Base Class: Sorcerer
Your innate magic does not come from yourself. Instead, your power comes from a small deck of playing cards. Those who manage to uncover these rare decks are forever bound to them, and use each card as a surrogate from the spells they cast. Perhaps this item is a family heirloom, a discovered artifact, or a cruel gift created by a powerful fey.
Card slingers, as these sorcerers are often called, have a reputation for incredible luck. Their magic seems to manifest faster than they are aware of, as cards will fly from a deck to shield their owners in an almost sentient fashion.
Card Mechanics
Your deck has 52 cards. The cards can be used as an arcane focus for your sorcerer spells. When you cast a sorcerer spell using the cards as your arcane focus, a card flys out from your deck to cast the spell. The card then falls to the ground at your feet; it can be picked up with a free object interaction. Each fallen card has an AC equal to you spell save DC and a number of hit points equal to your sorcerer level. They are immune to psychic and poison damage. If a card is lost or destroyed, it reappears in the deck after you finish a long rest.
Protective Suits
At 1st level, your cards inherently act to protect you when you are vulnerable. When you aren't wearing armor, four cards fly from the deck and float around you in a protective circle, and your AC equals 13+ your Dexterity modifier.
Blind Luck
At 1st level, you are able to pull a card from your deck and allow fate to take control. As an action, you can expend 1 spell slot to pull a random card from your deck. Roll on the Deck Effects table in order to see what card you pull. You can use its effects immediately or save it for a later turn, taking another action to activate the card's effect. You can only have one saved card at a time and pulling another card sends the saved card back into the deck. You can only have one card effect at a time. Using another effect removes the old one.
Deck Effects Table
|
d52 |
Effect |
|---|---|
|
1 |
Your body is overloaded with magic that needs to escape. The next damaging spell you treat any dice rolled to determine the damage you deal as having rolled their maximum value. If you do not cast a spell by the end of your next turn, you gain 1 level of exhaustion. |
|
2 |
Your body turns to stone. You gain temporary hit points equal to 5 times your sorcerer level and are petrified. |
|
3 |
Choose a target you can see within 30 feet. The target must make a Charisma saving throw or swap spaces with you. If the creature is willing, they automatically fail on the save. |
|
4 |
The DM chooses a random creature within 15 feet of you. For the next minute, you are charmed by that creature. |
|
5 |
The DM chooses a random creature within 15 feet of you. For the next minute, you are frightened of that creature. |
|
6 |
You become blood-hungry. You have advantage on attack rolls against any creature that doesn't have all of its hit points. |
|
7 |
You gain a knack for getting out of damage. For the next minute, you can use a reaction when someone ends their turn within 5 feet of you to teleport up to half your movement speed away. |
|
8 |
Your mind begins to blank out. For the next minute, your Intelligence and Wisdom scores become 3. |
|
9 |
You gain the intuition that detectives strive for. For 1 hour, you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks. |
|
10 |
Your hands morph to be sharper and tougher. For 10 minutes, you gain burrowing and climbing speeds equal to your walking speed, and your unarmed strikes deal 1d8 piercing damage. |
|
11 |
Fins, gills, and scales grow on your body. For 10 minutes, you gain a swimming speed equal to twice your walking speed and you can breathe underwater. |
|
12 |
Spectral arms appear around you. For the next minute, you can use a bonus action to cause each creature within 10 feet of you to make a Wisdom saving throw or take psychic damage equal to your Charisma modifier. |
|
13 |
Your body and equipment become ooze-like. For the next minute, you can move through a space as narrow as 1 inch wide without squeezing. |
|
14 |
Your body becomes gaunt as you feel the forces of death fill you. For the next minute, your creature type is changed to undead, you are resistant to necrotic damage, and you are vulnerable to radiant damage. |
|
15 |
Your eyes appear eagle-like for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
16 |
You regain your expended spell slot and get to draw another card. |
|
17 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
18 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
19 |
For the next minute, you regain hit points equal to your Charisma modifier at the start of each of your turns. |
|
20 |
You can expend an amount of hit dice equal to half your sorcerer level (rounded up) and heal for the rolled amount. |
|
21 |
Choose one cantrip of your choice with a casting time of 1 action. For the next minute, that cantrip has a casting time of 1 bonus action. |
|
22 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
23 |
You teleport 120 feet above you. If this would put you inside of an object, you instead go as high as you can without landing in an object. If you would land in a square occupied by a creature, you instead appear in the nearest unoccupied space. |
|
24 |
You do not require food or drink for the next week. |
|
25 |
