Card Master (5e Class)

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Card Master[edit]

Masters of Cards are individuals who have discovered a deep bond with an arcane deck of cards, whether through an ancient artifact, a connection to cosmic forces, or a mysterious pact. Each card represents a fragment of power, allowing the Master to channel spells, influence fate, and manipulate the luck of allies and foes alike.

With a deck always in hand, they excel in versatility, adapting their tactics to the "game" unfolding in each adventure. Their powers stem from an almost divine connection to the energies represented by the cards, and their ability to interpret and improvise makes them formidable allies and unpredictable enemies.

Cards tell me[edit]

Listen to the cards. They have always been speaking to you—the whispers in your mind, the subtle warnings before disaster strikes. The cards were always by your side, patiently waiting for you to understand. Now, at last, you’ve learned to hear them, to embrace the eerie voice within your thoughts.

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The Card Dealer https://br.pinterest.com/pin/25614291623954107/

Creating a Card Dealer[edit]

Quick Build

You can make a Card Master quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Inteligence.

Class Features

As a Card Dealer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Card Dealer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Card Dealer level after 1st

Proficiencies

Armor: All light armor, No shields
Weapons: All simple weapons
Tools: Tarot Cards
Saving Throws: Charisma and Inteligence
Skills: Choose two of the following: Acrobatics, Arcana, Insight, Performance, Persuasion and Religion,

Equipment

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

  • Leather Armor
  • (a) 2 Daggers or (b) Any simple melee weapon
  • (a) Explorer's Pack or (b) Entertainer's Pack
  • Tarot Deck

Table: The Card Dealer

Level Proficiency
Bonus
Choice Points Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1 Pick a Card, Spellcasting, Choice Points. 2
2nd +2 2 Trust the Destiny, Chiromancy. 3
3rd +2 3 Share Destiny. 4 2
4th +2 4 Ability Score Improvement, The Fool, Choose your Path. 4 3
5th +3 5 Secure the Vision. 4 3 2
6th +3 6 Emergency Reserve. 4 3 3
7th +3 7 Mystic Shuffle. 4 3 3 1
8th +3 8 Ability Score Improvement, Chiromancy – Lines of Fate. 4 3 3 2
9th +4 9 4 3 3 3 1
10th +4 10 The Balance – Lines of Fate, The World. 4 3 3 3 2
11th +4 10 4 3 3 3 2 1
12th +4 11 Ability Score Improvement 4 3 3 3 2 1
13th +5 12 4 3 3 3 2 1 1
14th +5 13 4 3 3 3 2 1 1
15th +5 13 4 3 3 3 2 1 1 1
16th +5 14 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 14 4 3 3 3 2 1 1 1 1
18th +6 15 4 3 3 3 3 1 1 1 1
19th +6 15 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 16 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Opening your soul to the cards has granted you the ability to wield this energy as spells. You can learn any spell that appears on the sorcerer spell list.

Spell Slots

The personifier table shows how many spell slots you have to cast your spells of 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 cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.

Spells Known of 1st Level and Higher

You can prepare a list of personifier spells for you to cast. To do this choose a number of spells from the sorcerer spell list that equals your charisma modifier+your personifier level. Each of these spells must be of a level for which you have spell slots, as shown in the table.

You can choose new spells during a long rest by taking one hour to meditate with your tarot cards.

Spellcasting Ability Charisma is your spellcasting ability for your personifier spells. Your spells are direct outbursts from your soul channeled through your cards. 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 personifier spell you cast and when making an attack roll with one.

•Spell save DC = 8 + your proficiency modifier + your Charisma modifier.

•Spell attack modifier = your proficiency modifier + your Charisma modifier.

•Spell Focus. You use your tarot deck as your arcane focus.

Choice Points[edit]

The power of the cards are random but, this unique points can control the destiny of the cards, when you use pick a card you can spend 1 choice point to pick an specific card.

Cards can have the following durations: Instantaneous, Medium (1d4 + Charisma Modifier), Long (2d4 + Charisma) or Scene (Until the scene end).

Pick a Card[edit]

The master of the cards has an unique tarot deck, as an bonus action you can use pick a card, you will receive powerfull habilities, but is completely random (d20).

