Wizard
Base Class: Wizard

The Deck Master is a gamer at heart. Foregoing the freedom of a regular spellbook for a deck of cards, they gain the luck of Tymora and a mastery over their new form of casting.

Play Magic the Gathering while playing Dungeons and Dragons!

If you would like to have a physical copy of this deck or if you use a randomizer to simulate the deck the deck list can be found here:

[REDACTED] (sorry, you'll have to do it yourself or ask me since I wanted to make this public)

The first feature explains the game rules.

Level 3: Deck Builder

At level 3 your spellbook has been converted into a deck of playing cards. Your spell list is now limited to those printed as Magic the Gathering cards, and any future learned wizard spells are converted to playing cards and added to the deck. You may use the cards as a wizard spellcasting focus. Any other available spells or abilities innate to the character or other classes or items do not require cards to be used regardless of printed cards. (ask for a link to the full deck list, or you can find it on your own)

At the beginning of each day, instead of preparing your allowed amount of spells, you shuffle all available cards into your deck and draw cards equal to the number of prepared spells you are allowed. Whenever you cast a summon spell or concentration spell it goes onto the battlefield, and when your summon dies or concentration ends you may draw a card or return a card from your graveyard to your hand; the spell then goes to the graveyard from your battlefield. Whenever you cast a non-concentration non-summoning spell from your hand you may draw a card or return a card from your graveyard to your hand; the spell then goes to the graveyard from your hand. Whenever you cast a cantrip or available leveled spell from outside of your deck you may discard a card, if you do you may draw a card or return a card from your graveyard to your hand. You must still use spell slots appropriate for the level of spells in your hand.

You may now cast Spray of Cards as a level 2 spell without using a spell slot a number of times per day equal to your proficiency bonus. You may also use any available spell slots to cast this spell at any time you would normally be able to using your deck as a spellcasting focus. Use your Dexterity to determine your spell save DC when casting this spell.

Heart of the Cards

At level 3, after rolling initiative, you may search your deck for any card, shuffle your deck, and then put that card on top a number of times per day equal to one third of your wizard level rounded up (a minimum of one).

If you or your character does not know what may be helpful, or if you wish to add to the miracle flavor of the feature, you may ask your DM to choose an appropriately helpful spell from your deck and put it on top themselves.

Your belief in luck and understanding of probability allows you to cast the Guidance cantrip as well.

Level 6: Game Changer

At level 6 you get +1 to your spell attack rolls and spell save DC for every 5 cards in your graveyard.

You gain proficiency in Sleight of Hand and Deception, or expertise if you already had proficiency in them.

Your Mage Hand can carry your hand of cards and you may cast spells from it as if it were the spellcasting source.

Level 10: Card Shark

At level 10 you may cast spells from your hand as bonus actions a number of times per day equal to your dexterity modifier. 

You may expend an appropriate spell slot to ready a card for use a number of times per day equal to your Intelligence modifier. This card is prepared and may be used by yourself as a reaction, or given to an ally to be used as an action. If given to an ally in this way you do not draw a card or return a card from your graveyard to hand until the card is used and is then sent to your graveyard. This spell uses your Intelligence modifier at the time of creation.

Your summoned creatures get a bonus equal to your proficiency bonus to all attack rolls and damage rolls against your enemies and resistance to all damage types aside from radiant and necrotic damage.

If you used your deck as the focus to cast a concentration spell, you have advantage on saving throws to maintain concentration.

As an action you may discard a card and search your deck for a reaction spell and put it into your hand.

Level 14: King of Games

At level 14 you may choose an opponent at the beginning of combat after rolling initiative. You have advantage on all attack rolls against them from spells you cast from your hand and they have disadvantage on all saving throws from spells you cast from your hand. Your summoned creatures also have advantage on all attack rolls against them.

You add your Intelligence modifier to all Dexterity checks and saving throws.

You have advantage on any rolls or checks used for any game.

Level 14: Shadow Duel

At level 14 your deck's magic has manifested it's own demi-plane inaccessible to anyone but you. Whenever you kill a creature that has at least 13 intelligence with a spell from your hand you may trap their soul in this demi-plane. After a long rest you gain temporary hit points equal to the number of souls trapped.

You may use an action to release a soul from the demi-plane in order to gain a 1d10 bonus to your next ability check, saving throw, or attack roll, or to give the same benefit to an ally. This benefit lasts until the end of your next turn.

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