Fighter
Base Class: Fighter

The archetypal Card Caster combines the martial mastery common to all fighters with a careful study of the harrow. Card Casters use magical techniques similar to those practiced by harrowers, but with a more combat-oriented focus. In their hands, a harrow deck is not merely a divining tool, it becomes a deadly weapon in its own right as they invest it with mystic power. They learn just enough arcane theory to cast a few spells, mostly from the divination, abjuration, and transmutation schools, which they commit to memory rather than scribe in a spellbook.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration, divination, and transmutation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration, divination, or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, divination, or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Card Caster Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Deadly Dealer

At 3rd level, you learn a ritual that creates a magical bond between yourself and one harrow deck. You perform the ritual over the course of 1 hour, which can be done during a short rest. The deck must be within your reach throughout the ritual, at the conclusion of which you touch it and forge the bond.

Once you have bonded a harrow deck to yourself, you can’t be disarmed of that deck unless you are incapacitated. You can draw and throw cards from your bonded deck as if they were darts, with the same damage, range, and properties. Cards thrown in this way are destroyed, regardless of whether or not the attack hits. A harrow deck missing any cards cannot be used as a divination tool, but your bonded deck replenishes itself when you complete a long rest.

You can use your bonded deck as an arcane focus for your spells, and any effect which targets or requires a weapon can use your bonded deck.

Arcane Explosion

At 7th level, when you hit a creature with a thrown harrow card, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. Additionally, your thrown cards deal 1d6 piercing damage on a hit and have a range of 30/120 feet.

 

Role Dealer

Starting at 10th level, your ability to deal devastating strikes with thrown harrow cards increases. When using your bonded harrow deck, your attacks score a critical hit on a 19 or 20. Additionally, whenever you randomly draw and throw a card that matches one axis of your alignment, you roll damage dice three times (instead of twice). Whenever you randomly draw and throw a card that matches your alignment exactly, the attack is automatically a critical hit if it hits and you roll damage dice three times (instead of twice). Finally, your cards now deal 1d8 piercing damage on a hit, and have a range of 80/320.

Fateful Strike

At 15th level, your bond with your harrow deck allows you to bend fate, granting you extraordinary accuracy. If you miss with an attack roll using your bonded harrow deck on your turn, you can reroll it. You can use this feature only once on each of your turns.

Improved Arcane Explosion

Starting at 18th level, your arcane explosion improves. Your thrown harrow card attacks now deal their bonus force damage to the target hit and all creatures in a 5' radius around it. Creatures other than the target hit can make a Dexterity saving throw against your spell save DC, taking half damage on a success. Your thrown harrow card attacks now deal 1d12 piercing damage on a hit and have a range of 150/600.

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