```metadata
title: The Cardmaster
description: A full caster with tricks up their sleeve
tags: []
systems:
  - 5e
renderer: legacy
theme: 5ePHB

```




<img src='https://i.imgur.com/qAjWa5K.jpg' style='position:absolute;bottom:0px;right:-10px;width:1790px' />

<img src='https://i.imgur.com/S3fAufG.png' style='position:absolute;bottom:0px;right:0px;width:820px' />

\page 


## The Cardmaster
A Cardmaster is not just a spellcaster with a penchant for parlour tricks, rather they are
masters in the art of chaotic spellcasting. Where most spellcasters learn and focus on specific spells and items, cardmasters thrive with
wild magic and embrace the gamble of never knowing how
their power will manifest. But like any good gambler, they
know how to stack the deck in their favour

### Dynamic Characters
<div style="text-align: justify">Every cardmaster has a natural affinity for the arcane, but the chaotic and impressionable nature of their magic causes their powers to manifest in a wide variety of abilities. Their cards are more than just a focus for their spells; they may even act as a conduit for the intent of the wielder or latent energies around them, shaping the cardmaster to fit their environment or their situation. For example, a cardmaster who spends enough time in the wilderness or thinking intently on the natural world may develop into the Wild Shaman, whereas a cardmaster trained by a holy order or fascinated with ancient tombs may find themselves developing the powers of the Cursebreaker


### Creating a Cardmaster
A cardmaster is typically a roguish sort, used to gambling dens and the seedier sort of tavern, but it is not uncommon for their charms and natural showmanship to earn them a place at court. All forms of cardmaster rely on their deck to prepare spells and strike their foes.  
Most cardmasters are typically quite chaotic in nature,  but neutral or lawful characters
can find themselves holding the deck just the same. Neutral
characters may find themselves just going with the flow, or a
lawful character may find solace in following the whim of fate
and destiny

**Be aware that playing this class requires a standard set of playing cards (jokers removed)**


#### Quick Build
You can make a cardmaster quick by following these suggestions.
First, make your highest ability scores in Dexterity and
Charisma. Second, choose the Charlatan or Gambler background

</div>
<div class='classTable wide'>
##### The Cardmaster
| Level | Proficiency Bonus | Features | Archetype Points | Hand Size | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Enchanted Deck, Quickdraw | 0 | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Mulligan | 0 | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 |Archetype | 2 | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement| 2 | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 |  Improved Quickdraw| 3 | 4 | 4 | 3 |2 | — | — | — | — | — | — |
| 6th | +3 | Archetype Feature| 3 | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Mulligan /2 | 4 | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 5 | 4 | 3 | 3 |2 | — | — | — | — | — |
| 9th | +4 |Double Draw | 5 | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Archetype Feature | 5 | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Mulligan /3 | 6 | 5 | 4 | 3 | 3 | 3 |2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | King of Aces | 7 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Archetype Feature | 8 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Mulligan /4 | 8 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |1 | — |
| 16th | +5 | Ability Score Improvement | 8 | 6 | 4 | 3 | 3 | 3 |2 | 1 | 1 | 1 | — |
| 17th | +6 | Stacked Deck| 9 | 6 | 4 | 3 | 3 | 3 | 3 |1 | 1 | 1 | 1 |
| 18th | +6 | Triple Draw | 9 | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement| 10 | 7 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 |Make Your Own Luck | 10 | 7 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |

</div>

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\page
## Class Features

As a cardmaster, you gain the following class features

#### Hit Points
**Hit Dice:** 1d8 per cardmaster level  
**Hit Points at 1st Level:** 8 + your Constitution modifier  
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution
modifier per cardmaster level after 1st

#### Proficiencies

**Armour:** Light Armour  
**Weapons:** Simple Weapons  
**Tools:** Gaming set (dice), Gaming set (cards)  
**Saving Throws:** Dexterity, Charisma  
**Skills:** Choose two from Arcana, Deception, Insight, Persuasion, and Sleight of Hand

#### Equipment
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) an entertainer's pack or (b) a scholar's pack
* A gaming set, leather armour, and a dagger

