Card Master
Running Forward with his cloak billowing behind him, a human draws three cards from his deck: one green, one red, one orange. Finally within range, he throws the cards forward. Each card strikes a different target, embedding into the flesh like a razor blade. An orc becomes wreathed by flame, another covered in acid, and the last one collapses and lets out screams of agonizing pain.
Pulling out and intricately crafted card embedded with gold, the human 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 giant balls of flame and light.
With eyes closed and a hand over mouth a human shivers in terror as she sees the death of the men in front of her. Picking up the dealt cards, the Card Master warns her of the danger that is to come around him. He says "Ma'am, I sure am lucky but everyone around me isn't so. I recommend you get on outta here before your next to have your fate dealt." In a shining grin and tip of the hat he walks away the women falling to her knees in terror.
Spinning a gold coin in his hands, the human clears his mind and focuses on the cards in front of him imagining he's playing with other players. With a deft wriggle of the fingers, the man pushes all his money into his pocket, and with a weary smile flips his cards over, showing a winning hand, despite having lady luck on his he never truly feels lucky to of done any harm to anyone.
A Means to What End
Card Masters are the followers of an ancient martial art, defined by card that they place in a deck. Utilizing the power stored in the collection , Card Masters can create fiery explosions , arcane illusions, arcane lightning, and all sorts of spectacular events. Card Masters peice together collections of their cards , which serve as their way of casting spells. With this uncanny ability to manipulate the world and the people around them with cards alone they can do amazing things. Whether stealing money from people, gambling from tavern to tavern, a Card Master must decide whether their gift should be used for good or ill. Many focus on travelling, searching for wealth and fame by their mystical powers of card magic put them above most else. Others focus on their ability to manipulate the world through magic by studying their gift. In combat, a Card Master focuses on supporting their allies and weakening their enemies through powerful magics. When it comes to it though, a Card Master always have a trick up their sleeve, and can unleash some powerful spells to keep their enemies at bay, before fleeing, enthralling or finishing off their enemies.Collectors of the Arcane
A Card Master is defined by their collection of magical cards. As they travel and adventure throughout the world, a Card Master will either create or find cards to add to their collection. They can also trade with a copy from other Card Masters , eventually creating a vast collection of cards that they can choose to put into their deck. Using Card Magic is much harder that it looks. While a creature inadequate with card magic may think all that Card Masters need to do is to throw their magical cards and hope for the best, even beginning their path as a Card Master takes years of practice and countless hours of study.Creating a Card Master
Creating a Card Master requires access to at least a small starter set of cards. How did your character find these cards? Did you have a master you learned from? Did you find them in a ancient ruin, and then experimented with them until you figured out how to use them? Did you have natural talent, or did it come slowly to you after years of practice? What causes you to start adventuring? Are you on a quest to add to your collection? Have you taken on an apprentice whom you are teaching your art? Or perhaps you simply wish to put your newfound power to the test.Quick Build
You make a Card Master quickly by following these suggestions. First, Charisma should be your highest ability score , followed by Dexterity or Constitution. Second , choose the Charlatan Background. Third, choose card throw, minor illusion, and light cantrips, and add the following spells-cards to your collection: burning hands , color spray, disguise self, false life, ray of sickness, and shield.Steampunk Compendium V5
Card Master
hit dice:
1d8
hit points at 1st level:
8 + your Constitution Modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per Card Master level after 1st
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons
tools:
One gaming set of Playing Cards
saving throws:
Intelligence, Charisma
skills:
Choose two from Acrobatics, Arcane, Deception, History, Intimidation, Investigation and Slight of Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a scholar's pack or (b) a dungeoneer's pack
- Leather armor and a playing card set, and two daggers
spellcasting:
Card Magic
At 1st level you know the card throw cantrip is detailed at the end of the class description, and two other cantrips of your choice from the card master spell list. You learn additional Card Master cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Card Master table.Card Collection
At 1st level, you have a collection of of six 1st-level Card Master spellcards of your choice. Preparing A Deck and Drawing a Hand 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 cards is; all of your cards are of the same level. You add unique spell-cards to your deck whenever you complete a long rest. To do so, choose a number of spellcards in your collection 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 you do so, you must assign each of the spell-cards in your deck a number. Then you must roll the appropriate die based on your deck 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 your hand size, shown in the Card Master table. For example, if you are a 5th-level Card Master, you first assign each of the ten cards in your deck a number, 1-10. Then, you roll a d10 three times, noting which cards are added to your hand. If you assigned the spell burning hands the value of 3 and then end up roll 3 on your d10, then you add burning hands to your hand. If you roll the same number multiple time, then that allows you to cast that spell multiple times per draw. In order to cast one of your spell-cards of 1st level or higher, you must have that card in your hand of cards. Once you cast a spell-card with in your hand, that spell-card is discarded and may not be used again until you draw a new hand. You are able to draw a new hand when you finished a short or long rest.Adding Card of 1st Level and Higher
