Wizard
Base Class: Wizard

Instead of following the standard practices of magic, you instead find yourself trusting in the draw. Each breath is an exciting moment for you as you never know what card life will turn up next. People who practice this arcane form are typically thrill seekers Many gamblers or swindlers pick up this trade to hone their craft.

Card Enchanter

Beginning when you select this school at 2nd Level, you gain a deck of cards as a weapon. It deals 1d4+1 slashing damage at 30ft and is considered a magic weapon. This damage is increased by 1d4+1 at level 6, 10, 14, 18. This replaces your spellbook. Instead of adding spells to the book, you instead craft magic cards that can be added into your deck.

If removed from the deck the card is destroyed. You may either use another scroll or spend the gold and time used to create a card to increase a cards level by 1. The Levels of cards in your deck cannot exceed those of the normal Wizard spell slots. There is no limit to the amount of cards you can have within the deck. 

Draw of the Cards

As an action, you may draw a card from your deck. Name the card you wish to draw then make a sleight of hand check equal to 10+the number of cards in the deck. On a success you pull the card you wanted and may cast that spell. On a fail you must roll on the table of cards, drawing whatever you roll.

Once a card has been drawn you may choose whether or not to cast the spell. Casting the spell means the spell goes off. If you choose to not cast the spell the card is instead destroyed. Cards that have been cast come back after a long rest.

Card Shark

You learn how to move your hands deftly, controlling the cards with precision and spotting those who try to cheat you. You gain proficiency in Sleight of Hand and the cards gaming set. You also gain advantage against Sleight of Hand checks using sight.

(Note: Keep a list of the cards in your deck, numbered in the order they are put in.)

 

Prepared Deck

At 6th Level, you gain the ability to stack your deck, keeping the odds in your favour. After a long rest you can choose 2 cards that you don’t need to roll to draw. You gain an additional card at Level 10, 14 and 18.

Double Draw

Starting at 10th Level you can test your luck by drawing 2 cards instead of 1. You may attempt to draw 2 cards from your deck twice per long rest. You must announce both cards in order before drawing, and you must roll for both cards at disadvantage.

Master of the Cards

At 14th Level you learn how to craft cards from other sources of magic. You can create cards of other classes' spells. You may have 3 in your deck at a time, gaining another slot at Level 16, 18 and 20.

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