Base Class: Wizard
I'm not good at descriptions on the fly, I'll update this later
Trading Spells
Beginning when you select this school at 2nd level, your "spellbook" becomes a constantly mutating deck of cards. This deck of cards has the following properties:
- A number of spell cards equal to four times the maximum number of spells you can prepare, to a maximum of 60
- No more than 4 copies of unique spell cards
- The number of unique spells cannot be more than the number of spells you can prepare
You can find spell cards in card packs in shops, by buying or trading cards with other people, or by creating your own cards using looted scrolls or spellbooks. When casting a spell outside of combat, you can cast any spell in your deck. That card is spent and cannot be used until you've completed a long rest. Ritual spells can be used without being prepared, spending spell slots, or wasting cards, as normal. A spell card can be cast at its base level or any level above the base as normal. Cantrips are cast as normal
Combat works differently from most other spellcasting classes. As part of your initiative, draw 5 random cards from the top of your deck. This forms your hand. You can cast spells in your hand during your turn as normal. In order to cast a spell, you need to have the appropriate level spell slot available. When the spell is cast, the card is spent and cannot be used again until you have completed a long rest. At the start of your turn, draw a card from the top of your deck to your hand. At the end of your turn, if you have more than 7 cards in your hand, put cards at the bottom of your deck until you have 7 cards in your hand.
Additionally, you gain proficiency with Sleight of Hand checks and Playing Cards
When you obtain this feature, you automatically have two spell cards of each spell currently in your spellbook
Mulligan
Beginning at 2nd level, you can try your luck if you dislike your opening hand. As part of your initiative, after you draw your opening hand, you can put that hand at the bottom of your deck, reshuffle your deck, and draw a number of cards equal to one less than the hand you mulliganed. You can do this until you have 1 card in hand. If you mulligan to one card in your hand, you must keep that one hand
Graveyard Recovery
Starting at 6th level, your Arcane Recovery affects your spells as well as your spell slots. When you use Arcane Recovery during a Short Rest, you can recover a number of spells with a combined level that is equal to or less than half your Wizard level (rounded up), and none of the spells can be 6th level or higher. These spell cards must be spell cards that you have prepared in your deck and have spent since your last Long Rest.
For example, if you're a 6th-level wizard, you can recover up to three levels worth of spell cards. You can recover either a 3rd-level spell card, a 2nd-level spell card and a 1st-level spell card, or three 1st-level spell cards.
Sideboard
Beginning at 10th level, you can construct a sideboard. After you have prepared your deck after a Long Rest, choose a number of spell cards equal to your Intelligence Modifier. At any time during a Short Rest, you can swap any of these cards with cards in your deck. Your deck is still beholden to its usual limits
Heart of the Cards
Starting at 14th level, you gain the uncanny ability to draw just the card you need when you need it most. If you start a turn at half health or less, you can roll a Sleight of Hand check against the number of unique spells in your deck. On a success, you can choose which spell you draw from your deck, provided you haven't already used all of the copies in your deck already. Alternatively, your DM can tell you which card you draw for that situation.
At Level 17, if you start a turn at a quarter health or less, you make this check with advantage
At Level 20, if you start a turn with 1 health, you automatically succeed this check
You can use this feature once per long rest.
Previous Versions
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2/25/2021 1:48:31 AM
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2/25/2021 1:52:08 AM
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Coming Soon
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