  • Cards with effects requiring a saving throw use the DC of your spellcasting ability. Additionally, cards that deal damage allow you to apply bonus damage as if casting a spell.
  • You cannot have more than 2 cards of the same duration activated at the same time or you will receive 1 level of exaustion for each card above the limit.

The card numbers reflect their power, with cards numbered above 10 granting significantly stronger effects.

1. The Magician
The magician represents intelligence and magic prowess.

  • When you pick this card you instantly regain spells slots equivalent to your level, so if you already spend 2 spells slots of 5th level you can regain them if you are level 10.

(Instantaneous)

2. The High Priestess
The high priestess represents peace and passiveness.

  • When you pick this card, an powerfull aura is unleashead, the aura has 30ft and the center is you, when an creature that inst an ally invade this aura, the creature must suceed in an Charisma save or the creature will forget that have to attack you and your allies until the end of the aura.

(Medium)

3. The Empress
The empress represents calmness and understanding.

  • When you pick this card, you can finally understand the emotions and real feelings of an creature that is close to you, for the rest of the scene you can read an creature mind and you have advantage against attacks from this creature.

(Scene)

4. The Emperor
The emperor represents power and control.

  • When you pick this card, an massive energy enhance your body, you gain your level + proficiency as temporary hit points, and you gain immunity to a type of damage of your choice.

(Long)

5. The Hierophant
The hierophant represents good godly standing and authority.

  • When you pick this card, you can choose an number of allies equivalent to your Charisma Modifier to heal the equivalent damage of your nexts attacks.

(Medium)

6. The Lovers
The lovers arcana represents reasoning and romanticism.

  • When you pick this card, choose an ally, this ally will be your lover until the end of the combat. That means, when you meele attack an creature, your lover can attack as an reaction if is in range. And if your lover attack someones with an meele attack you can make an attack with your reaction.

(Long)

7. The Chariot
The chariot represents self-assuredness and conquest.

  • When you pick this card, you gain 60 feet of movement, and you have advantage in realease yourself of magics that reduces your movement.

(Scene)

8. Justice
The justice arcana represents valor and rationalism.

  • When you pick this card, you gain the hability of judge the habilities of your enemy, you can sacrifice an effect of a card to temporarily disable any skill or feat effect of your opponent, when the combat ends the creature regain the skill.

(Scene)

9. The Hermit
The hermit is associated with solitude and philosophy.

  • When you pick this card, you can teleport as an bonus action to any point that your vision reaches.

(Scene)

10. Wheel of Fortune
The wheel of fortune arcana represents luck and fate.

  • When you pick this card you gain 2 random card of the deck, and this card cant be chosen by the choice points.

(Instanteneous)

11. Strength
The strength arcana represents fortitude and resilience.

  • When you pick this card, you can choose you or an ally to pass automaticaly in the nexts Savings Throws, and gain immunity to phisical damage.

(Medium)

12. The Hanged Man
The hanged man arcana represents self-sacrifice and paradoxes.

  • When you pick this card, you lose 10% of your current hit points (not reducing you below 1 HP, these hit points cannot be restored until the effect ends.). In return, your eyes shine with mystical light, and you gain the following effects for the duration:
  • You can see through illusions, invisibility, and magical darkness within 60 feet.
  • During the effect, you can use your Reaction to impose disadvantage on an attack roll or saving throw made by a creature you can see.

(Long)

13. Death
The death arcana represents rebirth and decay.

  • When you pick this card, you can spend all your hit points to enter the diying state, if you are stabilized you regain all your spell slots and hit points, but if your not you not die but you lose all the spells slots that you have.

(Instanteneous)

14. Temperance
The temperance arcana represents harmony and synthesis.

  • When you pick this card, the harmony of sounds radiates the battle, you can choose a number of allies equivalent to your charisma modifier, they will receive 1d10 + proficiency + charisma modifier in any roll they do.

(Scene)

15. The Devil The devil represents impulsiveness and commitment.

  • When you draw this card, you must make at least one attack on your turn. If you fail to do so, you take fire damage equal to 1d12 + your Charisma modifier + your proficiency bonus. Additionally, for the duration of the effect, you gain the following benefits:
  • Whenever you successfully cast a spell, you may either make a melee attack against the same target or gain 18 feet of movement.
  • Your spell damage dice are increased based on your Intelligence modifier. For example, if a spell normally deals 1d6 damage and you have an Intelligence modifier of +5, the spell's damage becomes 6d6.

