Base Class: Wizard
Your magics take the form of playing cards. Tho a more risk averse class, as access to spells are of chance, used correctly will be equal to any other school of magic. Card users rely on their instincts and trust in their deck to weather battle. Some may say the chaotic and randomness of their magic is not typical of a well learned wizard. They have proved to excel in the study of gods and religion, faith being at the heart of their magic.
When choosing this class, think of where you might have learned these rare magics. How did you come across your cards. Were they passed down through your family, did you seek them out in an ancient tomb? These cards are incredibly important to the user so think of why and how that connection was made.
Hand of Fate
You take fate into your spell casting. Drawing a set amount of spells giving you special focus on their function. Beginning at 3rd level when rolling initiative you may draw six spells from your deck, determined at random by the DM. Each round if you have used a spell from your hand you may draw another card as a bonus action. Of the spells in your hand you have 4 choices.
1.You may cast the spell as normal, which will give you advantage on a ranged attack spell, or cause the target disadvantage on a spell effect. You may choose to discard one card per creature from your hand to impose disadvantage on multiple creatures. Doing so will send those spells to the discard pile only useable after a long rest.
2. You may choose to hold your spell in defense. The spell will activate when you are attacked, any damage the spell may have done will instead mitigate the damage you have taken. The spell is then returned to your deck.
3. A spell may be set as a trap in an area within 30ft of you. You must determine the condition of the trap activation. When activated the spell is used and returned to your deck.
4. Discard. You can discard your hand for a new set of cards. Doing so will use your action and the cards you discard may not be used until you finish a long rest.
Spell Steal
Victory over your opponents grants, forces them to yield their spells to you. Starting at 6th level you gain the ability to take a spell from any spell caster you beat in battle. You must reduce the target to 0 hit points or render them incapacitated. You may only choose a spell of your level or lower.
Fusion
You have learned the complexity of draw magic to an expert degree, spells drawn in combat bend to your will. As an action in combat you may fuse two spells together. Doing this will send both spells to your discard pile and won’t be accessible until a long rest. You may interchange the attributes of the two spells. You can change the range of the spell, damage type, area of effect, duration and casting time. If one of the spells requires concentration, then that is always applied to the fused spell.
Summoner
Through the study and practise of the world and magics around you. You've managed to call upon the power of ancient forces to aid you in battle.
You gain access to summons, these summons represent 4 different gods.
Odin, Ifrit, Poseidon and Ra
You may play one summon on your turn by discarding 6 cards (as a bonus action). Only one summon may be played every long rest. The stats for your summon will be provided by your DM.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/7/2020 11:28:50 AM
|
61
|
8
|
1
|
Coming Soon
|
|
|
10/7/2020 11:35:38 AM
|
50
|
1
|
--
|
Coming Soon
|







-
View User Profile
-
Send Message
Posted Jul 25, 2024what are the summon skills
-
View User Profile
-
Send Message
Posted Sep 5, 2022But what are the summons stats?! I want to use this so bad!
-
View User Profile
-
Send Message
Posted Dec 28, 2021Good Heavens, would you Look at the Time