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Card Master

Running forward with his cloak billowing behind him, a human


draws three cards from his deck: one green, one red and one orange.
Finally within range, he throws the cards forward. Each card strikes a
different target, embedding into their flesh like razor blades. An orc
becomes wreathed in flame, another is covered in acid, and the last
one collapses and lets out screams of agonizing pain.
Pulling out an intricately crafted card embedded with gold, a dwarf
lifts his hand into the air. He speaks a single word, and the card
glows a blindly bright gold. All around him, meteors fall from the
sky, exploding into great balls of flame and light.
Card Masters are the followers of an ancient magical art, defined
by the cards that they place in their deck. Utilizing the power stored
within their collection, Card Masters can create fiery explosions,
arcane illusions, arcing lightning, and all sorts of spectacular effects.
Card Masters piece together collections of cards, which serve as their
way of casting spells.
The Card Master

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

Collectors of the Arcane Quick Build


You can make a Card Master quickly by following these suggestions.
A Card Master is defined by their collection of magical cards. As
First, Charisma should be your highest ability score, followed by
they travel and adventure throughout the world, a Card Master will
Dexterity or Constitution. Second, choose the Charlatan background.
either create or find cards to add to their collection. They can also
Third, choose the card throw, minor illusion, and light cantrips, and
trade with or copy from other Card Masters, eventually creating a
add the following spell-cards to your collection: burning hands, color
vast collection of cards that they can choose to put into their deck.
spray, disguise self, false life, ray of sickness, and shield.
Using Card Magic is much harder than it looks. While a creature

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

Card Magic Spell save DC = 8 + your Proficiency bonus + your


Charisma modifier.
As an initiate into Card Magic, you have amassed a collection of Spell attack modifier = your Proficiency bonus + your
spell-cards. Spell-cards each represent a spell found in the card Charisma modifier
master spell list, and are randomly drawn from your deck when Your spells are always cast as if you had an arcane focus.
needed. See chapter 10 of the PHB for the general rules of
spellcasting, and see Appendix A for the card master spell list. Favorable Odds
Cantrips At 1st level, your proficiency in card magic has made you
unnaturally lucky and precise. Your spell attacks score a critical hit
At 1st level, you know the card throw cantrip, which is detailed at
on a roll of 19 or 20. Additionally, whenever a creature rolls a 1 on a
the end of the class description, and two other cantrips of your choice
save against one of your spells, the spell scores a critical hit on that
from the card master spell list. You learn additional card master
creature.
cantrips of your choice at higher levels, as shown in the Cantrips
Known column of the Card Master table.
Path of Mastery
Card Collection When you reach 2nd level, you choose a path of mastery, shaping
At 1st level, you have a collection of six 1st-level Card Master spell- your path through one of the two specializations: the Gambler and
cards of your choice. the Master of Luck, each detailed at the end of the class description.
Your choice grants you features at 2nd level and again at 6th, 10th,
Preparing a Deck and Drawing a Hand and 14th level.
The Card Master table shows the size of your deck of cards which
you use to cast spells. The table also shows what the level of those Critical Boon
cards is; all of your cards are of the same level. At 3rd level, your gifts in card magic allow you to gain an even
You add unique spell-cards to your deck whenever you complete a greater advantage when things go well for you. Choose one of the
long rest. To do so, choose a number of spell-cards in your collection following options.
equal to the size of your deck, shown in the Card Master table.
As an action, you can draw a hand of cards from your deck. Before Surge of Energy
you do so, you must assign each of the spell-cards in your deck a Whenever you score a critical hit with one of your spells, you can
number. Then, you must roll the appropriate die based on your deck move up to your speed as part of the same action.
size, adding the spell-card that you rolled to your hand. Repeat this
until you have added a number of spell-cards to your hand equal to
Advantageous Attack
your hand size, shown in the Card Master table. Whenever you score a critical hit with one of your spells, your first
For example, if you are a 5th-level Card Master, you first assign spell attack on your next turn has advantage on the attack roll and +1
each of the ten cards in your deck a number, 1-10. Then, you roll a to the damage roll.
d10 three times, noting which cards are added to your hand. If you Shielding Energy
assigned the spell burning hands the value of 3 and then end up
Whenever you score a critical hit with one of your spells, you gain
rolling 3 on your d10, then you add burning hands to your hand. If
+3 AC until the start of your next turn.
you roll the same number multiple times, then that allows you to cast
that spell multiple times per draw. Ability Score Improvement
In order to cast one of your spell-cards of 1st level or higher, you
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
must have that card in your hand of cards. Once you cast a spell-card
level, you can increase one ability score of your choice by 2, or you
within your hand, that spell-card is discarded and may not be used
can increase two ability scores of your choice by 1. As normal, you
again until you draw a new hand. You are able to draw a new hand
can't increase an ability score above 20 using this feature.
when you finish a short or long rest.