(Long)

16. The Tower
The tower arcana symbolizes doom and disaster.

  • When you pick this card, you gain 3 levels of exhaustion for the next 2 rounds. If you survive these 2 rounds, you may transfer your exhaustion to a creature within your line of sight. The targeted creature will receive 5 levels of exhaustion instead of 3.

(Scene)

17. The Star
The star arcana represents joy and hope.

  • When you pick this card, all conditions of blindness, paralysis, and fear are removed from allies within the area of 60 feet. Additionally, you can choose one enemy creature within the radius to take 6d6 radiant damage, symbolizing the purification of the light.

(Instantaneous)

18. The Moon
The moon arcana represents dreams and creativity.

  • When you pick this card, you can force all enemy creatures in the area to make an Intelligence saving throw. On a failure, they become vulnerable to the next psychic or necrotic damage they take until the end of their next turn.
  • An ethereal veil covers a 60-foot radius centered on you, creating the following effects:
  • All creatures within the radius have disadvantage on Perception checks relying on sight.
  • Enemy creatures in the area must make a Wisdom saving throw (DC based on your Intelligence) at the start of their turns. On a failure, they become confused (as per the Confusion spell) until the end of their turn.
  • Allies within the area can make Stealth checks with advantage, even in brightly lit terrain.

(Long)

19. The Sun
The sun arcana represents optimism and accomplishment.

  • When you pick this card, you create a burst of radiant light in a 60-foot radius centered on you.
  • All enemy creatures within the area must make a Constitution saving throw against your DC.
  • Failure: They take 10d8 radiant damage and are blinded until the end of the Card.
  • Success: They take half damage and are not blinded.
  • The light automatically dispels any magical darkness within the area.

(Medium)

20. Judgment
The judgment arcana represents acceptance and absolution.

  • When you draw this card, you may place one enemy under the Judge's Scale for the duration of its effect.
  • Judge's Scale:
  • The chosen enemy has disadvantage on all attack rolls targeting you and your allies.
  • Select one of the enemy’s abilities to be judged. Roll 1d2 to determine the verdict:
  1. Innocent: No effect.
  2. Guilty: The ability is deemed guilty. Whenever the enemy uses this ability, they take 10d12 + Charisma^X damage, where X equals your proficiency bonus of Radiant Damage.

(Scene)

Trust the Destiny[edit]

As long you keep trusting in your cards they will guide you to the best result, at level 2 you have advantage and proficiency in Religion and Arcana.
If you already have proficiency with the both skills, you can consider expertise.

Chiromancy[edit]

The cards always reveal the future with precision, but the lines on your hand also hold valuable secrets about destiny.
At level 2, you gain the ability to read hands. As a bonus action, you can interpret the lines on your own hand or the hand of an ally within touch range. Performing this reading grants advantage on the next ability check, attack roll, or saving throw for you or your ally.

Share Destiny[edit]

The creatures that accompany you share the same destiny.
At level 3, once per long rest, you can deal a card to an ally. The ally must use the "Pick a Card" ability. The taken card is not activated immediately; instead, it is stored until the ally decides to use it. A person cannot hold more than one stored card at a time.

The Fool[edit]

At level 4, you can give up an activated card to turn it into a "Fool Stack."

  • Fool Stacks: When you sacrifice a card, you gain a Fool Stack. These stacks empower the "Fool Spell." For each Fool Stack you have, the Fool Spell deals an additional number of dice equal to your Charisma modifier.
  • Fool Spell: Chaotic magic engulfs an area within a 60-foot radius. All enemies in this area take 4d12 + your Charisma modifier + your proficiency bonus in necrotic damage, the area last as an Long effect of a card.

For example, if you turn 3 cards in the Fool and you have 4 of Charisma, you deal 16d12 instead of 4d12.

Ability Score Improvement[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.

Choose your Path[edit]

At 4th level, you chose a Card Master subclass, choose between Destiny Caster or Infinity Cards the both detailed at the end of the class description. Your choice grants you features at 4th level and again at 8, 12, 16 levels.

