Cardmancer Wizard (Subclass)

“
They're a quirky bunch, those spellcasters. One moment, they're flinging cards like a mischievous gambler, and the next, they're weaving magic from their deck that's more surprising than a jester's punchline. Just remember, never bet against them in a game of chance; they've got tricks that'll make your gold disappear faster than a rabbit in a top hat!
”

## **Order of Cardmancers Overview**

In the world of Luctus, Cardmancer Wizards are Spellcasters who have mastered the art of wielding Magical Cards as both weapons and tools of arcane power. They draw Cards from their decks to enhance spells, deflect attacks with card tricks, and even harness the power of a royal flush to cast spells without depleting their magical reserves.

## **2nd Level: Arcane Deck**

Starting at 2nd level, you gain Proficiency with Playing Card Sets as a Thrown Weapon and you can use a standard deck of 52 Cards *(or a specially prepared deck)* as your Arcane Focus.

As a Bonus Action on your turn, you can draw a Card from your deck and infuse it with magic, turning it into a magical projectile. You can throw this Card as a Ranged Spell Attack with a Range of 60ft. On a hit, the Card deals 1d6 Force damage and applies a unique effect based on the Suit of the Card drawn. Roll a 1d4 to determine the Suit of the Card.

* 1: **Hearts:** Heals you or an ally within 30ft for 1d6 Hit Points.
* 2: **Diamonds:** Increases the damage of your next Spell by 1d6.
* 3: **Clubs:** Reduces the target's Movement Speed by Half for 1 Round.
* 4: **Spades:** Inflicts an additional 1d6 Necrotic damage.

This damage increases to 2d6 at 5th Level, 3d6 at 11th Level, and 4d6 at 17th Level.

## **6th Level: Empowered Card Casting**

Starting at 6th level, you learn to imbue your Spells with the power of your Cards. When you cast a Spell that deals damage, you can expend a Card as a Spell Component to enhance the Spell. Roll a 1d6, and add the result to the total damage dealt by the Spell.

You can use this feature a number of times equal to your Intelligence modifier *(minimum of once)*, before needing a long rest to regain expended uses. This feature does stack with itself.

## **10th Level: Magic Trick**

Starting at 10th level, your card tricks become even more intricate. Whenever you draw a card as a Bonus Action, you can choose the Suit of the Card rather than roll a 1d4.

In addition to the 2nd level Arcane Deck feature, your chosen Suit has the following additional effect:

* 1: **Hearts:** Gain Advantage on your next Saving Throw.
* 2: **Diamonds:** Gain Advantage on your next Attack Roll.
* 3: **Clubs:** Create a 15ft Cone of Force that pushes creatures away from you should they fail a Strength Saving Throw against your Spell Save DC.
* 4: **Spades:** The next Spell or Card Attack you make ignores all Resistance to the Damage Type inflicted.

## **14th Level: Arcane Straight Flush**

Starting at 14th level, your mastery over cards reaches its zenith. When you roll Initiative, you can draw a hand of 1d6 Cards from your deck. You can expend these Cards to cast Spells without expending Spell Slots up to the second highest level of Spell you can cast.

Once you use this feature, you cannot do so again until you finish a long rest.

Additionally, you can draw and throw an extra Card with each Attack during your turn, and any Card Attack you make automatically applies its Suit-specific effect regardless if you hit or miss the attack.