Base Class: Sorcerer
Cardslinger: Starting when you choose this origin at 1st level, you gain proficiency in throwing cards, allowing you to add your proficiency bonus with throwing cards.
Card Infusion: When you choose this origin at 1st level, you can infuse your cards with your magical abilities so that your spells gain more range and versatility. You learn the mage card and wild card spells, these do not count towards your number of cantrips and spells known, these spells count as sorcerer spells for you. Whenever you cast a sorcerer spell that has a casting time of 1 action or bonus action, does not target yourself, and is not concentration then it can be cast from the card. A spell that meets the previously mentioned restrictions can be cast from a thrown card, adding the range of a thrown card to the spells initial range. The thrown card counts as the origin of the spell instead of you, this means that the spell can be cast at the end of the cards throw or at any point during the cards travel.
Card Tricks: At 6th level, you discover your arcane abilities can be used for some flashy tricks involving your cards. You can spend 3 sorcery points to cast Conjure Barrage. At 14th level, you can cast Conjure Volley with 5 sorcery points. When you miss with a card throw you can expend 1 sorcery point to make a new attack roll against the same target or new target using your Charisma modifier + proficiency bonus. You can use this feature once per turn.
Spell up your sleeve: When you reach 6th level, your cards can hold spells that can be released at later times. You can hold a spell in a throwing card by spending sorcery points equal to the level of the spell that is being stored. The card can hold the spell as long as it meets the requirements stated in Card Infusion with the exception of the casting time of the spell being 1 action or bonus action. The card can hold the spell for a number of hours equal to your Charisma modifier x your sorcerer level. You can trigger the spell in the card by either using a bonus action to activating the card while it is within 120 ft or by damaging the card. The process of infusing the spell is however long the casting time of the spell is + (10 x spell level/sorcerer level) rounded up.
Draw of Luck: When you reach 14th level, you gain the ability to draw on the pure power of luck as the original gambler did. Whenever you or another creature makes an attack roll, ability check, or saving throw you can make either you or the creature re-roll and take which ever roll you want. You can use this feature once in between long rests. At 18th level, you can use this feature twice in between long rests.
Ace of Arcane: When you reach 18th level, your ability with card manipulation and the arcane arts magnifies together in a destructive way. As an action, you can throw a card charged with arcane power at a target. Make a spell attack roll against the target, on a hit the target takes 10d10 force damage. Every creature within 30 ft of the intended target must make a Dexterity saving throw against your spell save DC. A creature takes 10d6 force damage on a failed save or half as much on a success. You can use this feature once per long rest.
Cardslinger
Starting when you choose this origin at 1st level, you can touch a non-magical deck of cards and gift your arcane power towards. The deck of cards becomes an endless deck of cards and each card becomes a throwing card. A throwing card is considered a non-magical dart.
Card Infusion
When you choose this origin at 1st level, you can infuse your cards with your magical abilities so that your spells gain more range and versatility. You learn the Mage Card and Wild Card spells, these do not count towards your number of cantrips and spells known, these spells count as sorcerer spells for you. Whenever you cast a sorcerer spell that has a casting time of 1 action or bonus action, does not target yourself, and is not concentration then it can be cast from the card. A spell that meets the previously mentioned restrictions can be cast from a throwing card, adding the range of a throwing card to the spells initial range. The thrown card counts as the origin of the spell instead of you, this means that the spell can be cast at the end of the cards throw or at any point during the cards travel.
Card Tricks
At 6th level, you discover your arcane abilities can be used for some flashy tricks involving your cards. Your throwing cards are considered magical for all intent and purpose of overcoming resistances towards non-magical attacks. When you take the attack action, you can attack twice when using throwing cards (You do not gain this benefit if you already have the extra attack feature). You can spend 3 sorcery points to cast Conjure Barrage. At 14th level, you can cast Conjure Volley with 5 sorcery points.
Spell up your sleeve
When you reach 6th level, your cards can hold spells that can be released at later times. You can hold a spell in a throwing card by spending sorcery points equal to the level of the spell that is being stored. The card can hold the spell as long as it meets the requirements stated in Card Infusion with the exception of the casting time of the spell being 1 action or bonus action. The card can hold the spell for a number of hours equal to your Charisma modifier x your sorcerer level. You can trigger the spell in the card by either using a bonus action to activating the card while it is within 120 ft or by damaging the card. The process of infusing the spell is however long the casting time of the spell is + (10 x spell level/sorcerer level) rounded up.
Draw of Luck
When you reach 14th level, you gain the ability to draw on the pure power of luck as the original gambler did. Whenever you or another creature makes an attack roll, ability check, or saving throw you can make either you or the creature re-roll and take which ever roll you want. You can use this feature once in between long rests. At 18th level, you can use this feature twice in between long rests.
Ace of Arcane
When you reach 18th level, your ability with card manipulation and the arcane arts magnifies together in a destructive way. As an action, you can throw a card charged with arcane power at a target. Make a spell attack roll against the target, on a hit the target takes 10d10 force damage. Every creature within 30 ft of the intended target must make a Dexterity saving throw against your spell save DC. A creature takes 10d6 force damage on a failed save or half as much on a success. You can use this feature once per long rest.
Previous Versions
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Posted Feb 20, 2020They are custom spells made for the class. Mage Card is a cantrip and Wild Card is a 1st level spell. They should be available to download in the homebrew spells section.
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Posted Feb 20, 2020Very interesting concept. What exactly are the mage card and wild card spells mentioned under card infusion?
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Posted Jan 6, 2020Interesting idea, I am about to play this in CoS. I'll leave my thoughts after toying around.