Adding Cards of 1st Level and Higher Legendary Card


Each time you gain a Card Master level, you can add two card master At 11th level, you are given a Legendary Card. When you first
spell-cards of your choice to your collection. Each of these spell- acquire your Legendary Card, choose a 6th-level spell from the card
cards must be of a level no higher than what's shown in the table's master spell list, adding that spell to your Legendary Card. Your
Card Level column for your level. On your adventures, you might legendary card is separate from your other cards, and cannot be
find other spells that you can add to your collection, using the same added to your deck.
rules as a wizard’s spellbook.
You can cast a spell added to your Legendary Card once without The Master of Luck
needing to draw it. You must finish a long rest before you can do so As a Master of Luck, the odds seem to unnaturally swing in your
again. favor. You gain a multitude of abilities and skills that cause life to
At higher levels, you gain more card master spells of your choice just go your way, such as better card draws, more precise attacks, and
that can be cast in this way: one 7th-level spell at 13th level, one 8th- uncanny escapes from danger. Those who follow this aspiration often
level spell at 15th level, and one 9th-level spell at 17th level. You become thieves and adventurers, allowing their luck alone to carry
regain all uses of your Legendary Card when you finish a long rest. them through the day.

Card Trick Lucky Escape


Starting at 20th level, when you roll for initiative and have no spell- Starting when you choose this path at 2nd level, you gain the ability
cards in your hand, you can draw one spell-card. to effortlessly escape from your enemies due to luck alone. You can
take a bonus action on each of your turns to take the Disengage

Paths of Mastery action.

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.

Tip the Scales


Starting at 10th level, whenever you make an attack roll, ability
check, or a saving throw, you can choose to roll an additional 1d10
after seeing the result of your roll. If the number rolled on the d10 is
even, then you add that number to your roll. If the number is odd,
you instead subtract that number from the roll.

Deal with Death


At 14th level, whenever another creature you can see makes an attack
roll, you can use your reaction to roll 3d4 and apply the number
rolled as a penalty to the creature’s roll. However, if the attack hits,
the number rolled is instead applied as a bonus to the attack’s
damage.
Appendix A: Spell List Immolation Etherealness
Seeming Finger of Death
This appendix contains the spell list of the Card master. Additionally,
Telekinesis Fire Storm
it contains a description of the Card Master’s unique cantrip, card
Teleportation Circle Prismatic Spray
throw.
Teleport
6th Level
Card Master Invisibility Arcane Gate 8th Level
Levitate Chain Lightning Abi-Dalzim’s Horrid Wilting
Cantrips (0 level)
Mirror Image Circle of Death Dominate Monster
Acid Splash
Misty Step Disintegrate Earthquake
Blade Ward
Phantasmal Force Globe of Invulnerability Incendiary Cloud
Card Throw
Scorching Ray Investiture of Flame Power Word Stun
Fire Bolt
See Invisibility Investiture of Ice Sunburst
Frostbite
Shatter Investiture of Stone
Light 9th Level
Spider Climb Investiture of Wind
Mage Hand Gate
Suggestion Mass Suggestion
Message Meteor Swarm
Minor Illusion 3rd Level Sunbeam
Power Word Kill
Poison Spray Animate Dead True Seeing
Time Stop
Prestidigitation Blink 7th Level Wish
Ray of Frost Clairvoyance Delayed Fireball
Thunderclap Counterspell
Dispel Magic
1st Level
Erupting Earth
Burning Hands
Fear Card Throw
Charm Person
Fireball Conjuration cantrip
Chromatic Orb
Fly Casting Time: 1 action
Color Spray
Gaseous Form Range: 60 feet
Comprehend Languages
Hypnotic Pattern Components: V, S
Detect Magic
Lightning Bolt Duration: Instantaneous
Disguise Self
Major Image
Earth Tremor You conjure and then throw a magical card with a random effect.
Melf’s Minute Meteors
Expeditious Retreat Make a ranged spell attack against the target. On a hit, a target is hit
Protection from Energy
False Life by a card of one of the following colors, which each have a unique
Sleet Storm
Feather Fall effect and purpose. For each target, roll a d6 to determine which
Stinking Cloud
Fog Cloud color card effects it.
Water Breathing
Ice Knife 1. Red: The target takes 1d6 + your spellcasting ability modifier
Water Walk
Identify fire damage.
Ray of Sickness 4th Level 2. Orange: The target takes 1d6 + your spellcasting ability
Shield Banishment modifier acid damage
Silent Image Blight 3. Yellow: The target takes 1d6 + your spellcasting ability
Thunderwave Confusion modifier lightning damage.
Witch Bolt Dominate Beast 4. Green: The target takes 1d6 + your spellcasting ability modifier
Greater Invisibility poison damage
2nd Level
Ice Storm 5. Blue: The target takes 1d6 + your spellcasting ability modifier
Aganazzar’s Scorcher
Polymorph cold damage
Blindness/Deafness
Stoneskin 6. Violet: The target takes 1d6 psychic damage and must succeed
Blur
Vitriolic Sphere on a Constitution saving throw or become blinded until the end of
Cloud of Daggers
Watery Sphere their next turn.
Crown of Madness
5th Level The spell creates more than one card when you reach higher levels:
Darkness
Cloudkill two cards at 5th level, three cards at 11th level, and four cards at 17th
Darkvision
Cone of Cold level. You can direct the cards at the same target or at different ones.
Detect Thoughts
Control Winds Make a separate attack roll for each card.
Earthbind
Enhance Ability Creation
Gust of Wind Dominate Person
Hold Person Hold Monster

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