: Friends 5-8: Minor Illusion 9-12: Vicious Mockery |
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2nd Level |
1d12: 1-4: Dissonant Whispers 5-8: Hideous Laughter 9-12: Sleep
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3rd Level |
Blur, |
1d12: 1-4: Blur 5-8: Mirror Image 9-12: Phantasmal Force |
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4th Level |
1d12: 1-4: Fear 5-8: Catnap 9-12: Enemies Abound |
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5th Level |
1d12: 1-4: Compulsion 5-8: Dominate Beast 9-12: Phantasmal Killer |
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6th Level |
Choose one table from 1-3 and roll on it. |
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7th Level |
Choose two tables from 1-3 and roll on them. You gain both effects on this round. |
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8th Level |
Choose three tables from 1-4 and roll on them. You gain both effects on this round. |
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9th Level |
Choose four tables from 1-5 and roll on them. You gain both effects on this round. |
Reading off the Cards
Starting at 6th level, the magical influence from your decks gives you a bonus to some of your skills. Depending on which deck you are equipped with, you gain Expertise on certain rolls.
The Deck of the Divine
You gain Expertise in Insight as long as you have this deck equipped.
The Deck of Otherworldly Creations
You gain Expertise in Investigation as long as you have this deck equipped.
The Deck of the Charming Trickster
You gain Expertise in Persuasion as long as you have this deck equipped.
Going All In
Beginning at 10th level, your deeper knowledge of your decks give you the option to reroll your drawn card. You have to use the new card drawn and can’t go back to the previous one. The amount of your proficiency bonus equals to the maximum amounts of charges you have, before running out. A long rest resets your rerolls. You can only reroll once per turn.
Hidden Ace
Starting at 14th level, each of your decks give you a powerful ability that lets you change the outcome of your next demise. Each of these abilities can only be used once a day and replenish when you had a long rest. You need to have the right deck equipped to be able to use the appropriate ability.
The Deck of the Divine
The divine energy within your deck brings you back from the dead. If you reach 0 hitpoints you can choose to directly spring back to life . You gain 15 temporary hitpoints after being revived by this ability. This hit point increase vanishes when you end the fight with remaining temporary hitpoints.
The Deck of Otherworldly Creations
The transformative energy of your deck changes your appearance to one resembling your alignment. Evil alignment gives you batwings, while Good alignment gives you the wings of an angel. Neutral alignment doesn’t give you a changed appearance, but you gain the same effect.
You gain a flying speed 30ft for 1 minute.
The Deck of the Charming Trickster
The deceiving and manipulative energy of your deck takes momentary control of your body, giving you the chance to immediately succeed on a saving throw of your choice. For the rest of the fight ranged attacks against you are at disadvantage, while melee attack have advantage. You gain advantage on any Dexterity Saving Throws.
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