Secure the Vision[edit]

You envision a future where your spells always inflict their conditions, and your enemies fall before your power. At level 5, you gain the ability to ensure that a spell either automatically hits or automatically imposes its condition.

To use this ability, you must spend 1 Choice Point.

Emergency Reserve[edit]

At level 6, you gain the ability to bind defensive and mobility spells to cards, creating an arsenal of strategic options.

Binding a Spell: During a short or long rest, you can imbue a number of cards equal to your proficiency bonus with spells that you know. These spells must be defensive (e.g., Shield, Absorb Elements) or focused on mobility (e.g., Misty Step, Feather Fall).

Casting from a Card: As a reaction , you can activate one of your imbued cards, casting the spell without expending a spell slot. Once a card is used, it loses its magic and becomes inert until recharged during another rest with the same or another spell.

Enhanced Effects: At level 10, spells cast from these cards gain additional effects:

Defensive spells provide the effect of the Temperance Card without counting to the limit of cards actived. Mobility spells provide the effect of the Chariot Card without counting to the limit of cards actived.

Mystic Shuffle[edit]

Your connection to the arcane deck deepens, granting you the ability to manipulate the flow of magic and destiny itself, at level 7th you gain the following hability:

  • As a bonus action, you can perform a Mystic Shuffle, reshuffling the energy of your active cards and spells. When you use this ability, choose one of the following effects:
  • Redistribute Cards: You can deactivate one of your active cards and immediately activate a new card from your deck without rolling. You must spend 1 Choice Point to select a specific card or roll a d20 to activate a random card without spending a point.
  • Recharge an Imbued Card: Restore the magic of one defensive or mobility card you previously imbued using Emergency Reserve, allowing it to be used again.
  • Destiny Realignment: Choose one ally within 30 feet. That ally can reroll one failed saving throw or ability check they made within the last minute. You must decide whether to use this effect before the end of your turn.

Chiromancy – Lines of Fate[edit]

At Level 8, your mastery over reading the lines of destiny in hands becomes more profound, allowing you to uncover hidden truths and foresee imminent outcomes.

Foresight Touch: As a bonus action, when you read the hand of an ally or yourself, you grant the target the ability to see a glimpse of the future. The target gains the following benefits for 1 minute:

Advantage on Initiative rolls. Advantage on Perception and Insight checks. Destiny’s Warning: If you perform a hand reading during combat, the target gains the ability to predict danger. Until the start of your next turn, the target can impose disadvantage on one attack roll made against them as a reaction.

Expanded Usage: You can now use Chiromancy on enemies as an action. Reading an enemy's hand reveals a weakness or vulnerability:

You learn one of the creature's resistances, immunities, or weaknesses. If the target is resistant to a type of damage, you can nullify that resistance for 1 minute.

The Balance[edit]

At level 10 you become stronger, but, your body not become any stronger from now on, passing the level 10 means that you will not receive Hit Points per level, and you cannot increase your constituition hability modifier.

The World[edit]

The Conclusion of the Fool's Path – The 21st Card of the Deck, the Most Powerful, at level 10 you can use The World.

  • You can pick The World Card by spending 3 choice points with an bonus action.
  • When you pick The World card, you surpass the active card limit for the duration of this ability.
  • While active, Pick a Card no longer requires Choice Points to select cards.
  • The damage of The Fool ability is doubled.
  • Whenever you sacrifice cards to generate stacks of The Fool, the stacks created are doubled.

The World possesses a unique power to extend time itself. All ongoing durations in the scene are made permanent until the end of the encounter. This includes durations from spells, cards, or abilities—both yours and your opponents'. Instantaneous effects are not affected by this ability.

While The World is active, you and your allies are under the effects of a universal connection:

  • Allies within a 120-foot radius can share their reactions and movements.
  • All healing or damage bonuses applied to one ally also affect all others.

You can ultilize this card only once time per day, the durantion of this card is Scene.

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Card Master Spell List[edit]

You know all of the spells on the basic Wizard and Sorcerer spell list.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Card Master class, you must meet these prerequisites: Have at least 16 Charisma and 14 Inteligence.

Proficiencies. When you multiclass into the Card Master class, you gain the following proficiencies: Arcana, Religion and Performance.

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