Base Class: Wizard
Wizards of this school are gamblers at heart, and don't learn by traditional wizarding means, more through chance. By leaving their magic in the hands of fate, many would say that wizards of this school are the only true gamblers in the world.
Take a chance (2)
Take a Chance (2)
- 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. If you run out of cards through any means, you cannot cast any spells of 1st level or higher until you regain cards in the deck.
- This deck of cards must be shuffled at the end of every long rest, and any cards drawn must be returned into the deck.
When you cast a spell of 1st level or higher, 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 below to determine what effect the card you drew has. Once a card is drawn, it is discarded and will be shuffled back into the deck at the end of a long rest.
|
Draw table |
Diamonds |
Clubs |
Spades |
Hearts |
|
Ace |
Your spell fizzles away, never taking effect losing the spell slot in the process. |
Your spell backfires, you take the full effect. The spell automatically hits you, and you fail a save if necessary. If the spell you cast has an area of effect, it is centered on you. |
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. |
The next creature you force to make a saving throw has advantage. |
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 within 120 ft. |
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 being poisoned 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 must make a Dexterity Saving throw against you spell save DC, or take 2d10 lightning damage, or half on a success. |
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 make within 1 minute. |
You briefly grow demonic wings, and morph into a Nalfeshnee. Have any hostile creature within 60 feet roll a Wisdom Saving throw against your spell save DC or be frightened of you for one minute. |
Choose two creatures within 30 ft. of you. They instantly regain 2d6 hit points. |
|
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 10 Psychic damage and draw another card |
Your next spell has advantage on the attack roll. |
Cast “Detect Magic” |
|
4 |
Take 10 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 |
Gambler's palm (2)
Using your reaction when casting a spell that requires a saving throw, choose one creature within 60 ft. of you and impose a penalty to their saving throw equal to your intelligence Modifier.
Playing it safe(6)
- 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 |
The enemy has advantage on the attack roll. If they are casting a spell that requires a saving throw, this has no effect. |
|
|
|
|
Clubs |
If the creature is casting a spell that requires a saving throw, give all creatures making the saving throw disadvantage. |
|
|
|
|
Spades |
The enemy has disadvantage on the attack roll. If they are casting a spell that requires a saving throw, this has no effect. |
|
|
|
|
Hearts |
If the creature is casting a spell that requires a saving throw, give all creatures making the saving throw advantage. |
|
|
|
|
Black Joker |
The enemy automatically hits. If they are casting a spell that requires a saving throw, any creature making the saving throw automatically fails. |
|
|
|
|
Red Joker |
The enemy attack roll automatically misses. In addition, if they are casting a spell, they lose a spell slot of equal or lower level. |
|
|
|
Experienced Cheater (10)
- When you draw a card, you may use your bonus action immediately to take 10 psychic damage and draw another card. Both cards get discarded, however. This can only be done with a face or numbered card
Ace up the Sleeve (14)
- The jokers in your deck now become an Ace when drawn, if you so choose. A red Joker becomes an Ace of Hearts, while a black Joker becomes an ace of Spades. The jokers can only turn into the ace provided you have the corresponding ace in your deck. If you do not, you can opt to take 20 psychic damage and the joker does not take effect.
- If you draw an Ace of Diamonds or Clubs, you may use your reaction to take 20 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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/8/2020 12:02:40 AM
|
559
|
23
|
1.0
|
Coming Soon
|
|
|
1/18/2021 5:10:15 PM
|
595
|
7
|
1.5
|
Coming Soon
|
Comments