Wizard
Base Class: Wizard

Experience with casting spells has taught you one- with your own time and skill, drawing power that isn't from within you is more efficient. Your deck? It comes from the deck you draw in life and in death. Chances that lady luck is on your side are slim, but even so, you like those odds. Revealing the hidden magic within a standard deck of cards, manipulation of this art is a priority of the highest order, drawing power from every reshuffle. To cheat death is an uncertain act, but should you try, that's what fate will decide.

This is the work of art expected from a card holder.

Integral cartomancy

Your spellbook shatters. When you open it, out falls a deck of cards with your spells written onto them. You gain a deck of cards that acts as your arcane focus.

To cast a spell using these cards, you can flourish a card as an action with the length of the spell's casting time.

Any spells with a casting time of above 1 action will cause the card to orbit you, and you must concentrate on it's casting for half of the normal duration. You can use cantrips during this time.

As a blessing from lady luck, you also gain access to spells from the Cleric spell list.

Formulate

Power from within.

Whenever you cast a level 2 or lower spell using a card, you can cast it without using a spell slot.

You can use this function with an amount of times equal to your WIS modifier (with a minimum of once) per long rest.

House of cards

A limit.

Some spells are not able to be held on cards safely.

A pledge is required to push yourself further.

House of Clubs

A lightweight deck, seeming to be fading in and out of reailty.

You tried to drop the deck, but it seems to reappear in your hand the moment you look away.

Without an action, you can create a blanket out of the etheral realm.

The blanket flows through the air as if it was weightless.

As an action, you can either cast invisibility upon yourself for times equal to your Wisdom modifier, after which the blanket disappears.

You can also use the blanket to carry a willing creature or object no larger than Medium size, and no heavier than 150lbs.

Passively, the blanket has a floating speed of 30ft, and can fly up to 60ft in the air. Moving it costs an action.

Nothing on the blanket has enough force to do any damage.

House of Diamonds

A sharp deck of cards, as a testament to her sharp attitude.

The cards have metal rims that seemed to refuse to cut, until you threw it. You had to explain why the tree was cut down.

As an action, throw 5 cards as an attack.

Every card homes in on your target with great efficiency, and deal 1d6+DEX slashing damage if they hit.

An attacked target must make a save for Dexterity equal to 10 + Your dexterity modifier for each card.

Regardless of a hit or not, the card will return to your hand in perfect condition.

House of Hearts

A deck filled with vitality, emanating a weak glow.

The cards started levitating, like a deck up a sleeve, it follows your arm's movement.

As an action, you can use any card with a restorative effect at full efficiency, or as a bonus action to roll normally.

You can use another spell on the same turn if you so please, as long as it does not have any healing effects.

House of Spades

A volatile deck, drawing power from destruction.

An immense power of the world flows within you.

Every time you cast a spell using a card, you have an option to shatter it using a bonus action, allowing you to imbue other, stronger spells with an increase in damage equal to the spell's own damage.

If the shattered spell created multiple attacks, however, the sum of the damage of the attacks is added.

After shattering a spell, you may not cast it until reforged for gp equal to it's level multiplied by 10. Until then, it will remain imbued into the card for uses equal to your Wisdom modifier, rounded up with a minimum of once.

You cannot shatter cantrips and spells that do not deal damage, nor can you imbue a spell that is a lower level than the shattered one or also doesn't deal damage.

You may have one infused spell at a time, and any active infusions are disspelled.

Empowered Cartomancy

Whenever you cast a damaging spell as an action, you can use your bonus action to empower it with a random attribute. You must use this before rolling your attack die on your spell.

After you use this feature, roll a d4 or d6 (at 14th level).

1 - Overcharge - You attempt to charge additional energy into the spell, but it ends up fizzling out. Use a spell slot or Formulation charge, but do not successfully cast it.

2 - Break threshold - You charge the energy in, but you accidentally weakened the spell as a result. The spell does half damage, or creates half of the total amount of projectiles (Rounded down).

3 - Efficient casting - You are able to cast it again by optimizing the flow of magic through the card, giving you more control over the direction. Roll for attack with advantage.

4 - Arcane burst - A very strong pulse flows through you, causing you to empower the spell with extra damage or projectiles. Add double the value of your proficiency modifier to your attack and damage rolls.

5 - Push the limit - You focus on the spell very hard, and end up placing additional strength on the spell. Whatever spell you cast, consume the original casted level spell slot, and cast the spell at a level 1 higher.

6 - Divine intervention - A strong gust of magic flows through your body, as your diety assists you in casting of the spell as efficiently as possible. If you hit with the spell, it is a guaranteed crit and follows normal crit rules.

You can preform this action twice per long rest, and four times at level 14.

Fate's judgement

The end of the line.

The cards start revolving around you, hovering gracefully in the air.

You can create a spiritual weapon imbued with your powers, it's colour depending on what card house you follow.

The weapon itself can be summoned as a bonus action and has passive effects while drawn. All damage dealt by this weapon is magical, and your attack modifier for it is Intelligence.

House of Spades - The weapon is a spear that can be imbued with a card, changing it's damage to the spell's damage and adding the spell's damage to it's attack for an amount of attacks equal to your Intelligence modifier. Base damage for the weapon is 4x 1d8 piercing damage.

House of Clubs - The weapon is a sword that is so swift, as a reaction, you are able to parry an attack and reduce it's damage by an amount equal to double your constitution modifier. Base damage for the weapon is 2x 2d8 slashing damage.

House of Hearts - The weapon is a greathammer which seems to be unliftable by any but you. As an action, you can cause melee or ranged attacks of an ally within 10ft of you to deal critical damage, if they hit. This function can be used twice per long rest, and lasts for 8 hours, or until you get further than 60ft away from you. Base damage for the weapon is 4d8 bludgeoning damage.

House of Diamonds - You do not get a weapon. Instead, you can throw cards as a bonus action, with each dealing 2d8 slashing damage.

Fateward Tarotmancer Image

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