### Enchanted Deck
<div style="text-align: justify">At **1st** level you gain access to an enchanted deck of cards. This deck can be bought, found, gifted, or created from a set of cards that you have been using for a long time. The deck of cards is bound to you and is not magical for others, and can be used as a gaming set (cards) if required. 
If this deck of cards is somehow misplaced, it reappears in your possession following a short rest. If it is destroyed, a new deck of cards may be enchanted with the same abilities as the previous set in a process that requires 52g in materials, a set of playing cards, and 8 hours of time. This process may be undertaken as part of a long rest

### Cardcasting
Your attunement to your enchanted deck allows you some control over arcane magic, but mostly you are at the whim of fate

### Cantrips
At **1st** level, you know four cantrips of your choice from the sorcerer spell list. You may not choose cantrips which require you to roll damage dice

### Spell Slots
The Cardmaster 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 </div>


***
  
*For example, if you prepare the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot*


```
```

### Spells Known
<div style="text-align: justify">You prepare the list of spells that are available for you to cast with the draw hand feature, detailed below. The spells must be of a level for which you have spell slots

### Draw Hand
At the end of a long rest, you draw cards up to your ‘hand size’ (your hand size increases as shown in Cardmaster Table) which are removed from the deck. Your ‘Hand’ of cards may be held in one hand and used as an arcane focus or be carried on your body. Any spells prepared by the cardmaster are forgotten 10 minutes after the hand leaves the body, or are forgotten immediately when a new hand is drawn  
  The value and suit of the cards in hand determine which spells may be prepared from the sorcerer spell list
##### Cards in Hand
| Value &nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;| Spell Level |
|:----|:-------------|
| Ace  | Spells of 1st level |
| 2-10  | Spells up to half face value (rounded up) |
| Jack | Spells up to 6th level |
| Queen | Spells up to 7th level |
|King | Spells up to 8th level |

| Suit | Spell School |
|:----|:-------------|
| Hearts  |Enchantment or Illusion |
| Diamonds | Conjuration or Transmutation |
|Spades | Evocation or Necromancy |
| Clubs | Abjuration or Divination |

*For Example: The Nine of Hearts allows the Cardmaster to prepare an enchantment or illusion spell of 1st-5th level from the sorcerer spell list*


### Spellcasting Ability
Charisma is your spellcasting ability for your spells, 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 spell you cast and when making an attack roll with one</div>

**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier  
***
**Spell attack modifier** = your proficiency bonus + your Charisma modifier

### Spellcasting Focus
You can use an arcane focus or your Drawn Hand as a spellcasting focus for your spells



>##### Created by J. S - u/ModerateZanskau art - copyright Riot Entertainment and Ricardo Ow


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\page

### Quickdraw
<div style="text-align: justify">A Cardmaster may draw and throw cards from their deck as a ranged attack with a range of 40ft and a maximum range of 60ft.  The deck may be secured to the Cardmaster’s body, and requires a free hand to draw and throw cards (a hand can be removed temporarily from a two-handed weapon to use this feature) 
Drawing and throwing a card with the quickdraw feature uses your action, adds dexterity and your proficiency bonus to attack rolls (but not damage) and has the following effects at 1st level:
  </div>
  
<div style='column-count:2'>
| Value | Damage Dealt|
|:---:|:------------|
|  Ace  | 0    |
|  2-10  | 2-10 (respectively)  |
|  Jack  | 10     |
|  Queen  | 10  |
|  King  | 10   |
  
| Suit | Damage Type |
|:---|:------------|
|  Hearts  | Cold   |
|  Diamond  | Acid     |
|  Spades  | Fire    |
|  Clubs  | Lightning    |
  
</div>

*Critical hits with quickdraw attacks deal double damage
Cards drawn with quickdraw are returned to your deck at the end of a long rest  
*

### Mulligan
<div style="text-align: justify">At **2nd** Level, you gain the ability to cheat fate. You may draw one more card than your hand size allows, and choose one card to shuffle back into your deck, bringing your hand back to its normal size for your level. At **7th** level, you may draw/shuffle two extra cards, at **11th** level you may draw/shuffle a third card, and a fourth at **15th** level

### Cardmaster Archetype
At **3rd** level, a cardmaster chooses their archetype, which determines what kind of abilities they have access to and their battlefield role. This choice provides a bonus at **3rd**, **6th**, **10th**, and **14th** level.  

