Sorcerer
Base Class: Sorcerer

The manifestation of your powers makes you able to use it to throw cards and deal damage with them while also cast spells through them.

Deck of Cards

At 1st level, you manifest your psychic powers through a deck of cards.

You imbued your Deck of cards with your powers, it is now your spellcasting focus. When you cast a spell you draw one card from the deck and it shows an image connected with that spell. Due to the need of your cards to cast spells, all spells are restricted to the cards throwing distance (40ft)

You can make a ranged attack and deal 2d6 slashing damage if you have both hands free or 1d8 slashing damage if you have only one free hand.  You are proficient with this weapon and the range is 40ft./80ft. As you are using your psychic powers to deal this damage, it is considered magical in order to overcome magical resistances.

You also gain expertise in your Sleight of hand skill.

Card Tricks

As magic flows through your body, it allows you to perform tricks with your cards.

You can use your bonus action to perform a Trick in combat. You use your Sorcerery points to do these tricks and you can only use one trick per turn.

Tricks:

Ricochet

You can make your card bounce from target to target for each new target spend 1 Sorcerery point as well as make an attack roll. Each target has to be within 10ft of the previous and there can’t be anything in the way of a card. Each target can only be hit once this way.

Blinding Fling

You can spend 1 Sorcerery point to distract an enemy granting the next attack against that enemy advantage.

Disarming Throw

You can spend 1 Sorcerery point and attempt to disarm a target. The target must make a DC (8 + CHA + Prof. b.) STR saving throw on a failed save their weapon drops on the ground in front of them

Scapegoat

You can spend 2 Sorcerery points and anger a target, the Target makes a WIS saving throw vs a DC of 8 + CHA + Prof. b. on a failed save the target had disadvantage on all attacks targeted at anyone but you for one round.

Sniper

You can spend 1 Sorcerery point and double the range of your attack.

Hidden Strike

You can spend 1 Sorcerery point and have an Undetected origin if hidden making an attack does not reveal your position.

Held Hand

You can spend 3 force points to add a Stun effect to your next attack.  

The opponent must make a Con save against your Spell DC or be stunned for 1 turn. 

Roll the Dice

You can spend 2 sorcery point to re-roll a damage dice up to a maximum of your CHA modifier. You must use the new rolls.

Powers enhanced

You can spend 1 Sorcerery point and add your CHA modifier to your attack and damage roll with your cards for your turn.

Full magic power

You can spend 1 Sorcerery point to allow the spell to reach its maximum distance (beyond your card's reach of 40ft/80ft.).

One With Cards

Starting at 6th level, when you become manifesting more power within your Deck of Cards.

Three times a day you can create big paper wings from cards spreading from your body. You gain a flying speed of 40ft for one hour or until you dismiss your wings. The spread is from 2 feet (from your centre to each side) up to 5 feet (from your centre to each side).

Twice a day you can create an armour which becomes one with your body. You add +2 bonus to your AC for 1 minute.

Once a day you can try to confuse your enemy or deflect a ranged attack by throwing a cloud of cards. You can use your reaction to make a creature attacking you with melee or ranged attack reroll their attack roll with disadvantage.

Additional Spell list

You learn additional spells when you reach certain levels in this class, as shown on the Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Spells table


Sorcerer level                                       Spell


1st level                           Arms of Hadar, Dissonant Whispers


3rd level                           Blindness/Deafness, Lesser Restoration


 5th level                           Call Lightning, Counterspell


 7th level                           Black Tentacles, Dimension Door


 9th level                            Synaptic Static, Telepathic Bond

 

Card Master

At 14th level, you develop a broader understanding of your power to use your cards with magical effects.

You can imbue the number of cards equal to half your Sorcerer level rounded down with special magical effects. You can imbue one effect per card but use only one card with these effects per round in combat.

Effects:

Damage

You can replace regular Slashing damage with one of the following elemental damages: Acid, Cold, Fire, Lightning, Necrotic, Radiant, and Thunder. The damage is changed for both cards if attacking with both hands.

Area of Effect

You can make a card not do damage but after being thrown turns into one of the following. 

Smoke Screen: 15 ft cube of smoke comes out of the card making it same effect as the spell Darkness for 3 turns.

Spike growth: 15 ft square of thorns which is difficult terrain, dealing 5d6 piercing damage to everyone in the area at the time of using this card.

Oil: 15ft square of flammable oil is spilt on the ground, it is slippery so when a creature walks over it they need to make a DC 15 DEX saving throw or fall prone and become covered in oil which takes a minute to clean off. If the target catches fire they take 4d6 fire damage per round for one minute or until the target spends an action to put the fire out

Multiple cards

You can the throw one card in your attack action and deal 5d6 slashing damage in 10ft cube area.

Thrown card multiplies while in air dealing more damage than a normal attack.

Gift card

You imbue your card with luck.

When you give this card to someone (a bonus action in combat), they gain an advantage on their next attack roll, skill check or current save roll (reaction).

Card Clone

At level 18th, you began to manifest your power to almost maximum potential.

When you are in dangerous situations, you develop a clone from cards that surround your body. Once per long rest you can use your action to create a clone of yourself made out of cards.

The clone has the same Proficiency bonus, STR, DEX, CON and CHA ability score as you, while its INT and WIS ability score is automatically 10. It can't speak or read any language (but can write any language you know if you command him to) and you command it telepathically on your turn. His turn in combat is right after yours and his HP is half yours. The clone is only copy of your body and clothes, it doesn't have any armour or items unless it finds one after you create it. It has the same proficiencies as you. His AC is 10 + DEX + Proficiency bonus. It can't cast any spells but can use cards as weapons the same way you can. If you want to use Card Tricks feature or Card Master feature using your clone, it uses one of your Sorcerery points/imbued cards as it doesn't have any on its own. The clone can't profit from One with cards feature. The clone turns into a pile of cards after 5 hours or after it loses all of its HP.

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