Cardmaster PDF
Cardmaster PDF
Cardmaster PDF
Level Proficiency Bonus Features Cantrips Known Hand Size Deck Size Card Level
1st +2 Card Magic, Favorable Odds 3 2 6 1st
2nd +2 Path of Mastery 3 2 6 1st
3rd +2 Critical Boon 3 2 8 2nd
4th +2 Ability Score Improvement 4 2 8 2nd
5th +3 –– 4 3 10 3rd
6th +3 Path of Mastery feature 4 3 10 3rd
7th +3 –– 4 3 12 4th
8th +3 Ability Score Improvement 4 3 12 4th
9th +4 –– 4 4 12 5th
10th +4 Path of Mastery feature 5 4 12 5th
11th +4 Legendary Card (6th level) 5 4 12 5th
12th +4 Ability Score Improvement 5 4 12 5th
13th +5 Legendary Card (7th level) 5 5 12 5th
14th +5 Path of Mastery feature 5 5 12 5th
15th +5 Legendary Card (8th level) 5 5 12 5th
16th +5 Ability Score Improvement 5 5 12 5th
17th +6 Legendary Card (9th level) 5 6 12 5th
18th +6 –– 5 6 12 5th
19th +6 Ability Score Improvement 5 6 12 5th
20th +6 Card Trick 5 6 12 5th
Class Features
unacquainted with card magic may think all that a Card Master needs
to do is throw their magical cards and hope for the best, even
beginning their path as a Card Master takes years of practice and
As a card master, you gain the following class features
countless hours of study.
Hit Points
Creating a Card Master Hit Dice: 1d8 per card master level.
Creating a Card Master requires access to at least a small starting set Hit Points at 1st Level: 8 + your Constitution modifier.
of cards. How did your character find these cards? Did you have a Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
master that you learned from? Did you find them in an ancient ruin, modifier per card master level after 1st.
and then experimented with them until you figured out how to use
them? Did you have a natural talent, or did it come slowly to your Proficiencies
after years of practice? Armor: Light armor
What caused you to start adventuring? Are you on a quest to add to Weapons: Simple weapons
your collection? Have you taken on an apprentice whom you are Tools: One gaming set of playing cards
teaching the art? Or perhaps you simply wish to put your newfound
Saving Throws: Intelligence, Charisma
power to the test.
Skills: Choose two skills from Acrobatics, Arcana, Deception,
History, Intimidation, Investigation, and Sleight of Hand
Equipment Spellcasting Ability
You start with the following equipment, in addition to the equipment Charisma is your spellcasting ability for your card master spells, so
granted by your background: you use your Charisma whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma modifier when setting the
• (a) a light crossbow and 20 bolts or (b) any simple weapon saving throw DC for a card master spell you cast and when making
• (a) a scholar's pack or (b) a dungeoneer’s pack an attack roll with one.
• Leather armor, a playing card set, and two daggers
The ideal of the Card Master has two main specializations: the
Re-Draw
At 6th level, whenever you score a critical hit, you can choose to
Gambler and the Master of Luck.
discard one of the cards in your hand. If you do so, you then
The Gambler immediate draw another card from your deck.
As a Gambler, you specialize in the art of risk-taking. You become Uncanny Precision
skilled in calculating the risk versus the reward in every action you Starting at 10th level, Your spell attacks score a critical hit on a roll
take, and you gain abilities that are both very risky and very of 18-20. Additionally, whenever a creature rolls a 1 or 2 on a save
powerful. Those who follow this specialization are often charismatic against one of your spells, the spell scores a critical hit on that
daredevils and entertainers that take pride in the flashy, high-risk creature.
plays that mark this path.
Scry
Reckless Spell Starting at 14th level, you can use your complete mastery of card
Starting when you choose this path at 2nd level, you can choose to magic to play a card directly from your deck, without having to roll
cast one of your card master spells recklessly. When you do so, a to have it enter your hand. As an action on your turn, you may draw a
spell attack is made with advantage or the save of a save-based spell card of your choice from your deck and then immediately cast it.
is made with disadvantage. However, whenever you use this ability You can use this feature up to two times. You regain all expended
you must succeed on a DC 12+spell level Charisma saving throw or uses when you finish a long rest.
take 1d6 force damage per spell level as the spell backfires.
Life’s Gambit
At 6th level, when you are reduced to 0 hit points but not killed
outright, you can choose to drop to 1 hit point instead. However, if
the creature that reduced you to 0 hit points is not killed before the
end of your next turn, you are automatically reduced back to 0 hit
points.
Once you use this feature, you can’t use it again until you
complete a short or long rest.