Each option is detailed in their own section below

### Improved Quickdraw


The Quickdraw feature gains power at later levels, and gains additional effects at **6th level** depending on your archetype

| Level |Improvement |
|:----:|:-------------|
| 5th  | Cards numbered 2-10 deal additional damage equal to half their face value (rounded up) |
| 9th  | Face cards deal 15 damage|
| 14th | Cards numbered 2-10 deal damage equal to twice their face value |
| 18th | Face cards deal 20 damage |

### Double Draw
At **9th level**, after making a quickdraw attack, you may use your bonus action to make a second attack with quickdraw. At **18th level**, this upgrades to Triple Draw, which allows you to make two extra attacks with your bonus action instead. Each attack can target the same, or a different creature within range </div>

&nbsp;


### King of Aces
<div style="text-align: justify">At **13th** level, Aces allow you to prepare spells of any level (of which you have a spell slot) and count as a 10 when drawn as part of a Quickdraw Attack  
At **19th** level, Aces allow you to prepare spells of any school and level, and become wild cards which can act as a card of any suit and value of your choice (even a duplicate of a card in your hand) when drawn as part of a Quickdraw attack

### Stacked Deck

At **17th** level you are able to tilt the scales so far in your favour without disrupting the magic of your deck that you may permanently remove up to four cards from your deck. Cards removed from the deck are not recovered if the deck is destroyed, and the gold cost to create a new set changes accordingly (1gp per card removed)

### Make your own Luck

At **20th** level you become a master of chaos and entropy.
When fate is not to your liking, you simply change it. Twice
per short rest, you may re-roll any roll after seeing the result,  including those of
others if they are within 30 feet.
</div>

<img src='https://cdnb.artstation.com/p/assets/images/images/016/305/721/large/ricardo-ow-ricardoow-eric-mage.jpg?1551685521' style='position:absolute;bottom:-20px;right:-20px;width:465px;'/>
<img src='https://i.imgur.com/pEJl0m5.png' style='position:absolute;bottom:-295px;right:-320px;width:1070px' />

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\page



## The Cartomancer
<div style="text-align: justify">The Cartomancer has dedicated their time to the study of the arcane properties of their deck, and has unlocked its potential to cast more spells, and with greater finesse

### Expertise
You gain proficiency with the Arcana skill (or double your proficiency bonus with Arcana if you already have proficiency)


### Versatile Magic
You may use the cards in your hand to prepare spells from either the sorcerer or wizard spell list

### Arcane Studies

You learn any two cantrips from the wizard spell list, and may choose one 1st level spell which you must cast at 1st level, and cast without expending a spell slot  </div>

***
*You regain the ability to cast this spell after a long rest*  


### Sorcery
<div style="text-align: justify">
You gain sorcery points equal to half your class level (rounded up) . You learn two metamagic options available to a sorcerer, and apply metamagic in the same fashion. You may learn a new metamagic option at **10th** level, and again at **14th** level </div>

***
*Sorcery points are restored after a long rest*



### Arcane Adaptation
<div style="text-align: justify">You may use each card in your hand to prepare an extra spell (of an appropriate suit) from the wizard list of 1st level , or of a level not greater than the maximum spell level offered by the card -3. This malus is reduced to -2 at **6th** level, to -1 at **10th** level, and is removed at **14th** level</div>

