Base Class: Sorcerer
It is said that sorcerers of this origin have been touched by Tymora or Beshaba the goddesses of fortune and misfortune respectively. They both have more common nicknames being known as lady luck for Tymora and lady doom for Beshaba. While Tymora seems to be generous in her gifts imbuing items and mortals alike with her godly powers, Beshaba seems to be more reserved in gifting mortals her powers rather hoarding it. Whenever Tymora would gift a new soul with her powers that person seemed to posses great luck and tended to have positive alignments. On the rare occasion that Beshaba would imbue a mortal with her powers it was not so that the gifted would have good luck but instead cause others around them to have bad luck and therefore cause them to have rather evil alignments. Regardless of whom their gift came from it seemed that playing card games and gambling was added to be in their nature and shaped how they would cast their spells.
Scaling
Scaling: At the 1st level a deck of cards are your spellcasting focus, you gain these trough your background. You gain proficiency in card games. Additionally you can use your cards to attack. As a bonus action you roll a d4 and based on the number you rolled you can toss that many cards to deal damage to a target. At 1st level each card deals d4 slashing damage. With every new feature you get (in this subclass) the die for which you determine how much damage your cards can do increases. It becomes a d6 at level 6, a d8 at level 14 and a d10 at level 18. This attack can hit multiple targets. It has a normal range of 30 feet and a long range of 90 feet. You are considered proficient with these card attacks and when rolling for attack you can add your charisma modifier instead of dexterity but you can only use it a number of times equal to your Charisma modifier per long rest.
Example: level 10: d4=2 -> 2d6=8 damage
Full house
Full house: Youve learned that your cards can hold more power in combat then they do in card games. At the 1st level you can store spells in your deck of cards. You can store a spell up to the level that is equal to your sorcerer level divided by two (rounded down) or lower and you can store the same amount of spells equal to your sorcerer level divided by two (rounded down). However the school of magic that these spell will be from is up to chance. After a long rest you roll 1d8. The d8 you roll determines the school of magic the spells originate from. The table below showcases which number corresponds with which school.
1 Abjuration
2 Conjuration
3 Divination
4 Enchantment
5 Evocation
6 Illusion
7 Necromancy
8 Transmutation
For example: d8= 5 -> evocation. At level 15: you can store up to level 7 spells and up to 7 levels of spells combined; two 3rd level spells and one 1st level spell.
The stored spells retain their original property's of casting time and duration except for range and components as shown below. Any spells that are still stored in the cards are expunged at the end of the long rest. Spells stored in the cards can only be cast/used once before expiring and you must be able to cast a spell at that level to store it in a card.
All the spells stored this way have a casting range of 60 ft regardless of their original spell range. For example if you have stored a fireball which has an original range of 150 ft. it gets reduced to 60 ft. instead. Additionally any spells cast through the cards require no material components. Any spells that have a self or touch range can also be stored in your deck and have a range of 30ft.
Expert dealer
Expert dealer: At the 6th level your card expertise expands. You gain proficiency in insight and deception checks. Your scaling attacks do magic damage for the sake of overcoming resistances. Additionally you can imbue your cards with advantageous or disadvantageous magic depending on which goddess gave you your gifts (advantage for tymora, disadvantage for beshaba).
Once per turn as a reaction you can toss an imbued card to a creature that you can see within 30ft and impose an advantage or disadvantage on their next or current roll. You can use this feature an equal amount of times to your charisma modifier and you regain all expanded uses after a long rest. This happens after a creature rolls but before the DM announces the result.
Wild card
Wild card: At the14th level your gambling and insightful nature during card games have led you to be able to get a better grasp of how other magic casters use their arcane gifts. You can infuse your cards with elemental magic. When performing a scaling attack you can choose to enhance it with the wild card trait. You can do this an equal amount of times to your charisma modifier (minimum of 1). When enhancing a scaling attack you roll a d10 and based on the number rolled the slashing magic damage gets replaced with the damage type from the roll in addition to an added effect. The number that determines the damage type and effect can be seen on the table below:
D10 damage type additional effect
1 Acid AC gets lowered by 2
2 Cold Movement gets reduced by 10ft
3 Fire Deals half damage in 10ft radius
4 Force Pushes back 10ft
5 Lightning Bounces up to 30ft to another
6 Necrotic Heals half damage dealt
7 Poison Applies poisoned condition
8 Psychic Causes disadvantage on spells
9 Radiant Causes blind condition
10 Thunder Causes 10ft radius of difficult terrain
All effects created through this ability last until the start of your next turn. The target must make a Dexterity or Constitution saving throw (its choice) against your spell save DC to resist the additional effect. On a success, the effect doesn’t apply, but it still takes the normal damage.
Luck of the draw
Luck of the draw: You are so confident in your luck (or bad luck in other creatures) that you focus for a moment on an empty card and imbue it with your magical essence to gain a random effect. At the 18th level as an action you can choose to roll a d20 and perform a special action based on the roll you receive which can be derived from the table below. You don't have to roll for an attack when throwing the cards. You can perform this action an equal amount of times to your charisma modifier and you regain all expended uses after finishing a long rest. If you throw more than one card with this ability you can choose to hit multiple targets with it. All cards thrown with luck of the draw have a range of 90ft. If the creature has to make a saving throw you use your spell save DC.
luck of the draw table
D20 roll effect effect name
1 you flunked the card out making it fail Flash
2-3 you throw 1 card that deals 1d4 force damage deuce-trey
4-5-6 you throw 2 cards that deal 1d6 force damage each devils bedpost-fever-sax
7-8-9 you throw 3 cards that deal 1d8 force damage each beer card-ocho-neener
10 you throw 4 cards that deal 1d10 force damage Big casino each
11-12 you throw a card that charms or frightens a creature (your choice) Knave
13-14 you throw a card that restrains a creature in place Calamity jane
15-16 you throw a card that stuns a creature Julius Caesar
17-18 you throw a card that paralyzes a creature Ace
19-20 you throw 5 cards that deal 2d12 force damage each and you Joker
get to roll again for an additional attack if you get another 19-20
you get to choose which die roll effect you get with the exception of joker die effect.
Previous Versions
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