Artificer
Base Class: Artificer

Cornered in a dark alley a well dressed magician is surrounded by some gruely men. The men armed with clubs, knifes and the magician only armed with a deck of cards. the magician offers them one last trick. he draws a card from the top of his deck. "Is this the card you were looking for?" he says as a fireball is shot from the card incinerating alley where they stand. A few minutes later another man is seen leaving the alley wearing the same hat as the magician, shuffling his deck for the next show.

Infusions and inventions are a artificer's art and show. It sparks awe in curious townsfolk and unknown fear to unprepared enemies. Most artificers draw the line at using magic in their inventions, Magicians respect the art of the unknown and thrive to keep the magic of "Magic" alive. taking spells scrolls and spells they already know using them as playing cards for their next performance.

From taking the stage, sneaking in the back alleys to unleashing a barrage of cards these Magicians know how to make the odds ever so in their favor.

Master performer

3rd-level Magician feature

You gain proficiency with Playing Card Set and are able to use it as a spell casting focus. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

you also gain proficiency with slight of hand and performance

Magician Spells

3rd-level Magician feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Magician Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. 

Magician Spells

Artificer Level Spell

3rd

Disguise Self, Color Spray

5th

Mirror Image, Invisibility

9th

Hypnotic Pattern, Major Image

13th

Hallucinatory Terrain, Confusion

17th

Animate Objects, Modify memory

Magician's Deck

3rd-level Magician feature

You posses a Magic Deck of cards that have spells stored inside of it that can be drawn at random and casted without expending a spell slot. The number of cards you can pull is determined by your level.

As an Action you can draw a card from your Magic Deck and roll from the table of spells you have copied from spell scrolls or acquired through the Artificer or magician spells table. You may only draw a number of spell cards equal to the number of cards you are able to have. and you many no longer draw cards when you have drawn the max amount of cards you may have.

Upon getting the Magic Deck for the first time you may choose spells you already know to add to fill your deck. These spells must be a spell that can be casted with an action or a bonus action. When choose spells you Must confirm with your dm what number you placed the spell in your Magic Deck for future rolls. use the table below for an example on how your spells should be set up and feel free to keep a note on your character sheet which spell is which number. When drawing or adding cards you must follow these rules:

  • When you draw a spell card you can change the target of the spell however you must cast the spell.
  • If you choose to leave any cards blank, rolling the blank card will have no effect thus wasting the draw. 
  • If the spell you inscribed is situational and a situation suitable for the spell isn't present when it is drawn the card has no effect and the card is still consumed for the day (pulling Raise dead when no dead is present)
  • The spells on the cards cannot be upcasted or held as an action
  • You may not have duplicate spells in the deck.

Once during a long rest you can replace one card in your deck with a spell from a spell scroll or a spell you already know. This consumes the spell scroll and will remain in the deck until it is replaced again. 

If the deck becomes lost, destroyed or dismissed by you, you can recreate a new Magic Deck on your next long rest. However each card will start off blank until you have used enough long rests to replace each blank card in the Magic Deck.

When you reach certain levels in this class, you can use more cards and the appropriate die to match the ammount of cards you have: six at 6th level and eight at 15th level. When acquiring more cards from leveling up you can fill all of the blank new cards during a long rest as shown below.

At 11th level you can expend a use of your spell storing item feature to draw an a card from your Magic Deck instead of expending a charge from the Magic Deck. Allowing you to draw more cards even after the deck has been expended.

Level 

Dice 

Cards 

Spells 

3 

d4 

4 

Spell 1 

3 

d4 

4 

Spell 2 

3 

d4 

4 

Spell 3 

3 

d4 

4 

Spell 4 

6 

d6 

6 

Spell 5 

6 

d6 

6 

Spell 6 

15 

d8 

8 

Spell 7 

15 

d8 

8 

Spell 8 

Heads or tails

5th-level Magician feature

You dance in the face of luck and call upon her in your time of need. When you roll for damage or healing on a spell or an attack action you can use a bonus action to flip a gold coin from your pouch. If it lands on heads you roll the highest roll possible for damage or healing on the target. If it lands on tails you take the lowest possible roll for damage or healing on the target.

This consumes the gold coin after it's use.

You may use a real coin or a d100 with heads being 1-50 and tails being 51-100. 

This feature can only be used a number of times equal to your proficiency bonus a day.

Double or nothing

9th-level Magician feature

Why walk away with less than what you came in with when you can raise the stakes and earn it back?

When you fail a saving through you may use a reaction and choose to reroll the saving throw with advantage. If you are successful you will take no damage instead of half. If you fail the throw you take double the damage you would have normally took.

If the saving throw being rerolled does not cause damage then the roll cannot be done with advantage.

You may do this three times per long rest.

The Deck of Many Spells

15th-level Magician feature

Your last act should be your finest. Leave them in awe, Leave them in mystery but most of all Leave them in pieces!

As an action,you draw all the cards from your Magic deck allowing them to hover around you. Each card fires the spell simultaneously as you decide where each spell is destined to target and in which order they impact. During this action you may do the following:

  • you may use a bonus action to expend one use of heads or tails on a spell being casted to attempt to amplify it's healing or damage. You still need to flip a coin and it still consumes a gold piece
  • You may use a reaction to expend a use of double or nothing to force a target to reroll a saving throw, if they fail they take double the damage from the spell you casted from the deck.

This can only be done when you have a full deck of cards, an action, a bonus action, and a reaction available. Using this feature expends all of your cards, your action, reaction, and bonus actions even if you never used "heads or tails" or "double or nothing".

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