Base Class: Wizard
The School of Cards is the oddball of wizarding schools for instead of relying on the mind, wizards rely on reflexes and luck to guide them. At enrollment, each wizard is given a magical set of playing cards that hold powerful elemental and magical power. Wizards can use their cards both as a weapon, throwing them at their enemies in flashes of fire, lighting, ice, or acid, or as catalysts and implements for spells.
Magic Card Deck
For this School, you as a player will need a deck of playing cards.
When you select this School at 2nd level, you gain a Magic Card Deck and its respective Card Holder. Intelligence is still your spellcasting modifier for this subclass. This feature also modifies your Spellbook class feature. Your Card Deck is treated as your Spellbook for all purposes relating to the Spellbook Class Feature.
Your Magic Card Deck is counted both as a Weapon proficiency and as an Arcane Focus for determining proficiency bonuses and spell material costs.
Your Magic Card Deck is very much like a Spellbook in that with it you can cast spells. A full deck has 54 cards total, including jokers/fools/wild cards. However, a beginner's deck starts with less and grows in power as it's wielder evolves. Each card suit in the deck represents a different element and magical damage type; Hearts are fire damage, Diamonds are lightning damage, Clubs are acid damage, and Spades are cold damage. Damage is also represented by the value of the cards used. Aces are high so damage looks like this; 2, 3, 4, 5, 6, 7, 8, 9, 10, J11, Q12, K13, A15, Joker20.
A beginner's deck starts with one suit that has values from 2-10 with one Ace. You gain more suits and face cards at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th levels. At 3rd you gain the other face cards for your first suit, at 6th you gain a second suit of your choice as well as its Ace, at 9th you gain the other face cards for your second suit and 1 Joker, at 12th you gain a third suit as well as its Ace, at 15th you gain the other face cards for your third suite, at 18th you gain your last suit as well as its Ace, and at 20th you gain the last remaining face cards and your final Joker.
You carry your Magic Card Deck with you at all times, secured to your belt or hidden somewhere within ready reach, since without it you have no power. The Card Holder is also a special implement you have that houses your deck and is enchanted so that any cards you throw or use as catalysts are returned to the Card Holder's Discard pile, another magical space within the Card Holder.
You may use your action to either attack with a Magic Card, making a 30ft. ranged spell attack against a creature you can see within range, or use a card for a spell catalyst.
Drawing: Normally, you may only hold 3 cards at a time. This increases to 5 at 12th level. At the start of your first turn in combat, you may draw cards up to your full hand size. You may then use your action to either attack with a Magic Card, making a 30ft. ranged spell attack against a creature you can see within range, or use a card for a spell catalyst. Any card used in these ways vanishes to the Discard after use. After drawing your first hand, you draw a single card at the start of each of your turns thereafter. If you would ever have more than 3 cards in your hand, Discard cards until you have only 3.
Shuffling: Whenever you would draw a card and cannot, shuffle your Discard into your Draw pile.
Catalysts: Cards must be used to cast spells as long as you have the appropriate spell slot level. Whenever you would cast a spell you must first choose a card to use a catalyst from your hand. Spells may only be cast based on the number values on the cards and the spell's level. This is the relationship between card values and spell levels. Cantrips do not require a Catalyst. Values of 2-3 may be used to cast 1st level spells, 4-5 may be used to cast 2nd level spells, 6 may be used to cast 3rd level spells, 7 may be used to cast 4th level spells, 8 may be used to cast 5th level spells, 9 may be used to cast 6th level, 10 may be used to cast 7th level, Jack through King may be used to cast 8th level, and Aces and Jokers are used for 9th level spells. Higher values may be used to cast respective lower spells. For example, you may use a Jack for any spell that is level 1-8.
1st Joker
You gain one Joker to add to you Magic Card Deck.
2nd Joker
You gain your last Joker to add to you Magic Card Deck.
Clubs (J, Q, K)
You gain the face cards of the Suit of Clubs.
Diamonds (J, Q, K)
You gain the face cards of the Suit of Diamonds.
Hearts (J, Q, K)
You gain the face cards of the Suit of Hearts.
Spades (J, Q, K)
You gain the face cards of the Suit of Spades.
Suit of Clubs (2-10, Ace)
Your Magic Card Deck gains the Suit of Clubs in the values of 2, 3, 4, 5, 6, 7, 8, 9, 10, and Ace. When you attack using a card from the Suit of Clubs, the attack deals Acid damage equal to the value of the card.
Suit of Diamonds (2-10, Ace)
Your Magic Card Deck gains the Suit of Diamonds in the values of 2, 3, 4, 5, 6, 7, 8, 9, 10, and Ace. When you attack using a card from the Suit of Diamonds, the attack deals Lightning damage equal to the value of the card.
Suit of Hearts (2-10, Ace)
Your Magic Card Deck gains the Suit of Hearts in the values of 2, 3, 4, 5, 6, 7, 8, 9, 10, and Ace. When you attack using a card from the Suit of Hearts, the attack deals Fire damage equal to the value of the card.
