Base Class: Wizard
Most Arcane casters focus on one of the few classes of magic, some branch out and focus on forms of the arcane defenses of War Magic, and a rare few of elven civilizations practice the art of Bladesinging. But it takes a unique mind, and the heart of a gambler, to mix arcane magic with something as simple as a deck of playing cards.
A Card Caster is a somewhat unique form of magical mastery that is based around both luck, and intelligent application. As they use their various forms of card tricks and amplify them with magic, they in turn amplify the uses of their magic. A Card Caster is often a more strategic and tricky mind to fight against, as they use their magic as a way to solve solutions in ways that most can't fathom, using unorthodox methods to overcome traps and unleash unseen attacks to slay their foes.
Tools of the Trade
2nd-level Card Casting feature
You gain proficiency with light armor, and you gain proficiency with Thieves’ tools.
You also gain proficiency in the Sleight of Hand skill if you don’t already have it.
Flick of the Wrist
2nd-level Card Casting feature
Starting at 2nd level, you can infuse cards from your Arcane Deck with small surges of arcane energy. Turning a simple card toss trick, into a reliable ranged weapon.
You can throw a random card up to a distance of 30ft as a ranged spell attack. Upon a successful hit, the card deals 1d6 plus your INT modifier of Slashing or piercing damage, which counts as Magical weapon attacks.
At Higher levels, you throw an additional card, dealing additional damage; 2d6 at 4th level, 3d6 at 8th level, 4d6 at 12th level, and 5d6 at 16th level.
However, you can choose to boost the power of this attack as a bonus action and by expending a spell slot of 1st level or higher; causing one of the cards you throw to be infused with one of four types of elemental energy. Instead of just the initial 1d6 Slashing damage, the card deals an additional 1d10 + 1d4 - 1 damage of Psychic, Fire, Cold, or Lightning damage, which is multiplied by the level of spell slot expended when infusing.
The damage type of the infusion is determined by a 1d4:
Damage Type Table
| 1d4 | Damage Type |
|---|---|
| 1 | Psychic |
| 2 | Cold |
| 3 | Lightning |
| 4 | Fire |
Turn-up Trick
6th-level Card Casting feature
At 6th level, you can infuse your cards with strands of possibility from the weave. Allowing you to potentially set traps, alter Flick of the Wrist, or manipulate your spells.
When casting a spell, you can choose to infuse the effects of said spell into one of your playing cards. These infused cards can be used in two ways; thrown using Flick of the Wrist, or "Setting" the card.
When used as part of Flick of the Wrist, the thrown card doesn't deal damage as normal. However, when the card lands, whatever spell infused into the card is released, targeting the one hit by the card, or centering any Area's of Effect created by the spell on where the card landed.
When "Setting" the card, it operates similarly to the Spell Glyph of the Glyph of Warding spell, with two differentiation; any spells casted in this fashion always count as being cast at it's base level, and the cards can be moved around until they are triggered. As long as the card's trigger isn't activated, the card lasts indefinitely. However, every "set" card that hasn't been triggered yet, deducts 1 from your charges for this ability after you take a long rest.
Jokers Jaunt
10th-level Card Casting feature
At 10th level, you've managed to use the iconography of the joker cards to manifest copies of yourself based on which of the two you use.
As a standard action, you can create either a fully colored copy of yourself, or a black and white copy, either appearing within 10 ft. of yourself. Only one copy can be out at a time, but the copies can be summoned and dispelled at will until the collective duration timer for that copy is depleted. The copies can be dispelled by a 5th level or higher Dispel Magic spell or similarly strong anti-magical effects.
The fully colored copy is a perfect copy of your entire visage, while it is visible as magical from a Detect Magic spell, only a creature with True Sight would be able to discern that it is a copy. You can see through it's eyes and hear through its ears as if you were located where it is. While it can interact with items and mechanisms that have little to no resistance applied to them, it cannot attack, use abilities, and disappears once it would receive any form of damage. After 4 hours collectively of collective use, or the copy suffering any damage the colored copy needs to be recharged during a Long Rest.
The monochrome copy however, operates as a copy of yourself with the only exception being that it has a total HP equal to half your maximum Hit Points. This copy can attack with a weapon you may have, use class abilities, and cast spells that you know; but if the copy performs any action that would cause you to loose a spell slot, the slot will be expended and cause the copy to disappear after performing said action. This copy can last up to 10 minuets collectively before needing to be recharged during a Long Rest.
You Activated My Trap Card
14th-level Card Casting feature
Most people think that after all of those traps you've set have gone off, you're ripe for the beating. However, they're oblivious to this handy trick up your sleeve.
Whenever you are targeted by a melee attack, you can use your reaction to negate the attack and teleport to any point you can see within 30 ft. Once your teleport to your new location, you become Invisible for 3 turns, or until you attack or cast a spell.
Every creature within 10 ft. of you when you activate this ability has to make a Constitution saving throw against your spell save DC. Those who failed their save are considered to be Stunned until the end of their next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Jun 13, 2021Feel free to write any comments and critiques about my Homebrew, as I'll most definitely be using them to help adjust the sub-class to be more balanced and easier to use on D&DBeyond.