Sorcerer
Base Class: Sorcerer

A Gambler, a Scoundrel, a Master of Luck.
These are what make the Deckromancer who they are, but that isn't all. Oh no, the Deckromancer is touched by the weave itself, empowering their actions beyond those of the simple tricks and nonsense learned by the many gamblers of the world. The Deckromancer and their ally, the magical deck of cards they wield are a force upon the world. 

As long as there has been magic in the world there has been those who seek to use it for their own gains. None more so than the Deckromancer, focused as they are on their luck and skill with a deck of cards the Deckromancer embraces luck and power over schools and learning. 

An inn is the favored haunt of the Deckromancer, this is their home. They are masters of card games and their luck always seems to bring home the coin. As they grow in power and skill the Deckromancer gains greater ability to work the deck and cheat their way to victory.

The raw power these mages wield is unmatched. Their skills, legendary. When a Deckromancer walks the lands tales follow in their wake.

Deck of the Weave

You wield your magic via a deck of great power. All  leveled spells are cast at random, either by writing their names on cards or by assigning numbers for the spells and rolling dice.
As a trade off, all spells deal 30% more damage (calculated after the damage is rolled rounded down) and all saves vs your spells are made at disadvantage.
The casting of non combat spells consumes a spell slot of 1 level below the spells level to cast from the deck. (level 1 spells cast for free)

As you learn spells separate them into two decks:
The Combat deck containing any spell designed for combat, these spells get the combat deck buff.
The Non combat deck containing any spells designed for utility, these seplls get the Non combat deck buff.
You always have access to your cantrips but they do not get a bonus from your deck unless you elect to place them in your deck instead.

The deck substitutes all required materials and components. 
Should you draw a card you have no spell slots of equal or greater level to cast the spell with, draw again.
After drawing the spell from the deck you may chose to apply meta magics to it before the effect triggers.
Spells from your deck are very hard to counter spell due to the nature of not even you knowing what spell will be cast before you cast it. Any attempt to counter the magic must be made before you draw the card and know the spell being cast. 

After a spell is cast, shuffle the spell back into your deck if you are using a real deck.

 

You are also proficient with the Playing Card Set and begin your adventure with one in your inventory.

Luck of the Draw

As magic flows through your body, it allows you to influence the weave and change your luck.

Once per long rest you may draw spell cards and pick one to be cast.

At higher levels your mastery of the weave allows you to command fate more often.
5th level allows 2 uses per long rest, 13th level allows 3 uses per long rest.

Twisted Fate

Starting at 6th level, You have learned to twist fate to your will. Before casting a spell you may now split your chosen deck (Either Combat or Non Combat) deck into 2 even piles of your design before shuffling and drawing a spell from one pile.

You may do this a number of times equal to your Charisma modifier per long rest. 

Pocket Aces

At 14th level, you have mastered the arts of slight of hand, not even the goddess of magic can see your magical cheating. You may now pick 2 spells from your spell list that can be cast at will as though they are cast from your deck.

You also gain expertise in slight of hand.

Master of fate.

Beginning at 18th level, you have learned to make fate kneel before your power. When you make a saving throw you may add your charisma modifier on-top of your other modifier (if a charisma save is made add your charisma mod twice).

You may also re-roll ones on your damage dice accepting the new number as the result. (even if the result is another one)

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