Wizard
Base Class: Wizard

The Card Caster is a Wizard who enjoys putting their life on the line in the ultimate gambit. These particular magic users imbue their playing cards with strange and unique magical abilities.

Due to the volatile nature of their magical research, other circles of wizards see Card Casters as brash fools, just waiting to bring about some unforeseen cataclysm. Card Casters take the lack of faith in their prowess as an insult, labelling those who would critique them as unambitious and dull.

Card Mastery

2nd-level Card Caster feature

You gain proficiency with light armour, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance & Sleight of Hand skills if you don’t already have it. Additionally, you have learned not only how to imbue magic into your cards, but you've also picked up some more mundane tricks with them. You gain proficiency with playing card sets, and have advantage on checks made with them.

You may also use your playing cards as an arcane focus.

Enchanted Deck

2nd-level Card Caster feature

As a Card Caster, your most important weapon is the ability to use & control magical energies to store your spells in the form of enchanted cards in order to unleash them later to devastating effect.

You may store a number of spells equal to your proficiency bonus inside cards. The spells can be no higher than sixth level. These cards count as an arcane focus.

Luck of the Draw

6th-level Card Caster feature

You can draw a card from the top of your deck as an action, making a DC15 Intelligence Check. On a success, you may choose from the list of 20 effects below and cause a creature within 60ft to make an intelligence saving throw equal to your spell save DC, lest they suffer the effect. On a fail, you roll on the table below using a d20 and take that effect instead.

  • 1: Cast Sleep
  • 2: Cast Invisibility
  • 3: Cast Eldritch Blast for 1d8 damage
  • 4: Cast Eldritch Blast for 1d4 damage and the creature is pushed back 10ft
  • 5: Summon an Imp. This Imp considers all creatures around it hostile and it shares your initiative count.
  • 6: Release a burst of energy from you which deals 1d10 force damage to all creatures within 15ft
  • 7: The creature becomes paralyzed until the start of their next turn
  • 8: Polymorph into a small creature of a CR rating no higher than 1/8
  • 9: 10m long multi-coloured handkerchief unfurls itself from the users sleeve
  • 10. A creature has it's weapon fly 10ft from it in a direction of your choosing
  • 11. Deal 3d8 poison damage in a 20ft cone behind you
  • 12. Pink sparks fly from your fingertips
  • 13. The creature has disadvantage on it's next spell attack
  • 14. You take 1d10 damage
  • 15. You heal for 1d6 plus your intelligence modifier
  • 16. You polymorph into a huge creature of a CR rating equal to your proficiency bonus for one turn
  • 17. You and a number of willing creatures equal to your Intelligence modifier within 30ft are transported into the astral plane until the start of your next turns
  • 18. You recast the last spell you cast using a traditional spell slot
  • 19. You and a hostile creature switch places
  • 20. You and a number of friendly creatures within 30ft equalling your intelligence modifier are healed for 1d12 plus your intelligence modifier

Risk, Rewards & Pokerface

10th-level Card Caster feature

When you make a spell attack, you can add 1d8 to the damage. Next, roll a d6. If you roll a 1, you take the same damage. This can be done a number of times equal to your proficiency bonus. When you reach 13th level, this increases the damage to 2d8.

You also gain expertise in the Deception and Sleight of Hand skills. If you already have expertise, select another Charisma or Dexterity-based skill to gain expertise in.

The Wildcard

14th-level Card Caster feature

Once per long rest you can choose to release a wellspring of energy in your deck to make an all-out-attack.

Roll 1d20 and multiply the result by your intelligence modifier. The result is how much damage you deal to a single target by firing a immensely powerful blast of arcane energy towards them. An INT saving throw equal to your spell save DC is required. On a success, the damage they take is halved. On a failure, they take full damage.

After you perform this action, you immediately fall unconscious but are considered stabilised for the purposes of making death saves.

Furthermore, when a creature makes an attack against you, you may use a reaction to roll a d10. On a roll of five or higher, the attack is instead made at disadvantage. On a roll of four or lower, the attack is instead made at advantage. You may use this feature a number of times equal to your intelligence modifier.

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