Wizard
Base Class: Wizard

Wizards in this specialty develop their magic often on accident, and have found it inexplicably tied to gambling. These wizards use their magic seemingly at random, with the will of the cards controlling their powers. Little is known of the cause of this phenomenon, save that these wizards need only their trusty deck when casting, not some prissy wand or foolish book of spells.

Shuffled Spellbook

Your knack for gambling has allowed you to pick up some handy magical tricks. What do these tricks do? Why, that's for fate to know and us to find out! Of course, that isn't to say that you can't pick what spell you cast at a given time. Just that you don't know what spells you might know at a given time. On a long rest, learn and prepare a list of random spells equivalent to your wizard level+proficiency+spell slot total. Spells are divided proportionally to each spell level. This gives you a bit of flexibility in your methods, but I suppose the deck will decide whether or not you are of use.

Take a chance

  • Starting when you choose this school at second level, you can cast spells through a deck of cards. These card must be on your person in order to cast.
  • This deck of cards must be shuffled at the beginning of every long rest, and  any cards drawn must be returned into the deck.

When you cast a spell, you must draw a card from the top of your deck. This card will determine either a positive or a negative effect that is added to the spell. Check the Draw table to determine what effect the card you drew has.

Draw table

Diamonds

Clubs

Spades

Hearts

Ace

Your spell fizzles away, never taking effect. Lose the spell slot, and one additional spell slot of equal level, or one higher if you have no more of that level.

Your spell backfires, you take the full effect. The spell automatically hits you, and you fail a save if necessary.

Your spell automatically counts a critical hit.

Heal half the damage you deal with this spell.

King

You cast “FireBall” at third level centered on yourself. The save is equal to your spell save. This spell does affect you.

Creatures have advantage on the next saving throw you force them to make.

A shield hovers in front of you, gain a +2 to your AC for 30 seconds.

Regain a third level spell slot, if you have all your third levels, gain a second, or a first.

Queen

You teleport next to the nearest hostile creature.

You cannot speak for the next minute.

Gain resistance to the next attack made against you. If the attack deals multiple types of damage, choose one to be resistant to.

Regain 4d8 HP

Jack

Take half of the damage you deal with this spell.

You turn into a potted plant until the end of your next turn.

You are immune to Poison damage, and the ailment for 1 minute.

For 30 seconds, regain 5 HP at the beginning of each of your turns.

10

Roll 1d6, your height decreases by that many inches.

Roll 1d6, your height increases by that many inches.

You must teleport up to 60 feet as a free action.

For one minute, you have true sight.

9

You are transported to the Astral Plane until the end of your next turn.

The next spell you cast also affects you.

Your skin turns neon blue for 1 minute.

You glow a bright light for 30 feet, and dim light for an additional 30 feet.

8

You spontaneously combust, taking 2d8 fire damage.

For one minute, you set any item you touch that isn’t being worn or carried on fire.

Choose 3 creatures within 30 feet, they take 2d10 lightning damage.

Gain 30 ft of movement this turn only.

7

You cast “Charm Person” on the nearest creature near you.

You automatically fail the next saving throw you must make within 1 minute.

You briefly grow demonic wings, and morph into a Barlgura demon. Have any hostile creature within 60 feet roll a Wisdom Saving throw or be frightened of you for one minute, or they succeed the save.

Cast “Confusion” centered on yourself.

6

Lose your bonus action on your next turn. If you are not  in combat, this card has no effect.

Lose your movement for 6 seconds, or one full round of combat.

Instantly gain another action, This action cannot be used to cast another spell, and only one melee attack can be used this action.

Gain one additional bonus action on your next turn.

5

This spell targets one friendly creature within 60 feet instead of the main target.

Take 20 Psychic damage and draw another card

Your next spell has advantage on the to hit.

Cast “Detect Magic”

4

Take 20 lightning damage

Take 10 Fire damage

Heal 2d6

Heal an ally 2d6

3

No effect

No effect

No effect

No effect

2

No effect

No effect

No effect

No effect



Red Joker

Draw five more cards, only activating diamonds, clubs, or the black joker.

However If any of these cards cannot take effect for whatever reason, you instead take 1d10 psychic damage for each that cannot take effect. Additionally, discard all drawn cards, whether they take effect or not.

Black Joker

Instantly go to half your maximum health

Play it safe

  • At sixth level, when casting a spell, you can expend an additional spell slot of equal or greater level to not have to draw from the deck.
  • Additionally, when an enemy is casting a spell (The spell can force an attack roll or a saving throw), or making a weapon attack, you can use your reaction to draw a card and impose an effect on that person’s attack. Draw, and check the counter table to determine the effect.

    Counter Table

    Diamonds

    Clubs

    Spades

    Hearts

    Ace

    C

    C

    CF

    CF

    King

    C

    C

    CF

    CF

    Queen

    C

    C

    P

    P

    Jack

    A

    A

    P

    CS

    10

    A

    A

    CS

    CS

    9

    A

    A

    CS

    CS

    8

    A

    A

    CS

    CS

    7

    A

    A

    P

    P

    6

    A

    A

    CS

    CS

    5

    A

    A

    CS

    CS

    4

    A

    A

    CS

    P

    3

    A

    A

    P

    CS

    2

    A

    A

    CS

    CS

     

    Red Joker

    The enemy instantly gains another action, and can cast another spell regardless of its level.

    Black Joker

    The enemy instantly makes the person being attacked paralyzed until the end of their next turn.

     

    C - The attack instantly hits, and is a critical hit against the creature it is hitting. If the hit is a spell that requires a save, it acts as though the creature making the save rolled a natural one.

    A - The attack instantly hits.

    CF - The attack roll counts as a natural one, allowing for an opportunity attack.

    CS - You cast “CounterSpell,” at third level, if this doesn’t end the spell, you must roll. If this is drawn while trying to counter a weapon attack, nothing happens.

    P - The enemy is briefly paralyzed, forcing them to give up the attack, but they can immediately continue their turn after. If this happens when countering a spell, the spell is not cast, and they do not lose a spell slot.

Experienced Cheater

Who doesn't love a cheater? At this point, you have expanded your gambling knowledge so much that cheating comes as second nature.

  • When you draw a card, you may use your bonus action immediately to draw another card once per day. Both cards get discarded, however.
  • When an enemy within 20 feet uses a legendary resistance against a magical saving throw, you may draw a card as a reaction.
    • If the card is spades or hearts, the legendary resistance doesn’t take hold.
    • If you draw a diamonds or clubs, the legendary resistance takes hold.
    • if you draw a Joker of any kind, the creature is allowed to use it’s legendary resistance, and gains another use of it to replace the one it just used.

Ace up the Sleeve

  • The jokers in your deck now have a 75/25 chance to become an ace. When a joker is drawn, roll a d20. If the roll is higher than 5, it turns into an ace, However, if the roll is 5 or lower, it stays a joker. A red Joker becomes an Ace of Hearts, while a black Joker becomes an ace of Spades.
  • If you draw an Ace of Diamonds or Clubs, you may use your reaction to take 25 Psychic damage and turn that into an Ace of Hearts or Spades, you may choose which it turns into, but what it turns into must be currently in your deck, and removed from your deck after you use it through this ability.
Jokers Wild

Your slight of hand skills have ascended to the level that you may secretly swap your jokers with an ace hidden in your sleeve, fooling even the magic gods themselves

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