Card Mage (5e Subclass)
Card Mage[edit]
Sorcerer Subclass
Some refer to it as "the luck of the draw" or "the heart of the cards", but for you it is a source of unfathomable magical capability. You put your trust in your luck just as much as your talents in your daily life and in the heat of battle.
(Note: To use this subclass, you must have a deck of playing cards with you, including 52 cards and two Jokers)
- Magic Deck
At 1st level, you get a Magic Deck of cards. You are attuned to it, but it doesn't count against the number of items you can attune to.
This deck is bound to you. As a bonus action, you can cause it to appear in your hand. It will be summoned to you from any distance, even from other planes of existence.
- Luck of the Draw
At first level, if you roll a natural 1 on a d20 roll, you may reroll it, discarding the top card of your deck. You can do this one time, and regain the usage after a short or long rest, or upon drawing a card from your deck.
- Card Tricks
At 6th level, you gain proficiency in Dexterity (Sleight of Hand), and Charisma (Deception) skills. If you are already proficient in these skills, you add double your proficiency bonus to checks you make with them.
Additionally, when you complete a long rest, you can set a card aside (that isn't an Ace) before shuffling your deck and place it at the top of the deck after shuffling.
- Dominus in Fortuna
At 14th level, when you discard a card, you can choose to discard a second card. Only the second card discarded will go into effect. After you use this feature, you must complete a long rest before using it again.
- Something Up Your Sleeve
At 18th level, whenever you take a short or long rest and shuffle your deck, you can keep three cards (that aren't Aces or fours) up your sleeve. Any time you are required to discard a card from your deck, you can discard a card from your sleeve instead.
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