Artificer
Base Class: Artificer

You have discovered that you can access powerful arcane effects and spells at lighting fast speed. Though you cannot just use this power at will and must summon it forth from a set of enchanted cards, binding those spells in the ink and paper to be used wherever you call out and declare a duel.

Tools of the Trade

You gain proficiency with Playing cards. You also gain proficiency with Calligrapher's Supplies.

You also craft or gain an easal. A magical tablet that functions as a carrying place for your spell deck and dueling field. It can look however you choose as long as it possesses a deck slot, a discard slot 3 monster zones and 3 spell zones. The zones may even retract if you so choose.

Decknomancer Spell-deck

When you take this subclass at third level, you experiment with binding magical energy into bite-sized effects. You can choose 15 spells from the wizard, artificier, ranger, or cleric spell lists and 5 creatures with challenge rating equal to 1/2 your artificer level. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you have. You may own more cards than those in your deck, but the deck must never be less than or more than 20 cards at any time. Also you cannot access these spells without first meeting these parameters:

  1. You must shuffle your deck and know nothing of the order of the cards
  2. You must insert the deck into your easal
  3. You must declare you are commencing a duel

You can gain new cards from other decknomancers or by buying them in shops at your DM's discretion. You can also gain monsters by performing the monster binding ritual. 

The exact use of the deck is explained later in the class description.

Decknomancer dueling

When you decide to use Decknomancy, you learn a special binding magic that places a number of spells into cards, though this powerful magic comes at a price, you can only use spells by drawing them from a randomly shuffled deck spells you ay use your spellcasting modifier and save DC.

You also gain the ability to capture monster's spirits as cards. Whenever you kill an enemy that has a challenge rating that is 1/2 your artificer level or less, you may perform a 10 minute ritual, binding the monster to the card.the monster must have died within 1 hour. You can only do this once per short rest.

The premise of dueling with your spell deck means you must randomly select cards by drawing them. When you draw a card, you roll a d20 and that number corresponds to a catd in your deck. Roing that number on any other draw will result in a reroll.

Immediately after you have activated your spell deck, draw 3 cards. 

While you are in a dueling and are using your easal you possess the ability to perform several actions on your turn, and you can only do each once per turn (this counts as one action):

  • You may activate a spell that has an activation time of action or bonus action immediately.
  • You may set one spell face-down. Enabling you to activate it as a reaction on another character's turn. (Spells with a casting time of more than 1 action must be face down at least one round before activation.)
  • You may summon a monster, normally or by sacrificing another monster if the challenge rating is above 3 (two if the CR is 7 or more)
  • You can have any number of monsters you control move and attack an enemy you can see withing 30 feet of you, alternatively you can have a monster perform an action such as casting a spell or activating another unique ability rather than attack..

You may only control three spells and three monsters at any given moment. Spells that require concentration remain face up in your easal. If you take damage you must roll a CON save of which if you roll a 10 or lower you must discard one active spell. Spells and monsters that are used go to the discard slot in your easal.

Your summoned monsters are mindless spirits that act on your turn and only perform actions you request them to. Monsters you summon are killed and vanish whenever they are successfully attacked, and cannot take the dash or help actions.  

Monster Reborn

Once per long rest, as an action, you can discard a spell and summon a monster that is in your discard slot. Immediately after you use this ability, you must end your turn.

Jar of greed

Once per long rest, as a bonus action, you may draw one card.

Heart of the cards

Once per long rest, whenever you roll to draw a card, you may roll twice and choose which number to take.

 

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