Base Class: Sorcerer
By chance, you met an elemental, visited an elemental plane, or were hit by the elemental chaos as it broke through into the world. Your innate magic draws from this connection to earth, flame, sky, and sea. Now, elemental energy courses through you, each element battling to enter the world.
As a Cardslinger, your expertise with playing cards goes beyond sleight of hand tricks and beating fools at the gaming table. Through experience and experimentation, you’ve found that cards allow you to channel the chaotic energies coursing through you. You’ve also discovered that your skill with playing cards is uncanny, allowing you to throw cards with deadly accuracy.
The random act of drawing a card connects you with the forces of chaos, unleashing the extraordinary and unexpected. With each shuffle of your deck, you come closer to understanding your gift and realizing your true potential.
Magical Cards
When you choose this origin at 1st level, you can empower one standard deck of playing cards which become magical with the following properties:
Spellcasting Focus. You can set your deck of magical cards as your spellcasting focus.
Shuffle. During a long rest, if you spend at least 15 minutes of the rest shuffling your deck of magical cards, any lost or damaged cards are restored. Starting at 10th level, you can shuffle your magical cards during a short or long rest.
Jokers. Before you shuffle your magical cards, remove the two Joker cards from the deck and set them aside. Whenever you draw a card, you can spend one of your remaining Joker cards to draw another card from the deck, using the new card. Once played, a Joker card is consumed by magical energy and can’t be used again until it reappears when you shuffle your magical cards.
Lucky Card. When you shuffle your magical cards, draw a card from the top of the deck. Set this card aside, it is your lucky card, which is active until you shuffle your magical cards again.
Card Magic. When casting a spell attack that inflicts damage to a target you can draw a magical card. When drawn, the card is consumed by magical energy and you can gain one of the following benefits:
- If the drawn card shares the same face value as your Lucky Card (Ace, Two, Jack, etc), the spell deals an extra 2d6 damage. The extra damage increases to 3d6 at 6th level, 4d6 at 14th level, and 5d6 at 18th level. If the spell does ongoing-damage, this benefit only applies to the initial damage from the spell attack.
- If the drawn card shares the same suit value (Club, Diamond, Heart, or Spade) as your Lucky Card, you can change the damage of the spell attack to match the damage of the suit, found in the Damage by Suit table. If you do so, add your Charisma modifier to the spell’s damage.
DAMAGE BY SUIT
| d4 | Suit | Damage Type |
|---|---|---|
| 1 | ♣ Club | Lighting or thunder |
| 2 | ♦ Diamond | Cold |
| 3 | ♥ Heart | Fire |
| 4 | ♠ Spade | Acid |
Card Sharp
Starting at 1st level, you gain proficiency with all gaming sets and expertise with the playing card set. You also have advantage on Sleight of Hand checks made to use a deck of playing cards.
Also, cards are deadly weapons in your hands. You can use playing cards from your magical deck of cards with the following properties:
- Thrown cards are as simple ranged weapons with the finesse, light, thrown (20/60) properties that deal 1d6 slashing damage.
- You can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls when throwing playing cards.
- To throw a card, you must first draw a card from the top of your deck. If the drawn card shares the same suit value as your Lucky Card, add half your sorcerer level (minimum 1) to the damage on a hit.
- When you make a ranged attack with a playing card, you can draw an additional card and make a second ranged attack as a bonus action. You do not add your Charisma modifier to the second attack’s damage.
- At the end of the battle, any cards you have thrown are damaged and can not be thrown again until your magical cards are restored through shuffling.
Enhanced Cardslinging
At 6th level, your innate magical abilities are enhanced and you gain the following benefits:
- When you’re the target of a ranged attack by a creature you can see, you can spend a sorcery point to make a ranged attack with a playing card as a reaction.
- Ranged attacks made with playing cards are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can make a ranged attack with a playing card as a bonus action. On a hit, if the suit of the thrown card matches the damage type of the spell (See Damage by Suit table), you can spend 1 sorcery point and the card will deal an additional 2d6 damage of that type. This increases to 3d6 at 14th level and 4d6 at 18th level.
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