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Creating a Cardmaster[edit]

Quick Build

Class Features

As a Cardmaster you gain the following class features.

Hit Points

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


Armor: Light armor
Weapons: Simple weapons
Tools: Gaming set (dice), Gaming set (cards)
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Deception, Insight, Persuasion, and Sleight of Hand


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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an entertainer's pack or (b) a scholar's pack
  • If you are using starting wealth, you have 4d4 times 10 gp in funds.

Table: The Cardmaster

Level Proficiency
Features Archetype Points Hand Size —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Enchanted Deck, Cardcasting, Quickdraw 3 3 2
2nd +2 Mulligan 4 3 3
3rd +2 Archetype 4 3 4 2
4th +2 Ability Score Improvement 4 4 4 3
5th +3 Improved Quickdraw 4 4 4 3 2
6th +3 Archetype Feature 4 4 4 3 3
7th +3 Mulligan /2 4 4 4 3 3 1
8th +3 Ability Score Improvement 4 5 4 3 3 2
9th +4 Double Draw 5 5 4 3 3 3 1
10th +4 Archetype Feature 5 5 4 3 3 3 2
11th +4 Mulligan /3 6 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 5 4 3 3 3 2 1
13th +5 King of Aces 7 6 4 3 3 3 2 1 1
14th +5 Archetype Feature 8 6 4 3 3 3 2 1 1
15th +5 Mulligan /4 8 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 8 6 4 3 3 3 2 1 1 1
17th +6 Stacked Deck 9 6 4 3 3 3 2 1 1 1 1
18th +6 Triple Draw 9 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 10 7 4 3 3 3 3 2 1 1 1
20th +6 Avatar of Fortune 10 7 4 3 3 3 3 2 2 1 1

Enchanted Deck[edit]

At 1st level you gain access to an enchanted deck of cards. This deck can be bought, found, gifted, or created from a set of cards you already own. The deck of cards is bound to you and is not magical for others, and can be used as a gaming set (cards) if required. If this deck of cards is somehow misplaced, it reappears in you possession following a short rest. If it is destroyed, a new deck of cards may be enchanted with the same abilities as the previous ones for 52gp in materials (including a card set) and 8 hours of time.


Your atonement to your enchanted deck allows you some control over your arcane magic, but mostly you are at the whim of fate.


At 1st level, you know four on your choice from the wizard spell list. You may not choose cantrips which require you to roll damage dice.

Spell Slots

The Cardmaster table shows how many spell slots you have to cast your spells on 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you prepare the 1st-level spell burning hands and a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known

You prepare the list of spells that are available for you to cast with the draw hand feature, detailed below. The spells must be of a level for which you have spell slots.

Draw Hand

At the end of a long rest, you draw cards up to your 'hand size' (your hand size increases as shown in the Cardmaster Table) which are removed from the deck. Your 'Hand' of cards may be held in one hand and used as an arcane focus or be carried on your body. Any spells prepared by the cardmaster are forgoten 10 minutes after the hand leaves the body, or forgotten immediately when a new hand is drawn. The value and suit of the cards in hand determine which spells may be prepared from the Wizard spell list.

Cards in Hand
Value Spell Level
Ace Spells of 1st level
2-10 Spells up to half face value (rounded up)
Jack Spells up to 6th level
Queen Spells up to 7th level
King Spells up to 8th level
Suit Spell school
Hearts Enchantment or Illusion
Diamonds Conjuration or Transmutation
Spades Evocation or Necromancy
Clubs Abjuration or Divination

For example: The Nine of Hearts allows the Cardmaster to prepare an encantment or illusion spell of 1st-5th level from the Wizard spell list.

Spellcasting Ability

Charisma is your spellcasting ability for spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + you Charisma modifier

Spellcasting Focus

You can use an arcane focus or your Drawn Hand as a spellcasting focus for your spells.


A Cardmaster may draw and throw cards from their deck as a ranged attack with a range of 40ft and a maximum range of 60ft. The deck may be secured to the Cardmaster's body, and requires a free hand to draw and throw cards (a hand can be removed temporarily from a two-handed weapon to use this feature). Drawing and throwing cards with the quickdraw mehcanic uses your action, use dexterity to determine attack rolls (not damage) and has the following effects at 1st level:

Value Damage Dealt
Ace 0
2-10 2-10
Jack 10
Queen 10
King 10
Suit Damage Type
Hearts Cold
Diamonds Acid
Spades Fire
Clubs Lightning

Cards drawn with quickdraw are returned to your deck at the end of a short rest.



Ability Score Improvement[edit]

Improved Quickdraw[edit]

Double Draw[edit]

King of Aces[edit]

Stacked Deck[edit]

Avatar of Fortune[edit]

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