Sorcerer
Base Class: Sorcerer

Perhaps a being of another plane gifted you a set of mysterious talismans. Perhaps a god of mischief or entertainment took a liking to your party tricks. Perhaps you happened across what you thought was an ordinary fortune-telling or playing card deck, only to find that it began to behave strangely the moment you laid your hand on it. Whatever the case, your inherent power manifests itself through your deft handling of cards. Your magic flows through these slips of paperboard as easily as air through your lungs, making them your constant companion and your greatest weapon.

Fast Fingers

Manipulating your cards has made you adept at subtle and intricate hand movements. You have proficiency in the Sleight of Hand skill. You also have proficiency in the Performance skill if you are using cards.

Card Shark

At 1st level, your cards become extensions of your will and obey you even when they aren't in your hand. You gain the following benefits:

  • Double Dealer: As an action, you can make a number of ranged weapon attacks with your cards equal to your proficiency bonus. The cards are treated as finesse/thrown weapons like a dagger or dart (20/60) and benefit from your proficiency. You can throw them at one target or several, making separate rolls for each. The attacks use your Charisma modifier and each card deals 1d4 + your Charisma modifier slashing damage. This increases to 1d6 at 6th level, and to 1d8 at 14th level. On a hit, the cards continue to circle whatever creature(s) they caused damage to, occupying the same space. You can have a total number of active cards equal to twice your proficiency bonus. 
  • Thousand Cuts: As a bonus action, you can deal all of your active cards' damage again. The target(s) must make a Dexterity saving throw against your spell save DC, taking half damage on a success.

When a creature targeted by your cards is reduced to 0 hit points, the cards immediately return to your hand. If the creature your cards are circling takes acid, fire, force, lightning, radiant, or thunder damage, roll your Double Dealer damage die. That number of cards is destroyed. Any effect that nullifies magic destroys all active cards within the affected area. (This includes effects that specifically target the creature the cards are circling.) Destroyed cards reappear in your hand or deck.

Card Sharp

Starting at 6th level, the slashing damage inflicted by your cards is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Re-Shuffle

At 6th level, you have gained even greater mastery over your cards. You gain the following benefits:

  • As an action, you can make a ranged spell attack to shift any number of your active cards from one creature to another that you have previously hit with them. The creatures must be within 15 feet of each other. On a miss, the cards return to your hand.
  • As a bonus action, you can command any number of your active cards to form a 5 foot radius circle around yourself. When a creature enters this radius for the first time on a turn or begins their turn there, they must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes slashing damage based on the number of cards surrounding you. If you want the cards protecting you to target another creature, you must make a new attack roll even if they had previously been targeting that same creature.

Hidden Ace

When you reach 14th level, you gain the ability to store spells in your cards. You can empower up to 3 cards per day with any Sorcerer spell you know of 5th level or lower. Empowering a card requires the full casting time and material components of the spell, as well as expending the appropriate spell slot. During this process, you can also spend sorcery points to alter the spells with your Metamagic.

These card spells can be cast in a reduced amount of time: A spell that normally takes 10 minutes now takes 1 minute, 1 minute becomes an action, an action becomes a bonus action, and a bonus action becomes a reaction. (Spells cast on a reaction cannot be reduced further.) The cards can be used by any creature intelligent enough to understand their function, and capable of performing the verbal and somatic components of the spell. Spells cast this way use your spell attack modifier or spell save DC regardless of who activates the card. This does not use a spell slot and requires no material components other than the card itself. The cards last indefinitely but are destroyed upon use. You can empower a total number of cards equal to your proficiency bonus + your Charisma modifier. You regain the use of this feature after finishing a long rest.

Winning Hand

Upon reaching 18th level, you have learned to recall your empowered cards and unleash the magic contained within them. As an action, you can spend 3 sorcery points to summon any number of empowered cards to your hand from any distance, provided they are on the same plane of existence. You can then do one of the following as part of the same action:

  • Destroy up to 2 cards and make a ranged spell attack against a creature you can see within 60 feet of you. On a hit, the creature takes damage equal to your Charisma modifier + your proficiency bonus + 2d10 for each spell level of the destroyed card(s). Example: Destroying a 3rd level card or a 2nd level and a 1st level card would each yield 6d10 + Cha + Prof damage. This damage can be any type of your choosing that isn't bludgeoning, piercing, or slashing.
  • Destroy up to 2 cards and restore a number of hit points equal to your Charisma modifier + your proficiency bonus + 2d8 for each spell level of the destroyed card(s). Example: Destroying a 3rd level card or a 2nd level and a 1st level card would each yield 6d8 + Cha + Prof points of healing. These hit points can be divided as you choose among any number of creatures within 30 feet of you.
  • Spend an additional sorcery point to cast 2 of the stored spells immediately.

When using this feature, cantrips stored in cards count as 1st level spells for the purpose of calculating damage or healing. If you have at least 2 empowered cards on your person, you can use this feature without summoning more cards for only 2 sorcery points. (You must still spend an additional sorcery point to use the third option.) Any cards not expended or destroyed remain in your hand and can still be used. You can use this feature twice, regaining all expended uses after a long rest.

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