***


### Elemental Court
At **6th** level, face cards drawn with quickdraw are enhanced:

|Suit | Effect |
|:----:|:-------------|
| Hearts |Your target and each creature within 5ft of the target must make a successful constitution saving throw or take 1d6 cold damage and have their movement reduced by 10ft until the end of their next turn |
| Diamonds| The target must make a successful constitution saving throw or become poisoned and take 2d4 acid damage immediately and 1d4 acid damage at the end of their next turn. A successful save deals 1d4 acid damage immediately and does not inflict the poisoned condition |
|Spades| The cantrip *create bonfire* is cast on the space beneath the target |
| Clubs|A random enemy within 30ft must make a dexterity save or take 1d8 lightning damage. A successful save deals half damage |

```
```

### Scholarly focus

<div style="text-align: justify">At **6th** level you may choose one suit in which to specialise. You may use cards of this suit to prepare an extra Wizard spell of the appropriate schools.  
  At **10th** level, any quickdraw attacks made with cards of this suit are made at advantage, and you gain resistance to damage of the corresponding element.  
  At **14th** level you may select a second suit in which to specialise </div>

### Arcane Quickdraw
<div style="text-align: justify">At **10th** level your mastery of the arcane enables you to simply will the top card of your deck into your hand and launch it towards a target. Your quickdraw attacks are spell attacks and you add your charisma modifier to their damage

### Flexible Sorcery
At **10th** level you may spend two sorcery points to recall any cards removed from your deck with the quickdraw mechanic  
  &nbsp;  
  Also, you may spend twice the number of sorcery points normally required to apply the effects of a metamagic option you have not chosen


### Sorcerous Recovery

At **14th** level, as part of a short rest you may use your sorcery points to recover spell slots, spending one point for every level of spell slot recovered. The maximum level of spell slot that can be recovered with this feature is equal to your Charisma modifier
  
  &nbsp;  
  *For example, a 10th level Cartomancer with 20 Charisma can spend 5 sorcery points to restore a 5th level spell slot*  
</div>

<img src='https://i.imgur.com/iAYfnU0.png' style='position:absolute;bottom:0px;right:-30px;width:860px' />
<img src='https://i.imgur.com/pEJl0m5.png' style='position:absolute;bottom:-970px;right:-700px;width:1700px' />
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\page


## The Machinist
<div style="text-align: justify">The Machinist is an inventive and creative wielder of the enchanted deck. Through study and experimentation, they have managed to unlock the hidden potential of their cards

### Expertise
You gain proficiency with calligrapher's supplies, medium armor, shields, hand crossbows, firearms (if present in your campaign) , and one martial weapon of your choice

### Versatile magic
You may use the cards in your hand to prepare spells from either the sorcerer or artificer spell list.

### Mechanistic Studies
You learn any two cantrips from the artificer spell list, and may choose one 1st level artificer spell which you must cast at 1st level, and cast without expending a spell slot </div>

***
*You regain the ability to cast this spell after a long rest*  

### Modification

<div style="text-align: justify">You gain modification points equal to half your class level, rounded up. You may spend one point to ignore suit restrictions on a card in your drawn hand. Aces and numbered cards cost one point to alter, and face cards cost two points to alter  </div>

***
At **6th** level you may spend a modification point to change the value of a face card drawn with a quickdraw attack to that of another face card
***
*Modification points are restored after a long rest*

### Mechanical Court
At **6th** level, face cards drawn with quickdraw are enhanced:

| Value | Effect |
|:----:|:-------------|
| Jack | Blinding powders on your card explode in a cloud. Your target must make a constitution saving throw or be blinded until the end of their next turn |
| Queen | The ground in a 15ft square around the target is covered with tiny caltrops. The area becomes difficult terrain until the end of your next turn, and any creature moving into or within that area for the duration takes 1d4 piercing damage for every 5 feet it travels |
| King | Thin wires wrap around your target. Your target must make a strength saving throw or be grappled until the end of their next turn |

```
```
### Engineered Adaptation
<div style="text-align: justify">At **6th** level, you may also use each card in your hand to prepare an extra spell (of an appropriate school) from the artificer list of 1st level , or of a level not greater than the maximum spell level offered by the card -3. This malus is reduced to -2 at **10th** level, and to -1 at **14th** level  


