Luck of the Draw. The Card Mage has an intense magical connection with their cards. Instead of rolling for damage, the Card Mage draws cards as they attack. Rolling a natural 20 on a draw counts as a critical hit and allows the card mage to draw double the cards just like a critical allows to roll double the dice. When used, each card is discarded until the end of a long rest. Each card does a different damage type based on the suit.
Clubs: (Bludgeoning) Hammers and stones form to hit the foe.
Diamonds: (Radiant) Rays of light form to hit the foe.
Hearts: (Psychic) Red mist forms to invade the mind of the foe.
Spades: (Lightning) Bolts of electricity form to hit the foe.
Poker Face. Whenever the card mage draws a card, the number on the card replaces what the number on the die rolled would be. Face cards have their own values.
Jack: 11
Queen: 12
King: 15
Top Ace and Jubilant Joker. Whenever the card mage draws an Ace or Joker, instead of doing a normal attack roll they have their own special effects.
Ace of Clubs: From the card the blue spiritual form of a Minotaur emerges to Rush the foe. The Minotaur attempts to gore any creature within a 60 ft, Line. Each creature in the line must make a DC 15 Dexterity saving throw. A creature takes 8d6 piercing damage on a failed save, or half as much damage on a successful one. On a failed save a creature must succeed on a DC 16 Strength saving throw or be pushed up to the end of the line and knocked prone.
Ace of Diamonds: From the card the white spiritual form of a solar celestial emerges to face the card master. The solar touches another creature surrounding it in blinding radiant light. The target magically regains 27 (6d8) hit points and is freed from any curse, disease, poison, blindness, or deafness. Any creature within 5 feet of the target must succeed on a DC 15 Constitution saving throw or be blinded for 2d4 rounds.
Ace of Hearts: From the card the red spiritual form of a succubus/incubus emerges to face the foe. The succubus/incubus attempts to charm any creature within a 30 ft. cone it can see within range. All creatures must make a DC:18 Wisdom saving throw. If any creature fails the saving throw, it is charmed by the card mage until the spell ends or until the card mage or their companions do anything harmful to them. The charmed creatures regard the card mage as a friendly acquaintance and cannot take any actions to harm them. This effect lasts 2d4 rounds. When the spell ends, the creature knows it was charmed by the card mage.
Ace of Spades: From the card the yellow spiritual form of a giant eel emerges to face the foe. The giant eel attempts to touch any creature within 45 ft, no further than 15 feet of each other. Each creature in range must make a DC 15 Constitution saving throw saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. If the target fails, it is stunned for 1d4 turns.
Joker: Instead of taking an action to do damage or an ace effect, the card mage may use one of their spells for free without expending a spell slot, ignoring the material cost and casting time.
Spellcasting. The mage is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): mending, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, Blink, fly
4th level (3 slots): greater invisibility, dimension door
5th level (2 slot): animate objects
Multiattack. The card mage makes two draw attacks.
Draw. The card mage draws a card from its mystical deck. If the card is an ace or a joker refer to the Luck of the Draw trait. If not, Make a Ranged Weapon Attack: +7 to hit, range 80/160 ft., one target. on a hit the attack does the card number +4 of its suit's damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Fold. In response to being the target of an attack the card mage drops two cards from its mystical deck. after doing this the card mage can take their full movement speed before the attack hits without provoking attack of opportunity, however the card mage cannot use their Draw action on their next turn.
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