Base Class: Wizard
A wizard's spell book is their livelihood. Most wizards will keep them as safe as possible, even going so far as to make expensive back ups. You are not most wizards though. No risk, no reward after all, and you want very high rewards. Gamble with your spells and your life, and reap hefty rewards.
Spell Deck
2nd Level School of Chance feature
At this level, your spell book becomes a deck of cards. Each spell you have prepared becomes a card, which also becomes a light, one handed melee weapon with the thrown property only you can use and are proficient with. Each card deals 1d4 piercing damage, and if the spell deals damage, the card deals an additional 1d6 of the associated damage type. If you throw the card it magically reappears in the deck.
Shuffle
2nd level School of Chance feature
Once per short rest, you may reprepare your spells, which uses both your action and bonus action.
Card Trick
2nd level School of Chance feature
You have innate control over your deck, and can perform minor magical tricks. When you make a performance check involving your deck, you may use your intelligence modifier instead of charisma, and roll as if you are proficient in Performance.
Sleight of Hand Duo
6th level School of Chance feature
As a part of your Attack action, you may now throw Two cards instead of One.
Call Your Bluff
6th level School of Chance feature
You learn Counterspell, and it is always prepared. It does not count against the number of your prepared spells.
If you cast Counterspell and succeed, as a part of the reaction used to cast it, roll a d20. On a 1-10 you may grant the creature whose spell you countered disadvantage on their next saving throw. On an 11-20 you may gain Advantage on your next saving throw or give it to an ally.
Sleight of Hand Trio
10th level School of Chance feature
As part of your Attack Action you throw Three cards instead of Two.
Trap Card
10th level School of Chance feature
When you throw a card, if it does not have a specific target (creature or object) or misses its target, you may allow it to rest on the ground. On the ground the card takes up a 5 ft. square. If it is touched by another creature or activated by you with an action, the card activates and you may Cast a Spell through the card. The spell is cast with advantage if it requires an attack roll or the creatures that must make a saving throw have disadvantage. If the spell would require Concentration it does not when cast on another creature than yourself through a card.
Sleight of Hand Spell Link
14th level School of Chance feature
If you successfully use a spell with your action, you may throw Two cards as a Bonus Action.
Card Shark
14th level School of Chance feature
Your cards are so bound to your magic you can infuse them with magical force. You may spend an amount of spell slots equal to your proficiency bonus to charge your cards with an additional 2d6 force damage. If you add 6 spell slots, on hit it triggers a Str Save for all creatures in a 10 ft. radius, where on a fail they will be pushed 10ft., knocked prone, and take half the damage on the card attack.
If you throw multiple cards, they must all be infused at the same level.
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