Each time you gain a Card Master level, you can add two card master spell-cards of your choice to your collection. Each of these spell-card must be of a level no higher than what's shown in the table's Card Level column for your level. On your adventures, you might find other spells that you can add to your collection, using the same rules as a wizard spellbook.Spellcasting Ability
Charisma is your spellcasting ability for your card master spell, so 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 card master spell you cast and when making an attack roll with one. Spell save DC = 8 + your Proficiency bonus + your Charisma modifier Spell attack modifier = your Proficiency bonus + your Charisma modifier Your spell are always cast as if you had an arcane focus.class features:
Implied Odds
At 1st level, your proficiency in card magic has made you unnaturally lucky and precise. Your spell attack score a critical hit on a roll of 19 or 20. Additionally, whenever a creature rolls a 1 on a save against one of your spell, the spell score a critical hit on that creature.Path of Mastery
When you reach 2nd level, you choose a path of mastery, shaping your path through one of the two specializations: the Gambler and the Master of Luck, each detailed at the end of the class description. You choice grants you features at 2nd level and again at 6th, 10th, and 14th.Luck of the Draw
At 3rd level, your gifts in card magic allow you to gain an even greater advantage when things go well for you. Choose one of the following options.Quick Draw
Whenever you score a critical hit with one of your spells, you can move up to your speed as part of the same action.Two of a Kind
Whenever you score a critical hit with one of your spells, your first spell attack on your next turn has advantage on the attack roll and +1 to the damage roll.Under the Gun
Whenever you score a critical hit with one of your spells, you gain +3 AC until the start of your next turn. Ability Score Improvement 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.Legendary Card
At 11th level, you are given a Legendary Card. When you first acquire your Legendary Card, choose a 6th-level spell from the card master spell list, adding that spell to your Legendary Card. Your legendary card is separate from your other cards and cannot be added to your deck. You can cast a spell added to your Legendary Card once without needing to draw it. You must finish a long rest before you can do so again. At higher levels, you gain more card master spell of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level and one 9th-level spell at 17th level. You regain all uses of your Legendary Card when you finish a long rest.subclass options:
The Gambler
As a Gambler, you specialize in the art of risk-taking. You become skilled in calculating the risk versus the reward in every action you take, and you gain abilities that are both very risky and very powerful. Those who follow this specialization are often charismatic daredevils and entertainers that take pride in the flashy, high-risk plays that mark this path.Reckless Spell
Starting when you choose this path at 2nd level, you can choose to cast one of your card master spells recklessly. When you do so, a spell attack is made with advantage or the save of a save-based spell is made with disadvantage. However whenever you use this ability you must succeed on a DC 12+spell level Charisma saving throw or 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 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 saving throw, you can choose to roll an additional 1d10 after seeing the results of your roll. If the number rolled on the d10 is even then you add the number of your roll. If the number if off you instead subtract the 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.Master of Luck
As a Master of Luck, the odds seem to unnaturally swing in your favor. You gain a multitude of abilities and skills that cause life to just go your way, such as better card draws, more precise attacks, and uncanny escapes from danger. Those who follow this aspiration often become thieves and adventurers, allowing their luck alone to carry them through the day.Lucky Escape
Starting when you choose this path at 2nd level, you gain the ability 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 action.Re-Draw
At 6th level, whenever you score a critical hit, you can choose to discard one of the cards in your hand. If you do so, you then immediate draw another card from your deck.Uncanny Precision
Starting at 10th level, your spell attacks score a critical hit on a roll of 18-20. Additionally, whenever a creature rolls a 1 or 2 on a save against one of your spell, the spell scores a critical hit on that creature.Scry
Starting at 14th level, you can use your complete mastery of card magic to play a card directly from your deck, without having to roll to have it enter your hand. As an action on your turn, you may draw a card of your choice from your deck and then immediately cast it. You can use this feature up to two times. You regain all expended uses when you finish a long rest.Level | Proficiency Bonus | Features | Cantrips Known | Hand Size | Deck Size | Card Level |
---|---|---|---|---|---|---|
1st | +2 | Card Magic, Implied Odds | 3 | 2 | 6 | 1st |
2nd | +2 | Path of Mastery | 3 | 2 | 6 | 1st |
3rd | +2 | Luck of the Draw | 3 | 2 | 6 | 2nd |
4th | +2 | Ability Score Improvement | 4 | 2 | 8 | 2nd |
5th | +3 | -- | 4 | 3 | 8 | 3rd |
6th | +3 | Path of Mastery Feature | 4 | 3 | 8 | 3rd |
7th | +3 | -- | 4 | 3 | 10 | 4th |
8th | +3 | Ability Score Improvement | 4 | 3 | 10 | 4th |
9th | +4 | -- | 4 | 4 | 10 | 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 |
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