### Arcane Tinkering

At **10th level**, you may remove a face card from your deck and infuse its magic into a weapon or shield of your choice. The infused weapon or shield can be used as an arcane focus, and uses your charisma modifier for attack and damage rolls, and gains +1AC (if a shield is infused)  </div>

***

*The card you use can be returned to your deck or exchanged for a different face card during a short rest* 

### Mechanical Quickdraw
<div style="text-align: justify">At **10th** level your study and experimentation has paid off, and you have been able to create a mechanism to more effectively make quickdraw attacks. Your quickdraw attacks have their base and maximum range increased to 60 and 80ft respectively, and you add your dexterity modifier to their damage  
  Also, you may spend a modification point to change the damage type of a quickdraw attack to *force*

### Arcanosmith
At **14th** level, your infused weapon or shield gains additional effects depending on the face card used:

| Value | Infusion |
|:----:|:-------------|
| Jack | You may make an extra attack with your infused weapon, or you may treat a successful melee attack with an infused shield as also performing the shove action |
| Queen  | You may choose one artificer spell of 1st-4th level(of a school appropriate to the suit of the card used in the infusion), and store it in the infused item. You may cast the spell once without using a spell slot, and can regain the use of this feature after a short rest |
| King | You can add 1d4 to one healing or damage roll of any spell cast using the infused item as a focus |
</div>

    
<img src='https://i.imgur.com/bjPQD1E.png' style='position:absolute;bottom:-60px;right:-20px;width:690px' />

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\page

 ## The Occultist
 
<div style="text-align: justify">The Occultist has forgone study, experimentation, and long practice for an easier, if somewhat more sinister, route to power. Making a pact with an otherworldly patron has provided the Occultist with access to fiendish magicks and enhanced abilities, *but at what cost?*
 
 ### Expertise
 You gain proficiency with insight and deception (or double your proficiency bonus with insight and/or deception if you already have proficiency)
 ### Versatile magic
You may use the cards in your hand to prepare spells from either the sorcerer or warlock spell list
 
 ### Eldritch Gifts
You learn any two cantrips from the warlock spell list, and may choose one 1st level warlock spell which you must cast at 1st level, and cast without expending a spell slot </div>

***
*You regain the ability to cast this spell after a long rest*  
***
You can see normally in magical and nonmagical darkness, to a distance of 60ft 

### Ritual Magic
<div style="text-align: justify">You gain ritual points equal to half your class level, rounded up. You may spend one ritual point to cast a spell from any class' spell list with the ritual tag, which you must cast as a ritual. You must be able to cast spells of the same level as the ritual spell cast </div>

*Ritual points are restored after a long rest*

&nbsp;

&nbsp;

&nbsp;

&nbsp;
### Otherworldly Adaptation
<div style="text-align: justify">At **6th** level you may also use each card in your hand to prepare an extra spell (of an appropriate suit) from the warlock list of of 1st level , or of a level not greater than the maximum  spell level offered by the card -3. This malus is reduced to -2 at **10th** level, and to -1 at **14th** level
  </div>
  

```
```

### Eldritch Court
At **6th** level, face cards drawn with quickdraw are enhanced:

| Value | Effect |
|:----:|:-------------|
| Jack | Haunting visions assault your target. Your target must make a wisdom saving throw or be frightened by you until the end of their next turn |
| Queen  | Ethereal tentacles grasp at your foe. Your target must make a dexterity saving throw or be grappled until the end of their next turn  |
| King |Two demons with a CR of 1 or lower appear as near as possible to your target, as if the spell *summon lesser demons* had been cast with a duration of 1 minute|


### Eldritch Quickdraw
<div style="text-align: justify">At **10th** level your supernatural gifts enable you to simply will the top card of your deck into your hand and launch it towards a target. Your quickdraw attacks are spell attacks and you add your charisma modifier to their damage

### Mystic Arcanum
At **10th** level your patron bestows upon you a gift called Arcanum. Choose one 5th level warlock spell as this Arcanum, which you can cast once without expending a spell slot. At **14th** level, choose one 6th level and one 7th level warlock spell as additional Arcana.  </div>

