Base Class: Wizard
a cartomancer wizard replaces their spell book with a deck of playing cards handing off spells to allies and concentrating on multiple spells at once
cards and swords
You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice and darts.
You also gain proficiency in the Performance and slieght of hand skills if you don’t already have it.
You also gain a deck of indestructible playing cards and are able to use it in place of your spell book and as your arcane focus you are also now proficient with a playing card set.
suit forms
proficiency bonus times per day You may invoke the ancient knowledge of the suits by using your bonus action you may choose one of 4 forms to enter:
Diamond: all attacks against you have disadvantage and any creature that hits you with a weapon attack takes 1d4 of the same damage type they dealt to you.
Spades: you gain advantage on all weapon attacks and you deal an extra d4 of the weapons damage type on any attacks you hit using a melee weapon
Hearts whenever you hit a creature with melee weapons you may give yourself or an ally you see within 30 ft temporary hit points equal to the damage the weapon did
Clubs: you gain advantage on charisma and wisdom saving throws against opposing effects and you can choose 1 creature you see within 30ft that either has advantage on all mental saving throws an opposing creature forces them to make or make an enemy make an INT save and on a fail they take 1d4 psychic and have disadvantage on all mental saving throws against your spells if they succeed they take half damage and have disadvantage on their next physical save against an allies effect or spell
no matter what suit form you choose you can add you intelligence modifier to your melee weapon attacks and you gain a bonus to your ac equal to your intelligence modifier
these forms last for one minute or until you are incapacitated.
Extra Attack and bestowing cards
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
you may also bestow a card onto an ally during a short rest. you choose one cantrip or first level spell on your spell list and give up the ability to use it however the ally you give it to can use it once for free then if it was a leveled spell expend one of their spell slots for it or if they are not a spellcaster they may expend one of your spell slots to use it if it is a cantrip they can continually use it for free. this ally has access to this spell until you use this feature again or until you cast the spell you give them.
expansive tricks
You can direct your magic to absorb damage or push the offensive while one of your suit forms is active. When you take damage, you can use your reaction to expend one spell slot and apply the following effects based on what suit form you have active
spades or diamond: reduce that damage to you by an amount equal to five times the spell slot’s level.
hearts or clubs: immediately cast one cantrip with a casting time of one action that targets one creature and does not require a saving throw.
master of the suits
You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while you have a suit form active.
and you may hay have 2 suit forms active at once and you gain an extra feature based on the combination :
hearts and diamond: you can concentrate on 2 spells at once.
spade and clubs: you take half damage from failed saves and no damage from successful saves
spade and diamond: you are resistant to non magical piecing slashing or bludgeoning damage
clubs and hearts: you gain a resistance to fire, cold and acid damage
hearts and spades: when you cast a spell for your action you can take the attack action as a bonus action
diamond and clubs: you gain a third attack with your attack action
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