Base Class: Sorcerer
This subclass works like a mix of rogue and sorcerer by having some of the flexibility of a sorcerer with the play style of a rogue. You cast from a short distance, and influence the minds of others and the chances of fate to aid you. While you may not be as safe as most of your counterparts, your skills have allowed you to adapt to closer then usual distances. Using your cards to cast gives you advantages like multiple attacks, but make you suffer through being closer to the enemy with little in the ways of harming multiple people at once. How will you stack the deck?
( Creator Note: This class uses the Sorcery point table and Sorcerer table, and is uploaded with the Sorcerer's spell list. I made a separate list that cannot be posted that I feel fits this class better, focusing on manipulation of people and monsters, and illusions. This is a test subclass and I do not feel is finished without input.)
Hit Points- 1D6 per level
Hit points 1st level- 1D6+ Con modifier
After level 1- 1D6 or 4
Proficiency:
Armor- Light armor
Weapons- Daggers, Cards, Simple weapons
Saving Throws- Dexterity and Charisma
Skills- (pick two of the following) Sleight of Hand, Perception, Deception, Insight, Persuasion, Arcana, and Stealth
Spell Attack- 8+ Proficiency bonus+ Dex Mod
Spell Save- 8+ Proficiency+ Charisma Mod
Card Casting
Due to needing your cards as your focus for casting, you have made them into a common piece of your arsenal, while this gives some benefits to casting, your cards only travel so far and your spells must be prepared every morning.
You prepare your cards every morning as a wizard would, choosing which spells you will cast into your cards to be activated later.
This ability also allows you to cast ranged spells within melee without disadvantage to hit.
Due to your need of your cards to cast spells, all spells are restricted to the cards throwing distance (base 40ft)
Shark's Teeth
After discovering your affinity for cards, you knew you had to add them into your fighting style. Through grueling practice and many hours you honed your skills and magic to throw your cards at lightning speeds and creating edges that are sharp as steel. You continued to learn and practice, learning the art of calling your cards back to you from your target and forcing your innate power into the cards for a more powerful impact.
You are able to throw your cards up to their maximum distance and throw them within close quarters to no disadvantage. When you do, the card cuts like steel, causing 1d4 slashing damage and returning to your deck after hitting a surface.
You may also use a bonus action to spend up to 4 sorcery points to add 1d4 (per point) force damage into your attack.
Trickshot
You have started to master the art of using your cards in battle. Through experimentation and the application of more magic, you find new and better ways to use your cards to fit certain situations.
At level 3 you learn two of these choices and an additional choice at 10 and 17
Ace in the Hole
Spend a sorcery point to avoid hitting a number of targets equal to your charisma modifier when casting a AoE spell.
Full house
You can spend up to 3 sorcery points to attack up to three additional targets with your general cards (this cannot be used with a spell)
Held Hand
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.
Hidden Card in the Sleeve
Spend a sorcery point to quiet a spell.
Long Shot
Spend a sorcery point to throw an attack or spell card double your cards distance.
Roll the Dice
Spend a sorcery point to re roll a damage dice up to a maximum of your charisma modifier
Stack the Deck
Spend 3 sorcery points to afflict disadvantage on your targets save.
Two of a Kind
You may spend sorcery points equal to your spells level to send an exact copy of your spell to a secondary target.
The Fool and the Theif
Using your magic abilities and fast reactions, you have learned to make your enemy take the bait, and turn the tides to your advantage.
Once per long or short rest, you may use your reaction when an enemy makes a melee attack against you. You spend 2 sorcery points to avoid the blow, disappearing from below your enemy's weapon. You reappear within 25 feet of your last position and are allowed to take an attack against an opponent within your view.
Gambling with Destiny
Twice per long rest, you may out your luck to the test and re roll any two dice (these do not need to be the same roll) but you must take the result.
(This option should not allow for the player to take the Luck feat)
Double Down
You choose to gamble with fate, adding additional power to your cards from a distance when you hit a vital point in your opponent.
When your Critical strike, you may spend 3 sorcery points to attempt to triple your damage instead of doubling. Roll a D20, on a 11 or higher the damage becomes tripled rather then doubled. If you roll 10 or lower, your power interferes with the cards flight, causing it to do normal damage and nullifying the critical strike.
Forced Shuffle
Using the mastery that you have built up throughout all of your training you have finally learned how to create the most impact throw for your cards and to hit the exact spot of your enemy to cause the most damage. While this means your are even more deadly then before, this power comes at a costly price for your magic supply.
When you critical strike and choose to double down, you may spend an additional 3 sorcery points to automatically succeed the roll, causing your critical strike to do triple damage instead of double.
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Posted Jan 17, 2022Any updates on adding levels to this? Great stuff!
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Posted Oct 26, 2020this seems a bit more like a bard subclass from the theming
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Posted Nov 4, 2019its actually entirely based of meta magic and so, you should use the meta magic timing to learn new trick shots.
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Posted Jan 11, 2019@koopanerd, I did make those edits on another version of it but the website isnt allowing me to post it, and im scared to edit this incase it does the same for this post.
@MattBoyGenius- I actually debated ideas just like that (a few using that same name) and just couldnt come up with anything I liked that didnt seem overly powerful, which its 19th level so i debated just doing it anyways but just ended up deciding not to do it.
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Posted Oct 14, 2018What about an ability, Instead of Forced Shuffle, An ability call Ace up the sleeve, where you can imbue cards with spells over the duration of a short rest. You can imbue up to 4 cards (Cause theres 4 aces in a deck) with spells. I guess then you can cap the spell lvl on what the cards can hold or something Idk
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Posted Oct 14, 2018I think Forced Shuffle should be its own thing. Other than that I think this concept is kinda cool
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Posted Jun 18, 2018Please add levels to the abilities. And make it clear which are the trickshots. Maybe a mark or look st invocations or meta magic for examples.