Base Class: Wizard
Your magics take the form of playing cards. Tho a more risk averse class, as access to spells are of chance, used correctly will be equal to any other school of magic. Card users rely on their instincts and trust in their deck to weather battle. Some may say the chaotic and randomness of their magic is not typical of a well learned wizard. They have proved to excel in the study of gods and religion, faith being at the heart of their magic.
When choosing this class, think of where you might have learned these rare magics. How did you come across your cards. Were they passed down through your family, did you seek them out in an ancient tomb? These cards are incredibly important to the user so think of why and how that connection was made.
Hand of Fate
You take fate into your spell casting. Drawing a set amount of spells giving you special focus on their function. Beginning at 3rd level when rolling initiative you may draw a number of spells from your deckm, equal to your intelligence modifier, determined at random by the DM. Each round if you have used a spell from your hand you may draw another card as a bonus action.
Deck. Your Deck is in essence your spell book, you can prepare spells like any other wizard, only having a pool of cards in your hand. The cards in your Deck can be selected to enter your Hand if the DM chooses the cards or you draw them at random. When choosing this subclass, you may only use spells that you have drawn in your hand. The spell consumes their spell slot and is consumed upon use, sending it to the discard pile.
Hand. Your hand contains spells in the shapes of cards that can be used during combat. These spells are determined at random by your DM or a third party system. You may not choose to have a specific card from your deck added to your hand. Whenever you run out of spell slots, you can choose to cast one more spell, by discarding all other remaining spells from your hand.
Discard Pile. The discard pile contains all spells you have used in combat. The discard pile does not take spells casted as ritual casting. All spells consumed in the discard pile will re integrate to your deck upon finishing a long rest.
Cantrips. Cantrips do not count against the number of cards in your deck, or hand, being more akin to dice, reusable tokens or toy coins. Special conditions from the Card Type feature do not apply to cantrips.
Card Types
Starting at 2nd Level, you gain the capacity to use the spells in your cards in 3 different ways, applying changes to the spells in their nature. The 3 options are as follow:
Play Card. You may cast the spell as you normally would, focusing on the spell's effectiveness. Using your bonus action you can gratn yourself advantage on a ranged attack spell, or cause the target disadvantage on a spell effect. You may choose to discard one card per creature from your hand to impose disadvantage on multiple creatures. Doing so will send those spells to the discard pile only useable after a long rest.
Hold Card. You may choose to hold your spell in defense as an action. The spell will activate when you are attacked, any damage the spell may have done will instead mitigate the damage you have taken. The hold's card will return to your deck after the effect is mitigated if you are not attacked in the next 2 rounds after casting the spell this way.
Trap Card. A spell may be set as a trap in an area within 30ft of you, using the area of a circle with a 10 ft. Radius. You must determine the condition of the trap activation. When activated the spell is used it returns to your deck. If the effect is not triggered the card goes to your discard pile. If the spell casted in this way has an area of effect, the spell's area will be centered around the spell's trap position. The Trap Card type is not compatible with meta magic or multiclass features.
Discard Hand. You can discard your hand for a new set of cards. Doing so will use your action and the cards you discard may not be used until you finish a long rest.
Card Seal
Beggining at 6th level, Victory over your opponents forces them to yield their spells to you, you gain the ability to take a spell from any spell caster you beat in battle. You must reduce the target to 0 hit points or render them incapacitated. You may only choose a spell that is of your own spell level or lower. This Spell takes the shape of a card and is sent to your discard pile, counting as a prepared Spell until you replace it with another.
Divine Hand
Starting at 10th level, you gain some control over the tides of chaos that rule over your deck. As an action in comabt or at the start of iniciative, you may choose a card from your deck to add to your hand. If the spell you want is not prepared, it counts as a prepared spell for you never the less. You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses upon completing a short rest.
The Power of Exodia
Starting at 14th level, you gain the ability to win the game by collecting all pieces of exodia. Whenever you run out of cards on your Deck (noy Hand); You may summon one Card of Exodia as a Bonus Action. In order for the card of Exodia to be drawn, you must have your full deck with all prepared spells available to you.
Full Exodia. Whenever you reach 5 cards of Exodia, you are granted one Summon of Exodia. Effectively granting the player a single use of the wish spell to cast any spell they so wish, at the highest level. After doing this, you lose all pieces of exodia and must regain them again.
Single Exodia Card. A single exodia card can be used to be transformed into any spell from your Deck, upcasted by one level if the option is available. A single card of Exodia can't draw the wish spell and power word spells.







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