Dueling Deck Image
Prerequisite: Requires you to be a level 4 Artificer Replaces Your Ability Score Improvement
 

Your magical casting is tied to a Magical Card Deck, which you store on your artificer device on your arm or similar appendage that functions as your spellcasting focus. With this feature, your limitations on prepared spells below level 3 are removed (but you can still only select spells you have spell slots for) and replaced with the need to prepare exactly 20 spells in any combination from Cantrip to Level 3, from your known spells list. You also no longer require material components for these spells, but all spells now require a verbal or somatic component to cast even if they previously did not have this requirement as you need to either saty you are casting the spell, or place it on your arm-mounted playing field. Your spell list becomes numbered 1-20 while you have this feature, and when "drawing a card" you roll a D20, with the rolled number corresponding to a number on your spell list, and you can no longer cast spells of level 3 or lower outside of this method unless another feat, ability, or class feature allows it. This features functions differently in and out of combat.

Out of combat, if you would like to cast a spell, you must first draw a hand of 5 cards. To draw, roll a D20 and note the result. Spells you draw can be cast once, as long as you have the applicable spell slot available. Following their casting, the spell is discarded and you much wait to draw it again. Out of combat you can only draw after casting a spell, and cannot redraw your hand until the immediate situation you drew your hand for has become resolved, or 10 minutes have passed without your hands being proccupied, as you need to "play out" the hand and reshuffle. While you have a hand drawn, you cannot wield two-handed items or weapons. You can discard your hand to regain this, but you will be unable to draw a new hand (and thus unable to cast spells) until 10 minutes have passed.

In combat, you draw a new hand of 5 when rolling for initiative following the same rolling of a D20 method as previously described. Each turn of yours, you draw a new card. If your hand exceeds 7 cards, you must discard until you have 7 at the end of your turn. Following their casting, the spell is discarded and you much wait to draw it again. Spells you draw can be cast once, as long as you have the applicable spell slot available. While you have a hand drawn, you cannot wield two-handed items or weapons. You can discard your hand to regain this, but you will be unable to draw a new hand (and thus unable to cast spells) until 10 minutes have passed.

Once per long rest, you can choose to do one of the following as your Bonus Action:

- Mulligan: Discard your entire hand and draw a new one.

- Destiny Draw: Draw a card without rolling, picking the exact card you need.

- Desperate Cast: If you have a card in your hand that you are out of spell slots for, you can roll an Intelligence Save against your own spell save DC. On a successful save you cast the spell using the next largest spell slot you have available. On a failed save, you lose your action for the turn and discard the spell. If you have no spell slots left, you cannot use this ability.

- The Ties Of Friendship: Increase the damage of a spell you cast by 1d8 damage plus your intelligence modifier.

- Continuous Spell: A spell's effect or potency lasts for as long as you keep your hand drawn, but you cannot cast another copy of that spell unless you relinquish this effect.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/28/2022 9:08:53 PM
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Coming Soon
Dueling Deck Image

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