Sorcerer
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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