Card-Caster (5e Class)

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Cardmaster[edit]

Introduction[edit]

Cardmasters are a rare breed of magic user, relying on the use of playing cards or similar card packs. Within the magic using community, Cardmasters are generally looked down upon and patronized due to many of them using cards from a children's game as spellcasting focuses or weapons. Most that choose the path of the Cardmaster are forced to prove their worth by displaying feats such as summoning a great dragon, or rendering a powerful enemy immobile.

Creating a Cardmaster[edit]

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Cardmaster Kor, Also known as The Newbie with a Cute Pet.

Why did your character become a Cardmaster? How did they find out about Cardcasting? Did they stumble across a portal to the Yugiverse?


Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: Light
Weapons: Simple Weapons
Tools: Gaming Set,
Saving Throws: Intelligence, Wisdom
Skills: Choose 4 from Animal Handling, Religion, Nature, Performance, Intimidation, Survival, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Card Deck (Archetype based on subclass)
  • (a) Explorer's pack or (b) Entertainer's pack
  • (a) Artisan's tools or (b) Thieves' Tools
  • (a) Dagger or (b) Shortsword
  • If you are using starting wealth, you have 45gp in funds.

Table: The

Level Proficiency
Bonus
Features Cantrips Known
1st +2 Cardcasting Archetype 2
2nd +2 Card Throw 2
3rd +2 Cardcasting Archetype Feature 2
4th +2 Ability Score Improvement 3
5th +3 Mulligan 3
6th +3 4
7th +3 Cardcasting Archetype Feature 4
8th +3 Ability Score Improvement 4
9th +4 5
10th +4 5
11th +4 5
12th +4 Ability Score Improvement 5
13th +5 5
14th +5 [[#|]] 5
15th +5 Cardcasting Archetype Feature 6
16th +5 Ability Score Improvement 6
17th +6 6
18th +6 Card Mastery 6
19th +6 Ability Score Improvement 6
20th +6 Cardcasting Archetype Feature 7

Cantrips[edit]

You learn two cantrips: mending and one other cantrip of your choice from the druid spell list. You learn more druid cantrips from levelling up according to the Cantrips Known table.

Cardcasting Archetype[edit]

At 1st level, you choose a Cardcasting Archetype. Choose between King of games, Devil's Child, Tarocchi, or Dealer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at level 5, 7, 11, 14, 17, and 20.

Different Archetypes have different deck types. They are categorized by the manner in which you play and store the cards. The deck types are as follows:

Duel - Includes spells, traps, and monsters. Traps are activated based on specific per-card triggers, monsters can be deployed anywhere within 30 feet of the Cardmaster

- 20-30 Deck size

- Randomly shuffled

- 6 Hand size

- 1 Draw/Turn

- Additional "Extra deck" which monsters can be summoned from under certain circumstances

- Plays 1 monster, trap, or spell card per turn.

- Cards are sent to the "Graveyard" once expended, and are returned to the deck (And shuffled) after the end of an encounter.

- Tribute summoning requires 2 monsters whose CR adds up to that of the desired monster card.


Tarot - Consists of Major and Minor arcana, varying spells and effects.

- 78 Deck size

- Randomly shuffed

- 4 Hand size

- 2 Draw/turn

- Cards temporarily vanish upon use, and return after 1 hour.

Gambit - Consists of varying negative or positive spells and effects, ranging from inconsequential to catastrophic.

- 22 Deck Size

- Randomly shuffled

- Cast upon draw

- 0 hand size

- Up to 2 draw/turn


Card Throw[edit]

Starting at 2nd level, you learn the Card Throw cantrip and can cast it as a bonus action. Intelligence is your spellcasting modifier for it. Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a seedling) Duration: Instantaneous You conjure and then throw a magical card with a random effect. Make a ranged spell attack against the target. On a hit, a target is hit by a card of one of the following colors, which each have a unique effect and purpose. For each target, roll a d6 to determine which color card effects it. 1. Red: The target takes 1d6 + your spellcasting ability modifier fire damage. 2. Orange: The target takes 1d6 + your spellcasting ability modifier acid damage 3. Yellow: The target takes 1d6 + your spellcasting ability modifier lightning damage. 4. Green: The target takes 1d6 + your spellcasting ability modifier poison damage 5. Blue: The target takes 1d6 + your spellcasting ability modifier cold damage 6. Violet: The target takes 1d6 psychic damage and must succeed on a Constitution saving throw or become blinded until the end of their next turn. The spell creates more than one card when you reach higher levels: two cards at 5th level, three cards at 11th level, and four cards at 17th level. You can direct the cards at the same target or at different ones. Make a separate attack roll for each card.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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Duelist[edit]

Cardcasters who have chosen to believe in the heart of the cards.



