Cleric
Base Class: Cleric

The deck master cleric is a strange sort; instead of channeling their magic through a spell focus, their magic instead is sealed into paper; simple cards given amazing power. 

Domain Spells

1st-level Deck Master Domain feature

You gain domain spells at the cleric levels listed in the Deck Master Domain Spells table. 

Deck Master Domain Spells

Cleric Level Spells
1st Tenser's Floating Disk, Silent Image
3rd Detect Thoughts, Knock
5th Nondetection, Slow
7th Fabricate, Secret Chest
9th Telekinesis, Antilife Shell

Duelist Proficiency

1st-level Deck Master Domain feature

You gain proficiency with all forms of card-based games, including your magical cards that form your deck. Your deck has a minimum amount of cards equal to your proficiency bonus, and a maximum amount of cards equal to your cleric level. When you roll initiative, you may draw a hand of cards, drawing an amount of cards equal to your proficiency bonus. The maximum amount of cards you can have in your hand at once time is 7. Each card in your deck is marked with a number 1-X, X is the amount of cards maximum in your deck

At the start of your turn, you may draw a card if there are cards left in your deck. (In order to determine a random card, roll 1dX where X is the amount of cards left in the deck, and draw the appropriate card)

 

There are Three types of cards:

Location: Location cards reference the places of power your magic pulls from. They affect the area around you, making certain creatures stronger, and some weaker. Any time a location card is in play, only creatures of the appropriate type can benefit from terrain or lair effects, if a creature type is buffed or weakened. You can only have one location card active at a time. Another location expires the old one.

Event: Event cards refer to specific points in history where amazing things have happened, that your magic can use as inspiration. Event cards have instant effects, not unlike a good magical spell, and then are expended.

Character: Character cards refer to specific characters from the world around you. Your magic uses them as a basis for strength and values. When using a character card, they are often summoned as a spectral illusion that can take certain actions for you. You can only control an amount of creatures equal to your wisdom modifier minus two, and they only last that amount of turns, expiring at the end of your turn after their duration runs out.

 

When you take a long or a short rest, you may swap out any cards you own into or out of your deck, presuming you follow the restrictions placed above. When a card is expended, it is restored only after you complete a long rest.

Planeswalkers' Prowess

1st-level Deck Master Domain feature

As an item interaction on your first turn, you may play one card. Otherwise, you may play cards as a bonus action on your turn, applying their effects as read. You may only play cards you have drawn that are in your hand, and holding your hand of cards requires a free hand to do so. Once you play a card, it is expended until you take a short rest.

There are three rarities assigned to every kind of card: Common, Rare, and Ultra Rare. In order to buy cards, use !t card buy, with the appropriate class level. Types of packs listed below.

Joyous Journeys Pack: 100 gp, Cleric Level 1. Pack contains 3 random Rarity: Common Cards only

Echos of Power Pack: 5,000 gp, Cleric Level 10. Contains 4 cards. Rarity: Common, Rare 

Legends of Myth Pack: 25,000 gp, Cleric level 18. Contains 5 cards. Rarity: Common, Rare, Ultra rare, and Secret rare

(Cards are listed separately as items, but cards are also subject to sudden and erroneous eratta and banning)

Channel Divinity: Heart of the Cards

2nd-level Deck Master Domain feature

You can use your Channel Divinity as an an action to draw and play any card out of your deck not already in you hand.

Spell and Trap Cards

6th-level Deck Master Domain feature

You have become remarkably adept at channeling magical energy into your cards, inventing your own unique combos.

When making your deck, you may store up to 3 cards inside with a unique effect: when played, they trigger whatever spell is stored inside, as if it had been stored with the spell Glyph of Warding. When making the card, you must specify if it is a spell card, or a trap card. If a spell, you may play that card on your turn as you normally would, and summoned creatures created this way are friendly to you, and self spells work on you.

If a trap card, you may play the card as a reaction while it is in your hand. If you do, the glyph targets an enemy you can see in the spell's usual range, or an area. You can use this feature a number of times equal to your half your Wisdom modifier (minimum of once, rounded down), and you regain all expended uses of it when you finish a long rest.

Divine Eye

8th-level Deck Master Domain feature

You gain the ability to always see the top card of a deck, including your own (you may roll randomly before needing to draw, after drawing the card before it). You somehow always know what a card does without needing to read it.

King of Games

17th-level Order Domain feature

You gain a measure of protection from your Character cards. While active, your character cards act as if they were one clone of you in a Mirror Image, except special sight cannot negate it's effects, and it works on all effects, not just attack rolls. If destroyed, a creature's effects may end early, but you can choose which creature is destroyed when it would take damage for you. In addition, as long as you have at least one active monster, you can only take a maximum amount of damage at a time, based on the number of active monsters:

1: 150 damage

2: 100 damage

3: 50 damage

4+: 25 damage

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