You become an expert at something just by touching it. You gain proficiency with the next set of tools you touch. Your proficiency bonus is doubled for any checks you make with these tools. This proficiency lasts 24 hours. |
|
26 |
A magical barrier surrounds your body. You gain temporary hit points equal to your sorcerer level + your Charisma score. |
|
27 |
Your eyes shut and your other senses heighten. For the next minute, you are blinded but have blindsight out to a range of 60 feet; you are blind beyond this point. |
|
28 |
Your body becomes resistant to the magic the flows in the world. For the next minute, you have advantage on saving throws against spells and other magical effects. |
|
29 |
Your body becomes clumsy. For the next minute, you have disadvantage on Dexterity saving throws and ability checks. |
|
30 |
You regain your highest-level expended spell slot. |
|
31 |
For the next minute, you forget how to speak common. |
|
32 |
Your body begins to move unpredictably. For the next minute, opportunity attacks against you are made at disadvantage. |
|
33 |
Your cantrips become more potent with their respective damage. For the next minute, your cantrips ignore resistances and immunities. |
|
34 |
You and one creature of your choice within 15 feet of you become mentally connected for the next minute. You can telepathically speak to one another as long as you can both speak at least one language. However, not just your voice gets transferred but magic too. If you target that creature with a spell that has a verbal component, you can speak it through the connection rather than out loud. |
|
35 |
Time and space surge through your body, causing your body to be transported a few seconds into the future. You disappear then reappear at the beginning of your next turn in the closest unoccupied space to where you disappeared. As you warped, your attunement to magic was not warped with you. You instantly lose attunement to all attuned items. |
|
36 |
You gain resistance to all damage for the next minute. |
|
37 |
A smoke cloud appears around you. Each creature within 10 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
38 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
39 |
Your next damaging spell that does half damage on a save becomes apparent and slow. If the target succeeds on the save, they instead take no damage. |
|
40 |
Your words begin to sound slow and disorganized. For the next minute, you have disadvantage on all Charisma (Persuasion) and Charisma (Deception) checks. |
|
41 |
Your words begin to sound like those of the silver-tongued fey. For the next minute, you have advantage on all Charisma (Persuasion) and Charisma (Deception) checks. |
|
42 |
Your body begins to slow and become lethargic. For the next minute, enemies within 60 feet of you have advantage on attack rolls against you. |
|
43 |
Your body begins to move and dodge on its own. For the next minute, enemies within 60 feet of your have disadvantage on attack rolls against you. |
|
44 |
You gain a flying speed equal to your walking speed for 10 minutes. |
|
45 |
Your cantrips gain a corrosive effect for 1 minute. When you deal damage with a cantrip, it does an additional die of damage, and any nonmagical armor worn by the target is partly dissolved and takes a temporary and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. If the armor is not destroyed, then the armor loses any negatives after the effect ends as the magical corrosion dissipates. |
|
46 |
Your body becomes highly acidic for 1 minute. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a temporary and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. If the weapon is not destroyed, then the weapon loses any negatives after the effect ends as the magical acid dissipates. |
|
47 |
Your skin becomes scaly or tough. For the next minute, you can add your Charisma modifier to your armor class. |
|
48 |
You exhale chaotic energy in a 20 ft. cone. Each creature in the area must make a Constitution saving throw. On a fail, they take 2d6 damage. Roll a d4 to determine the damage type out of necrotic, radiant, psychic, and thunder. |
|
49 |
The next damaging area of effect spell you cast targets a single enemy within range and they have disadvantage on the saving throw and take extra damage equal to your sorcerer level. |
|
50 |
The next damaging targeted spell you cast splits in 2 and each target takes half of the listed damage after calculations plus your charisma modifier. |
|
51 |
The next targeted cantrip you cast will heal you equal to the damage dealt. |
|
52 |
You can regain all expended sorcery points, or redraw from the deck. |
Spreading the Fortune
Starting at 6th level, whenever you reserve a card from your Blind Luck feature, you can use an action and spend 2 sorcery points to pass the card's effect onto a willing creature of your choice within 60 feet. If the target is not willing, they must succeed on a Charisma saving throw or gain the effect of the card.
Joker's Gambit
Beginning at 14th level your physical body becomes completely attuned to the fabric of the cards. After you cast a spell, you can use a bonus action to teleport to an unoccupied space within 5 feet of any fallen card. When you use this feature, all fallen cards withing 60 feet of you are teleported into your deck.
Ace up the Sleeve
At 18th level, you gain more control over your deck. When you use your Blind Luck feature, you can choose to pull 2 cards and you are now able to keep 2 cards in your reserve. However, you can only use one per action.
Comments