Sorcerer
Base Class: Sorcerer

If you want to swindle and chance your way through life, here you are!  Getting lucky, gambling and cheating your way to victory has never been so fun with this mid range, high risk, very high reward sorcerer who throws caution to the wind along with magic cards that tear apart foes and heal allies.  Flexible, handy and destructive all mixed into one without having to sacrifice the underlying sorcerer spells.  Be warned though, sometimes the trump card is also the most dangerous.

Fate Magic

Starting at level one, You can use a deck of cards as a spell-casting focus and gain proficiency with it.

Lucky Dice

Starting at level one, when making a spell attack, roll a d4, if even continue as normal, if odd then roll a (d4 1st, d6 2nd+3rd, d8 4th+5th, d10 6th+7th, d12 8th+9th) and add the roll to the damage if even, subtract from the damage if odd.

Magic Cards

You can spend an action to sacrifice sorcery points or spell slots to create a Magic Card with different types and powers.  Sacrificing a spell slot grants you the slots level of card (1-9).  Sacrificing sorcery points grants you the number of points sacrificed level of card to a maximum of nine (sacrificing 1 point grants a level 1 card, etc).  When a card is gained, roll a d4 to determine its function:  

1) Blast Card: It can be launched up to 30ft and deal 1d8 X card level force damage on successful spell attack (charisma).   

2) Heart Card: It can be launched up to 20ft and heal 1d4 X card level. (Can be used on self)

3) False Card: It can be launched up to 20ft and, upon hitting its target, grant 5 X card level temporary hit points which vanish after a minute.  (Can be used on self)

4) Ace: It increases its card level by 1.  Roll a d4 again to determine function, re-rolling this number on subsequent rolls without the level gain.

These functions can be done in the same action that they are created.

The number of cards you can create in between short rests is equal to your charisma modifier + your sorcery level.

You can create cards using an action and not use it immediately, instead holding it in your hand.  Cards in your hand last 1 hour before disappearing.  The maximum number of cards in your hand is equal to your charisma modifier (min 1).

Wield Luck

Starting at level 6, Roll a d4 whenever you spend  a sorcery point or use a spell slot (not including sacrificing them for cards), if odd, add the number to yourself as temporary hit points, if even, add the number to the damage of your next spell.  These effect do not stack and fade after one minute.

Card Counting

Starting at level 14, For every Magic Card you create above level 3, a second card of a third of its value is rolled for added to your hand.  If your hand if full, you must either use this card immediately or destroy it.

Stacked Odds

Starting at level 18, When below 10 hit points, Roll a d10 whenever you use a Magic Card and add the roll to its damage/healing/temporary hit points.  In addition, while in this state, spell slots and sorcery points can be sacrificed together, increasing the Card’s level (4th spell slot +4 sorcery points = level 8 Card) and level 10 Cards can be created, each with a special effect:

1).  The Card bounces to up to 2 non-friendly creatures within 5ft, dealing the same damage to each.

2).  The Card heals in a sphere of 5ft, affecting all creatures inside.

3).  The temporary hit points become actual hit points after a minute instead of vanishing.

4).  You instantly create a second level 10 Card and add it to your hand.

Previous Versions

Name Date Modified Views Adds Version Actions
1/22/2019 10:23:32 PM
0
0
5e
Coming Soon

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