Base Class: Rogue
Cardslingers are rogues with a more refined talent; sowing arcane runes onto cards to cast spells on the fly in extreme style. Cardslingers can store spells and expend them with simple movements, such as the flick of a wrist, or hidden within speech with Command words. All these activation methods grant a Cardslinger the power to produce wild effects with others oblivious to the source. This allows stealthy infiltration whilst being hidden in plain sight, and Cardslingers know how to use this skill to its fullest.
Cardslinging
Starting at 3rd level, you can use Cards to duplicate the effects of spells. You must choose 2 spell schools. You can prepare Cards up to your Card Maximum during a long rest. You can have up to 3 Cards prepared at a time, 2 regular Cards and one Wild Card. Each regular Card contains a spell of 1st level from one of your chosen schools. Wild Cards contain a spell of 1st level from any school. Each Card can only be used once. You can only prepare Wizard spells in this way.
At Player level 7th, your regular Card maximum increases by 3, and you can now embed 2nd level spells into your cards. You can only have 2 cards with 2nd level spells prepared at a time.
At Player level 13th, your regular Card maximum increases again by 2, and you can now embed 3rd level spells into your cards. You can only have 2 cards with 3rd level spells prepared at a time. In addition, the amount of spells with 2nd level spells prepared at a time increases to 4.
At Player level 17th, you can choose 1 other spell list to be able to prepare cards from. The spells prepared from this list still have to be from your chosen schools.
Abjuration
This allows you to create Cards with spells from the abjuration school stored within.
Conjuration
This allows you to create Cards with spells from the conjuration school stored within.
Divination
This allows you to create Cards with spells from the divination school stored within.
Enchantment
This allows you to create Cards with spells from the enchantment school stored within.
Evocation
This allows you to create Cards with spells from the evocation school stored within.
Illusion
This allows you to create Cards with spells from the illusion school stored within.
Necromancy
This allows you to create Cards with spells from the necromancy school stored within.
Transmutation
This allows you to create Cards with spells from the transmutation school stored within.
Arcane Flourish
You can now perform to create effects to target others or yourself. You may use a number of flourishes equal to your Intelligence Mod (Minimum 1) per long rest. Flourish options are listed below. Each flourish requires an action to perform. You gain extra flourishes at levels 5, 7, 11 and 17
Duplicating Flourish
You may only use this flourish when you cast a spell of 1st or 2nd level that does not have a range of self. When you perform this flourish, you may cast a spell with it, and you may double the spell's effect. For example, a grease spell can cover twice the area, or a mage armor spell can affect multiple targets. To use this flourish with a spell with a range of touch, both targets (if any) must be willing to undergo the spell's effect. This flourish consumes 2 uses of Arcane Flourish.
Elemental Flourish (Level 7)
When you perform this flourish, select one element from the list below. For the next minute, all bludgeoning, piercing and slashing damage you deal becomes damage of that type. This consumes 2 uses of Arcane Flourish.
Fire, Cold, Lightning, Thunder, Poison
Enhancing Flourish (Level 5)
When this flourish is performed, you can cast Enhance Ability on one target. This consumes 2 uses of Arcane Flourish.
Incandescent Flourish
When you perform this flourish, a wave of faint, fiery energy springs from your body, and any number of nonmagical, flammable items that aren't being worn or carried that you choose ignite. The objects must be within a sphere with radius 15ft originating from you.
Quaking Flourish
Your cards cause the ground to swell and crumble, turning a 10ft square into difficult terrain. This terrain lasts until a creature spends 10 minutes restoring the floor to its original state.
Sharp Flourish
After using this flourish, you can make ranged attacks at long distances with no drawbacks for 1 hour. You are no longer given disadvantage on attack rolls when attacking at long range.
Shielding Flourish (Level 7)
Your cards begin to surround you, spinning around you and obscuring enemies' views. Attacks made against you have disadvantage, and this effect lasts until you take damage. This flourish may only be used once per day.
Stunning Flourish (Level 7)
With this flourish, you manipulate your cards and aim at a target. A card emblazed in a golden energy springs forth, and the target must make a constitution saving throw, with the DC equal to 8 + your Proficiency bonus + your INT mod. On a success, nothing happens. On a failure, the target is stunned until your next turn.
Terminating Flourish (Level 5)
Using this flourish has the same effect as casting Counterspell.
Tripping Flourish
After using this flourish, you can choose a number of creatures up to your INT mod (minimum 1) that you can see. They must all make a dexterity saving throw with a DC equal to 8 + your Proficiency bonus + your INT mod. On a failure, a stream of cards shoots forth from your hands, flying directly towards the targets. The string of cards coils around the legs of those chosen and pulls away, leaving the targets to fall prone on the floor.
Aces High, Aces Low
At 9th level, you have learnt how to manipulate the inherent luck of a creature, and force an opposite effect to occur. Once per short rest, before you make an attack roll, you can decide that you wish the roll to be lower than the targets AC (this must be made clear to the DM). If the attack roll is lower than or equal to the target's AC, the attack hits. A 1 on the roll counts as a critical hit. If the roll is above the target's AC, the attack misses, with a 20 on the die being an automatic miss.
This feature can also be used when you must make a saving throw. You can state that if the total is above the save DC, you fail the save. If the total is below or equal to the save DC, the save is succeeded.
Play Your Cards Right
At 13th level, the magic you possess has gotten so strong that you can now completely control the field of battle, and the table has to follow your rules. You control the fight.
Once per long rest, when you are asked to roll initiative, you can state that initiatives will be flipped, with the lowest going first, the second lowest going second, etc. This must be done before any initiative dice are rolled.
Gambler's Rule
At 17th level, your manipulation of social arts has grown so strong that you have learned how to implant powerful, dreadful images in a target's mind. Once per long rest, you can target a creature no larger than yourself and force psychic depictions of loss, humility, and grievance in their mind. This incapacitates the creature. At the end of each of their turns they can make an INT saving throw (DC = 8 + Proficiency bonus + INT Mod) and only on a success does the effect end. On a failure, the target takes 4d8 Psychic damage.
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