Suit of Spades (2-10, Ace)
Your Magic Card Deck gains the Suit of Spades in the values of 2, 3, 4, 5, 6, 7, 8, 9, 10, and Ace. When you attack using a card from the Suit of Spades, the attack deals Cold damage equal to the value of the card.
Gambling Master
Also at 2nd level you gain proficiency in Charisma (Deception), Dexterity (Sleight of Hand) checks, and gain proficiency in Playing Card sets as well as expertise in Playing Card sets. In addition, you add double your proficiency modifier to skill checks involving playing cards games.
Hand Moves
Starting at 2nd level, you may choose 2 Hand Moves out of the list below that you can perform by expending cards in your Hand. Expending cards act as using those cards, so they are Discarded after use. Each may only be used once in a round. Expend only as a Bonus Action. You gain 2 more Hand Moves at 10th level.
Discard Pickup
Expend a card of value 6 or higher. Return a card from your Discard pile to your Hand.
Discarded Attack
Expend a card of value 4 or higher. Pick a card from your Discard pile randomly. You may use this card in a Magic Card Deck attack.
Draw Two and Discard Two
Expend a card of value 5 or higher. Draw 2 cards from your Draw pile, then Discard two cards.
Mulligan
Expend a card of value 3 or higher. Discard your current Hand and draw up to your max Hand size.
Spell enhancement
Expend a card of value 10 or higher. Add the remaining values of cards in your Hand to the damage of a spell you are casting.
Games of Chance
At 6th and 14th level you gain a card game playing style to emulate and enhance your Magic Card Deck. You gain BlackJack at 6th level and Poker at 14th.
BlackJack
In this playing style, you play by the rules of Blackjack and are trying to have the values of the cards in your Hand equal 21 without going over which is known as a Bust. When you gain this playing style at 6th level, you gain the option to draw 2 cards instead of 3 and play by Hand the rules of BlackJack. In this playing style, after you draw the first time you may either cast the cards you have to deal damage equal to their value or draw 1 card to try and equal 21. If you hit 21 the attack is a Critical hit and deals double damage. If you do not, you may draw another card and subsequent cards as long as you do not Bust. At any time you may cast the cards as a regular spell attack based off of your Magic Card Deck trait. You choose the element damage type from among the cards you are casting. If you Bust, you must Discard your Hand. Also, in this playing type, Aces count as both 1 and 11 points as far as scoring for trying to get to 21.
Poker
In this playing style, you are playing by the rules of Poker and are trying to get certain Hands in order for more damage and effects. When you gain this playing style at 14th level, you gain the option to choose to play by the Hand rules of Poker. Your goal is to get one of the Hands below in a series of three discard and draw phases. To play this way, the first time you draw on your turn you may save cards and discard the rest. After discarding, you may draw as many cards as you discarded. Again, you may choose to save cards and any you do not save are discarded. Then you have a final draw and may choose to cast a Hand from the below options. After you choose an option to use you must Discard your Hand.
- Royal Flush: The most powerful Hand in the playing style is the combination of ten, jack, queen, king, ace, all of the same suit. Deals elemental damage based on the suit used and equal to the total value of cards in the Hand. This Hand has an explosion radius of 15ft. Creatures caught in the radius must roll a Dexterity saving throw, taking half the damage on a failure versus your spell save DC.
- Straight Flush: Five cards of the same suit in sequential order. Deals elemental damage based on the suit used and equal to the total value of cards in the Hand. Apply a status effect based on the damage type of the suit. Fire damage applies the effects of an Alchemist's Fire with a source area where the creature is currently standing. Lightning damage applies the Paralyzed condition to the creature hit for 2 rounds with a Constitution save allowed to resist at the start of this effect and at the start of each of the creature's successive turns. Ice damage applies the Immobilized condition to the creature hit for 2 rounds with a Strength save allowed to resist at the start of this effect and at the start of each of the creature's successive turns. Acid damage lowers the AC of the creature hit by 2, unless they have Resistance or Immunity.
- Full House: Combination of three of a kind and a pair in the same hand. Deals damage equal to the total value of the cards in the Hand. You may choose the element type from among the two suits.
- Flush: Five cards of the same suit, in any order. Deals elemental damage based on the suit used and equal to the total value of cards in the Hand.
- Straight: Five cards of any suit, in sequential order. Deals damage equal to the total value of the cards in the Hand. You may choose an element type from among the suits in your Hand.
- Three of a Kind: Any three numerically matching cards. Deals elemental damage based on the suit used and equal to the total value of cards in the Hand.
- Two Pair: Two different pairs in the same hand. Deals damage equal to the total value of the cards in the Hand. You may choose the element type from among the two suits.
- One Pair: Any two numerically matching cards. Deals elemental damage based on the suit used and equal to the total value of cards in the Hand.
Gambler's Luck
You gain three luck points that you may only be used on checks involving your Magic Card Deck.
Card Caster
When you gain this feature at 14th level you may throw an additional card as a part of your ranged attack option using your Magic Card Deck feature. You make a separate attack for each card thrown this way.
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