Wizard
Base Class: Wizard

The unique tradition of Cartomancy is one that focuses on casting and enhancing spells by means of using cards as a catalyst for arcane effects. Known as ‘card mages’, wizards who adhere to this tradition are often clever and highly skilled individuals, using card tricks and strategies from playing card games to their advantage.

Card Tricks

Beginning at 2nd level, you’ve picked up a lot of tricks from playing cards. You gain proficiency in the Playing Card Set. You also gain proficiency in the Insight and Sleight of Hand skills.

Cardcasting

Starting at 2nd level, you gain a special deck of cards called an Arcane Deck. You can summon or dismiss your Arcane Deck at will.

Your Arcane Deck is considered a weapon with which you are proficient, and has the finesse, one-handed, and thrown properties and a range of 30/60. When you use the Attack action with your Arcane Deck, channeling energy through it before throwing it. You must make a ranged weapon attack against a target. On a hit, a target takes 1d8 force damage plus your Intelligence modifier. Add an extra 1d8 at 6th, 10th and 14th level.

You can also use your Arcane Deck as an arcane focus.

Arcane Bluff

At 6th level, you know hot to deduce weaknesses. As a bonus action, you can make a CHA (Deception) check against a creature you can see that isn’t incapacitated, contested by a target’s WIS (Insight) check. Should you succeed, you then have advantage on the next attack you make against that creature.

If the creature succeeds on its initial saving throw against this effect, or you use this effect on a creature, you can’t use this effect on that creature again until you finish a short rest.

Suit Attunement

By 10th level, you have learned how to draw strength from your Arcane Deck. At the end of a long rest, you can choose to attune yourself to one of the four following suits.

Clubs. Whenever you cast a spell that deals damage, you can reroll the lowest damage die. You must use the result of the new roll.

Diamonds. You gain resistance to force and psychic damage.

Hearts. Whenever you expend a spell slot, you regain hit points equal to twice the level of the spell slot expended.

Spades. Whenever you cast a spell that deals damage, you can deal additional damage equal to twice the level of the spell slot expended.

 

Clubs

Whenever you cast a spell that deals damage, you can reroll the lowest damage die. You must use the result of the new roll.

Diamonds

You gain resistance to force and psychic damage.

Hearts

Whenever you expend a spell slot, you regain hit points equal to twice the level of the spell slot expended.

Spades

Whenever you cast a spell that deals damage, you can deal additional damage equal to twice the level of the spell slot expended.

Fortune’s Wheel

By 14th level you have learned how to affect your fortune. As an action, draw five cards from your Arcane Deck. These cards then glow and float around you for 1 minute. While this effect is active, whenever you make an attack roll, saving throw, skill check, or when you take damage, you can expend any number of the drawn cards and add the total to the result of the roll or reduce damage taken by the total. Once a card has been used, it stops glowing and returns to your Arcane Deck.

Once you have used this feature, you cannot do so again until you finish a long rest.

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Arcane Tradition: Cartomancy Image

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