Base Class: Wizard
Cartomancers channel the arcane through playing card, using them to enhance the power of their spells though more inexperienced Cartomancers leave it up to luck as to what their deck does, while more experienced ones can channel their desired effect.
Active Player
Starting at level 2: you gain advantage on Initiative checks.
Arcane Deck
Starting at 2nd level, you gain a magic deck of cards that you can use as a spell book and an arcane focus. If you lose this deck or it is destroyed, you can touch a deck of cards over the course of a long rest and turn it into your Arcane Deck.
As a Bonus Action on your turn, you can draw a Card from your deck and infuse it with magic, turning it into a magical projectile. As a part of this bonus action you can throw this Card as a Ranged Spell Attack with a Range of 60ft. On a hit, the Card deals 1d6 Force damage and applies a unique effect based on the Suit of the Card drawn. Roll a 1d4 to determine the Suit of the Card.
1: Hearts: Heals you or an ally of your choice within 30ft for 1d6 Hit Points.
2: Diamonds: Increases the damage of your next Spell by 1d6. This only affects the first damage roll.
3: Clubs: Reduces the target's Movement Speed by Half for 1 Round.
4: Spades: The card attack inflicts an additional 1d6 Necrotic damage.
The damage of the card attack and effect of the suits increase to 2d6 at 5th Level, 3d6 at 11th Level, and 4d6 at 17th Level.
Ante up
Starting at 6th level you learn to imbue your Spells with the power of your Cards. When you cast a Spell that requires an attack roll, you can expend a Card as a Spell Component to enhance the Spell. Roll 2d6 and add the result to the total damage dealt by the Spell. When you cast a spell that requires a save, you can expend a Card as a Spell Component and choose one creature that is making the save and force them to roll the save with disadvantage.
You can use this feature a number of times equal to your Proficiency bonus, before needing a long rest to regain expended uses. You can only use this feature once per turn.
Magic Trick
Starting at 10th level, your card tricks become even more intricate. Whenever you draw a card as a Bonus Action, you can choose the Suit of the Card rather than roll a 1d4.
In addition to the 2nd level Arcane Deck feature, your chosen Suit has the following additional effect:
1: Hearts: You gain Advantage on your next Saving Throw.
2: Diamonds: The next Spell or Card Attack you make ignores all Resistance to the Damage Type(s) inflicted
3: Clubs: Create a 15ft Cone of Force that pushes creatures away from you should they fail a Strength Saving Throw against your Spell Save DC. If they hit an object while being pushed they take 2d6 damage, if they collide with a creature both creatures take 1d6 damage.
4: Spades: The target rolls their next save with disadvantage.
Ace Up the Sleeve
Starting at 14th level, your mastery over cards reaches its zenith. When you roll Initiative, you can draw a special magic Card from your deck. You can expend this Card to cast a Spell without expending a Spell Slot. This card lasts for 8 hours after which it disapates.
Once you use this feature, you cannot do so again until you finish a long rest.
Additionally, you can draw and throw a second Card with each each time you draw during your turn, and any Card Attack you make automatically applies its Suit-specific effect regardless if you hit or miss the attack.
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