Wizard
Base Class: Wizard

As a person who uses the school of Cartomancy, you focus on using your skill by using a deck of cards. While some view this school of magic as useless or inadequate, others fear these mages as they usually have a low moral compass and tend to be quite unpredictable. Why would someone ever use this kind of magic and become a cartomancer? Some typically try to prove that magic can be found in even the most simple things.

 

Arcane Deck

Starting at 2nd level, you gain a special deck of cards called an Arcane Deck. You can summon or dismiss your Arcane Deck at will. You can also use your Arcane Deck as a spell focus as well.

Your deck is also considered a spell that you've learned to use. You may use your action to draw a card at random and throw it at a creature, dealing 1d6 magical damage of a random type. The damage increases by 1d6 when you reach 6th, 10th, and 14th level. To determine the damage, you must first roll a 1d4. 

1 Force
2 Thunder
3 Fire
4 Cold

 

Aegis Deck

You've gained a new trick to add to your arsenal. Not only can you use your cards for offense, but they can make a good defense too. Starting at 6th level, you can use a bonus action, you can throw a card out in front of you and roll a 1d4 to determine the effect. You can use this feature a number of times equal to your Intelligence modifier before needing to take a long rest.

1d4 Effect
1 You gain +5 to AC until the start of your next turn
2 You cast the spell Sanctuary without expending a slot
3 You regain 2d10 hit points. Any extra hit points become temporary
4 You gain resistance to all damage until the start of your next turn
 

Summoner Deck

Starting at 10th level, your cards transmute into living creatures who are willing to fight for you. Roll d4 to determine the effect of the card thrown. You can use this feature a number of times equal to your intelligence modifier before having to take a long rest.

1d4 Creatures
1 You summon a Dire Wolf with an added AC, equal to your intelligence modifier
2 You summon a Blue Dragon Wyrmling
3 You summon two Lions
4 You summon a Swarm Of Bats

  

Final Act

Most people think that after all of those traps you've set have gone off, you're ripe for the beating. However, they're oblivious to this handy trick up your sleeve.

Starting at 14th level, whenever you are targeted by a melee attack, you can use your reaction to negate the attack and teleport to any point you can see within 30 ft. Once your teleport to your new location, you become Invisible for 3 turns, or until you attack or cast a spell.

Every creature within 10 ft. of you when you activate this ability has to make a Constitution saving throw against your spell save DC. Those who failed their save are considered to be Stunned until the end of their next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

 

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