Deck Type: Duel


Deck Master[edit]

Starting at 3rd level, you may designate one monster as your "Deck Master." This monster is designated at the end of a long rest, and is able to be changed during a long rest. Instead of taking the draw action, you may use your action to call out the name of the deck master to special summon it. Neither you or your deck master may attack the turn this effect is activated. The type of monster determines the effect.

  • Aberration: All monsters you control have advantage on mind affecting effects.
  • Beast: All beast monsters you control gain Pack Tactics and get an additional +10 to their existing speed.
  • Celestial: You may sacrifice one monster by sending it straight to the graveyard to distribute 1d10 healing among creatures equal to the sacrificed creatures CR (Round to 1 if lower than 1). You may target the same creature multiple times.
  • Construct: You may sacrifice one monster by sending it straight to the graveyard to distribute 1d10 force damage among creatures equal to the sacrificed creatures CR (Round to 1 if lower than 1). You may target the same creature multiple times.
  • Dragon: All monsters you control on the field can not have their attacks negated, nor do they ever get disadvantage.
  • Elemental: Whenever an elemental damage attack connects, you may use your reaction to call to your elemental Deck Master to either assist the attack to double the damage, or absorb the attack and take the damage itself. This does not work on Area of Effect spells and effects.
  • Fey: You can command your Deck Master to cast Bless at a level equal to half the CR of the Deck Master (Rounded up)
  • Fiend: You can command your Deck Master to cast Bane at a level equal to half the CR of the Deck Master (Rounded up)
  • Giant: All monsters you control add 4 to their Strength Score.
  • Humanoid: An amount of creatures equal to the Deck Masters CR gain either the feat "Great Weapon Master" or "Sharpshooter." This choice is left to the creature getting blessed.
  • Monstrosity: Once per battle, your Deck Master may use their action to release an unholy roar. An amount of enemies equal to half the CR of the Deck Master must make a wisdom saving throw against the users Spell Save DC or be frightened for one minute.
  • Ooze: When an Ooze monster you control is defeated, it erupts violently. Creatures within 15 feet of the Ooze when it dies must make a dexterity saving throw equal to the users Spell Save DC. The damage depends on the killing blow, copying the damage and amount of dice of the strike that finished it off, converting physical into force. Psychic damage negates this effect
  • Plant: All plant monsters you control grow bark armor and grow sharp thorns, granting an additional +1 AC and dealing an extra 1d6 physical damage when attacking.
  • Undead: All Undead monsters you control gain "Undead Fortitude." If a monster already had this ability, the Save DC takes a -5.

Quick Play[edit]

Starting at 5th level, you may play a Spell Card as a reaction upon being hit by a melee attack.


Devil's Child[edit]

Relying on the luck of the draw, these gamblers risk everything for the thrill.

Deck Type: Gambit


Devil's Own Luck[edit]

At 1st level when you choose this Archetype, your proficiency in card magic has made you unnaturally lucky and precise. Your spell attacks score a critical hit on a roll of 19 or 20. Additionally, whenever a creature rolls a 1 on a save against one of your spells, the spell scores a critical hit on that creature.

Luck of The Draw[edit]

Starting at 3rd level, When you draw a card, you can choose to shuffle it back in without casting it and draw another card. You can do this a number of times equal to 1/4 your cardcaster level rounded down, and all uses refresh on a long rest.

Tip The Scales[edit]

Starting at 5th level, whenever you make an attack roll, ability check, or a saving throw, you can choose to roll an additional 1d10 after seeing the result of your roll. If the number rolled on the d10 is even, then you add that number to your roll. If the number is odd, you instead subtract that number from the roll.





Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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