Base Class: Wizard
Deck Casters have found a way to create cards with magic and an attuned deck, that turn into short range spells (max range 5 ft. on projectiles like magic missile, 15 ft. on beams like ray of frost, 10 ft. on cones like color spray.) that trigger on a hit, but can be used by anybody who is fast and smart enough (must have int equal to or greater than the caster spell save DC to use, and dex vs. dex to catch) when the caster misses.
Deck casters must preform a long rest to modify and/or add to their deck (practicing the conjuration of the card), but they don't have a limit to how many spells can be prepared. They can learn just about any spell, as long as it is arcane in nature (and has a spell card of sorts). That being said, spells with casting time -such as prayer of healing (10 minutes cast time)- will stick to the surface it hits, and cannot be moved unless: the caster physically removes it themselves, it is dispelled (or another way to prevent a spell), the cast time ends, or the caster dies.
When a Deck Caster enters combat, they throw their deck to the side, and it magically floats next to them and starts to deal cards into their hand, at a rate of 1 card per turn, up to the hand limit, which is equal to 2x your level + your dex mod. If the caster is impatient, (usually when they have haste) they can use an action to draw bonus cards equal to your dex mod. If you would draw more cards than you can hold, you must discard down to your limit, or discard your newly drawn cards.
When a Deck Caster is out of cards in their deck, they cannot draw another card until they Spend a full turn (minus bonus action) to Shuffle their deck, returning all cards to it, except cards with consumed material components which must be provided at shuffle, the cards are sent to discard or are still in your hand when the shuffle occurs. If you have cards in your hand at the end of your turn, you may discard as many or as little as you like to make room for new cards.
Deck casters don't memorize spells, (Except for the spells that) but instead can assemble a deck of any size as long as the following spell ratios remains the same:
Permitting Spells : Permitted Spell
Two Cantrips : one 1st level spell
Two 1st level spells : one 2nd level spell
Two 2nd level spells : one 3rd level spell
Two 3rd level spells : one 4th level spell
Two 4th level spells : one 5th level spell
Two 5th level spells : one 6th level spell
Two 6th level spells : one 7th level spell
Two 7th level spells : one 8th level spell
Two 8th level spells : one 9th level spell
You may replace any level spell with one of a lower level, or forgo one of the highest level spells you have, at your leisure.
In combat, a Deck Caster may throw a card, and treat it like a dart throw, but you may choose not to deal damage with it if you like. On impact, the card unleashes its arcane energy, and what it hits is the spells target. If no target is hit, then the caster may choose a target in range, otherwise it targets the card. If they need a particularly strong spell, they can stack cards of equal or higher level value (4 cards to 1 extra level if not strong enough on its own) up to your spell caster level.
Deck of Spells
Using a focus (attuned deck of cards,) you may conjure cards in place of spells to act as free spell slots (provided you have a high enough spell level), however, you may not remove spells from your deck once you add them through a long rest, without forgetting the spell entirely by any method (talk to your DM about that).
If at any time you lose your focus, you keep the cards you currently have in your draw, and hand, however, you may NOT shuffle until you either A: find a new deck and spend 1 short rest to attune your new focus to your spell set, or B: you find your old focus.
Deck Master
At level 6 you may choose between more range for cards or more range for spells.
Far Cast
Range limit for spells is increased by 10 ft. (2 tiles). Note: spells with a default range (or range boosted by other means) inside the limit do NOT get a range increase, this is just a hard cap boost.
Long Throw
Double the range on the Throw Card action.
Dexterious hands
You gain the option to throw quickly, or draw quickly. You gain Proficiency in Dex saves.
Quick Draw.
You may use a Bonus action to draw instead of an Action.
Quick Throw
Throw an extra card, at a new target, or the same one, when taking the Throw Card action.
Card Spray
Once per rest, you may conjure a spray of cards that does one of the following things
- Make a Deception check, the result is the DC of this action. everybody (except allies) in a 20 ft. radius makes a wisdom save. on failure, the target is blinded for 1d4 rounds. This area is considered rough terrain for everybody inside, and that area of your tracks is very hard (DC 25) to reveal.
- Cast any 1 spell on all targets in a 25 ft. cone in front of you.
- Force all creatures in a 50 ft. cone in front of you to make a DEX save vs. your Spell DC. On a failed save, the target is pushed 20 ft. away from you, and is knocked prone, or just pushed 20 ft. on a successful one.
Previous Versions
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11/28/2019 3:57:47 AM
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114
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4
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5e
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11/28/2019 9:04:19 PM
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99
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1B
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12/5/2019 11:16:29 PM
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119
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2
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1.1B
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12/5/2019 11:54:18 PM
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106
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0
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1.1.1B
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