Base Class: Wizard
The Cardslinger Wizard is one that keeps a deck of cards instead of a spellbook. They learn the arts of the wild arcane, as their cards can be used to cause Wild Magic surges, force explosions, and more. Wizards that go down this path tend to be great gamblers with high charisma, have a love of cards, and an even wilder love of the arcane arts. These Wizards gain a deck that consists of Spell cards, Copycat cards, multiple empty cards, and a Wild Card at the bottom of the deck. The deck usually ranges between 50-60 total cards and any destroyed ones return to the deck at dawn.
Deck of Quite a Few
Instead of a spellbook, you gain a deck of cards that have your spells written down in them. Preparing your spells takes almost no time, as you choose which cards you plan on using for the day. The time you must spend to copy any spell into your deck is halved.
Wild Card
Starting at third level, your deck of cards is imbued with a magical wildness. As a bonus action on your turn, you can draw a card from the bottom of your deck- instantly causing a Wild Card effect. Roll a d20 to determine the nature of this effect. You gain proficiency with playing card sets.
| d20 roll | Wild Card Effect |
|---|---|
|
1 |
Damage that is done to you has a 10 percent chance of hurting a random creature instead for the next hour. |
|
2 |
The next time you are hit with bludgeoning damage, a loud "gong" noise is made that can be heard from 200 feet away. |
|
3 |
The next attack roll you make has advantage. |
|
4 |
A white orb appears in your hand. Throwing the orb (range of 30 ft.) will cause it to detonate, blinding and deafening everyone within 10 feet of it for 5 seconds. |
|
5 |
The next time you are hit with an effect that would hinder magic (counterspell, antimagic, etc.) the caster of the spell takes 2d8 psychic damage. this effect lasts 1d8 days. |
|
6 |
Choose a spell you can cast with a material component no more valuable than 200gp. That component then appears in your hand. |
|
7 |
The spell Reverse Gravity is casted, centered on yourself. |
|
8 |
The next time you take damage, you gain resistance to that damage type until you finish a short or long rest. |
|
9 |
The nearest tree to you turns into a hostile treant |
|
10 |
Your card deck reshuffles itself. The next spell you cast and the level it's casted at is randomly decided by the DM. |
|
11 |
You and a random party member swap positions |
|
12 |
Your deck of cards merge into a single magical shortsword. this sword does 1d4 of all 13 damage types and turns back into a deck of cards after one successful hit. You use your spellcasting modifier to hit with this weapon. |
|
13 |
A random object within 60 ft. of you turns purple. if the object was already purple, it explodes. |
|
14 |
All plant life such as grass and bushes become awakened shrubs if they are within 30 ft. of you. The DM decides if they're hostile or not. |
|
15 |
You deck of cards rip in half and then come back together. Any damaging spell you cast has the wrong damage type until you finish a rest. |
|
16 |
A random humanoid within 60 ft. of you has their armor (if any) replaced by a thick swarm of bees for 2 seconds. |
|
17 |
A number of magic missiles equal to your wizard level appear and all damage a random creature other than you. |
|
18 |
You gain inspiration. |
|
19 |
the next time you are hit by an unarmed strike, you heal for 2d10 hp are thrown into the astral plane until the end of your next turn. |
If you roll a 20 on this table, roll for two additional effects on this table. If either of those rolls is another 20, ignore the roll.
Copycat
Starting at 6th level, whenever a creature within your line of sight casts a spell that is on the Wizard spell list, you can use your reaction to quickly copy that spell onto one of your cards. Copying a spell in this way forces you to make an intelligence saving throw, the DC being 10+the spell's level. On a successful save, you copy the spell. You can then cast the copied spell as a bonus action on one of your turns. If the spell scales, you cast it at the highest level you can, and it does not use a spell slot. Once the spell is casted once, the card it was on disappears and cannot be casted again by the cardholder. You can copy spells that you aren't high enough level to cast, but you cannot use it until you reach the required level.
You can have a number of copycat cards equal to your proficiency modifier+2 at a single time. If you try to copy a spell while you have your maximum amount of copycat cards, it fails and you take 2d4 psychic damage.
Rapid Casting
Starting at 6th level, you learn to use cantrips rapidly. At the end of a short or long rest, you can choose three cantrips from the wizard spell list with a casting time of one action. At the end of any other creature's turn, you can cast one of those cantrips instantly. You can cast a cantrip this way a number of times equal to your 1+ your Intelligence modifier, with uses resetting after a long rest.
You can now cast the spell telekinesis on your deck of cards at will.
Cross Cut
Beginning at 10th level, you can move through your spell cards with ease. Once per day, you can quickly re-organize your deck. Doing so allows you to change your prepared spells, but you must swap out all of your currently prepared spells. Additionally, your deck is magically bound to you- you can now cast the spell Scrying on your deck of cards without expending spell slots or material components.
Catch This
Starting at 10th level, you learn to throw your magical cards. If a spell of 6th level or lower has a range of Touch, you can cast it as if it has a range of 30ft. by throwing the spell card- with the card returning to your hand after that casting. Additionally, you can extend the range of any ranged spell attack of 6th level or lower by up to 30 ft. by throwing the card this way.
Lucky Hand
Starting at 14th level, your cards gain a new arcane wildness to them. Before rolling for damage on any spell that is 5th level or lower and isn't a cantrip, roll a d6. On a roll of a 1, the spell hits for it's maximum damage. On the roll of a 6, a wild card effect occurs, but you cannot use Wild Card this turn.
Additionally, you can now throw one of your extra cards at a creature within 60 ft. of you as an action. The card then detonates in a rainbow arcane explosion. Each creature in a 20 ft. radius sphere centered around the card must make a dexterity saving throw. A target takes 6d6 force damage on a failed save, or half as much on a successful one.
you gain +1 to your intelligence and charisma scores.
Previous Versions
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8/27/2021 7:25:30 PM
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