Sorcerer
Base Class: Sorcerer

Cardmaster is not just a spellcaster with a penchant for parlour tricks, rather they are masters in the art of chaotic spellcasting. Where most spellcasters learn and focus on specific spells and items, cardmasters thrive with wild magic and embrace the gamble of never knowing how their power will manifest. But like any good gambler, they know how to stack the deck in their favour

Enchanted Deck

At 1st level you gain access to an enchanted deck of cards. This deck can be bought, found, gifted, or created from a set of cards that you have been using for a long time. The deck of cards is bound to you and is not magical for others, and can be used as a gaming set (cards) if required. If this deck of cards is somehow misplaced, it reappears in your possession following a short rest. If it is destroyed, a new deck of cards may be enchanted with the same abilities as the previous set in a process that requires 52g in materials, a set of playing cards, and 8 hours of time. This process may be undertaken as part of a long rest

Quickdraw

A Cardmaster may draw and throw cards from their deck as a ranged attack with a range of 40ft and a maximum range of 60ft. The deck may be secured to the Cardmaster’s body, and requires a free hand to draw and throw cards (a hand can be removed temporarily from a two-handed weapon to use this feature) Drawing and throwing a card with the quickdraw feature uses your action, adds dexterity and your proficiency bonus to attack rolls (but not damage) and has the following effects at 1st level:

Value Damage Dealt
Ace 0
2-10 2-10 (respectively)
Jack 10
Queen 10
King 10
Suit Damage Type
Hearts Cold
Diamond Acid
Spades Fire
Clubs Lightning

Critical hits with quickdraw attacks deal double damage Cards drawn with quickdraw are returned to your deck at the end of a long

The Quickdraw feature gains power at later levels

Level Improvement
5th Cards numbered 2-10 deal additional damage equal to half their face value (rounded up)
9th Face cards deal 15 damage
14th Cards numbered 2-10 deal damage equal to twice their face value
18th Face cards deal 20 damage

 

Elemental Court

At 6th level, face cards drawn with quickdraw are enhanced:

Suit Effect
Hearts Your target and each creature within 5ft of the target must make a successful constitution saving throw or take 1d6 cold damage and have their movement reduced by 10ft until the end of their next turn
Diamonds The target must make a successful constitution saving throw or become poisoned and take 2d4 acid damage immediately and 1d4 acid damage at the end of their next turn. A successful save deals 1d4 acid damage immediately and does not inflict the poisoned condition
Spades The cantrip create bonfire is cast on the space beneath the target
Clubs A random enemy within 30ft must make a dexterity save or take 1d8 lightning damage. A successful save deals half damage

King of Aces

At 14th level, Aces allow you to prepare spells of any level (of which you have a spell slot) and count as a 10 when drawn as part of a Quickdraw Attack

Make your own Luck

At 18th level you become a master of chaos and entropy. When fate is not to your liking, you simply change it. Twice per short rest, you may re-roll any roll after seeing the result, including those of others if they are within 30 feet.

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/26/2021 4:25:13 AM
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