Base Class: Wizard
This is a subclass that replaces a wizard's spell book for a magic deck of cards( absolutely not to be mixed up with an deck of many things) that the player builds up over a course of an campaign. This subclass has the main priority to get the player to use cards for almost every magic scenario while being able to convert items into an usable card form. While being able to use cards for magic effects there shall also be cards for utility, support, damage, summoning, and sealing. Half of wish will need to be held as an concentration action on the characters part. (Once again card types from these card based games Yu-Gi-Oh, Vanguard, and Magic The Gathering)
Deck Magic
Having Harnessed the power of magic, you have drifted far from the standard path of wizardry. Instead of a standard spell book or grimoire you have opted to use playing cards you have enchanted with the very essence of wizardry as sages of old has put in there spell books and scrolls....
You now has access to the Magic Card Style of fighting...
Your spell book now becomes a semi sentient deck to record and write down spells in...
The spell cards and card material can be regained from either short resting or Long resting
Beware! It has been known others could use the cards in your deck taking a spell slot with use...
Card Slinger
As the need to write spells has been circumvented, with a magic card deck it has been required to train in using the cards as weapons and not as plain old parlor tricks. This feature provides access to 3 basic styles of cards throwing: Card Quip , Card Swipe, and Card Pile.
Card Pile
Along with an Spell card you are now able to use 3-5 cards 1 card always being the spell, and the rest doing 2d4 bludgeoning damage
This has 15 charges up to 5 can be used on each spell casted. Charges reset on a short rest.
Card Quip
Target one willing creature or yourself and equip a card to them applying the following buff.
For the next 2 rounds in combat you have a +1 to AC and can add the intelligence modifier of the caster to your to hits
Card Trick
Can provide an deception check before attacking in order to stun for 1 round. (Ex: A card would glow a soft red for firebolt, An success on the deception check you turn, that color blue like Rays of Frost while still being the firebolt cantrip)
Danger Cards
Special cards have appeared to make your already Magically deck life better, No longer being a one trick pony. Grants the use of 8 cards that can all be used up to your modifier per long rest
Burden Card
Using this card, will make an 10x10 of slowing ooze and gives disadvantage to all dexterity checks( Action)
Crystal Catalyst Card
The card forms an prism within five feet of of user, which absorbs remnant arcana making incoming magic attacks do half damage(Action)
Marker Card
Using this card, allows access as an bonus action to throw up to 60 ft an Card that you can then exchange places with. (Bonus)
Power Card
Gives an extra oomph to your saving throws, 1d4(Bonus)
Repel Card
Pushes the entity away from thrown area 10ft will doing 1 force damage(Action)
Repel Card
Pushes the entity away from thrown area 10ft will doing 1 force damage(Action)
Restrain Card
Using this card, will allow on hit the grapple action and 1d4 damage( Action)
Turbo Card
Super charges 1 attack action to roll max damage(Bonus)
Full House
Once per combat, you are able to Step forward to expand an Domain of cards 30 ft in diameter with the place you stepped in being the center
While within the area, spells that require touch, are waived through the carded environment
Gain Advantage on spells hitting, while giving disadvantage to enemy saves against them
Once while this is active you can decent into your cards as an action this prevents you from taking damage or being targeted. But while in this state you aren't unable to attack. Has the benefit of seeing anything that touches the area. This lasts until the start of your next turn.
This can be used 3 times per long rest
The House Always Win
When Full house is activated, You are able to roll [roll]1d20[/roll] per turn in order to access the Dealers Jackpot. Able to be activated 5 times per combat, but per activation gain 1 level of exhaustion...
1. Card Knights- Summon 4 card constructs of Knight of the 4 houses
2. Flip the Deck- Enemies in the "Full House area" of effect take [roll]2d12[/roll] force damage
3. 4 Aces- The 4 ace cards appear from the ground to target an enemy to deal [roll]4d4[/roll] cold damage
4. 4 Jacks- Spawn with 5 - 10 ft of the enemies, and attack up to 4 times of [roll]1d4[/roll] acid damage
5. 4 Queens- The 4 queen cards appear at the 10 ft range of the circle and fire the firebolt cantrip up to 4 times
6. 4 Kings- The 4 king cards appear with 5 ft of the caster and does [roll]1d4[/roll] thunder damage in a cone, as well as pushes the enemy back 10ft
7. Hand Shuffle- Allows the use of 1 unprepared spell, taking 1 spell slot to cast
8. Game Ends- You and the area of cards around disappears to give Bless and Bane
9. Cheated- If an attack doesn't hit an enemy, the a card floats around them until the end of the round and takes [roll]1d4[/roll] physic damage per card
10. Throne of Cards- Summons an chair the caster will sit on and provide [roll]2d6[/roll] temp health and +2 ac
11. Black Card- The field turns black and creatures take [roll]2d12[/roll] necrotic damage(except caster)
12. Soul of the Cards- The cards come alive to empower allies and debilitate enemies( Advantage and Disadvantage)
13. Red Card- The field turns red and Creatures take [roll]2d12[/roll] fire damage( except caster )
14. Flip Card- An action, Bonus action, movement and reaction is used to slam down 7 cards to cast and empowered counter spell
15. Discard- You can Discard up to 5 cards to stun up to 5 targets for 1 round
16. Capture Card- Make an arcana check at advantage, to seal an entity of magic into a card
17. Jack of the Castle- Any time a person would gain Health reduce healing by Halved
18. Queen of the castle- Summons an card teacup to heal for [roll]2d10[/roll]
19. King of the Castle- Allows the use of an action to use the command spell without Spell Slot usage
20. Castle of Cards- Allows for one turn to change a card to concentration limit
Once per combat if you are in the effects of Full house you can reroll this dice once
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