***
*You regain the use of your Arcana after a long rest*

### Eldritch Recovery
<div style="text-align: justify">At **14th** you may use two ritual points before making a quickdraw attack to restore health equal to the face value of the card drawn  
*Jacks, Queens, Kings and Aces are 11, 12, 13, 14 respectively for this purpose* 


</div>
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## The Cardsharp
<div style="text-align: justify">The Cardsharp has developed unparalleled skill handling their cards, and through long practice is able to perform a variety of tricks and flourishes to inspire their allies, dazzle crowds, and hinder their foes

### Expertise
You gain proficiency with performance and sleight of hand (or double your proficiency bonus with sleight of hand if you already have proficiency), and you double your proficiency bonus to skill checks made with Gaming set (Cards)  </div>

***
You learn an additional language of your choice, and gain proficiency with one martial weapon of your choice

### Versatile Magic
<div style="text-align: justify">You may use the cards in your hand to prepare spells from either the sorcerer or bard spell list (you may not prepare spells that require the use of a musical instrument)

### Arcane Wayfarer

You learn any two cantrips from the bard spell list, and may choose one 1st level bard spell which you must cast at 1st level, and cast without expending a spell slot</div>

***
*You regain the ability to cast this spell after  a long rest*
### Card Tricks

<div style="text-align: justify">You gain trick points equal to half your class level, rounded up. You may spend one point to perform a variety of card tricks and flourishes. You choose two card tricks to learn at **3rd** level, and learn an additional trick at **6th**, **10th**, and **14th** level, chosen from the list below:</div>

***

<div style="text-align: justify">**Ace up the Sleeve**: When an enemy’s attack misses you, you may use your reaction and spend a trick point to make a single quickdraw attack against them </div>

***

<div style="text-align: justify">**Double lift**: Once per turn, you may spend a trick point after making a quickdraw attack to immediately draw and throw a second card at the same target </div>

***

<div style="text-align: justify">**Misdirection**: After successfully making a quickdraw attack, you may spend one trick point to distract the creature’s attention. The next attack roll against the target by anyone other than you is made with advantage if the attack is made before the start of your next turn </div>

***

<div style="text-align: justify">**Swift retreat**: You may spend a trick point to take the disengage action as a bonus action</div>

***

<div style="text-align: justify">**Silver-tongued mockery**: You may spend a trick point and use your bonus action to force a creature that can hear and understand you to make a charisma saving throw, or have disadvantage on it’s next attack roll  </div>

*Trick points are restored after a long rest*  
*You cannot use more than one card trick for the same attack*  
*A quickdraw attack is considered successful if it deals damage its target*

```
```

### Cardsharp's Inspiration
<div style="text-align: justify">At **6th** level you can inspire others with a masterful flourish. To do so, use a bonus action on your turn to choose one creature other than yourself within 60ft who can see you. The creature gains one Bardic Inspiration die, a d8.  </div>

  ***
  <div style="text-align: justify">
Once within the next 10 minutes, the creature can roll the die and add the number to one attack roll or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails.  
Your inspiration die becomes a d10 at **10th** level, and becomes a d12 at **14th** level.  </div>

***
<div style="text-align: justify">A creature can only have one Inspiration die at a time.  
You can use this feature a number of times equal to your charisma modifier, and you regain any expended uses when you finish a long rest

### Performative Adaptation
At **6th** level you may also use each card in your hand to prepare an extra spell (of an appropriate suit) from the bard list of 1st level, or of a level not greater than the maximum spell level offered by the card -3. This malus is reduced to -2 at **10th** level, and to -1 at **14th** level

### Noble Court
At **6th** level, face cards drawn with quickdraw are enhanced:

| Value | Effect |
|:----:|:-------------|
| Jack | Your target must make a constitution saving throw or be blinded until the end of their next turn |
| Queen  | Your target must make a wisdom saving throw or be charmed by you until your next turn  |
| King |All allies within 30ft of your target receive 1d6 temporary hit points, that last a minute|

### Dextrous Quickdraw
At **10th** level your long practice with your cards has improved your ability to draw and throw them with precision. Your quickdraw attacks have their base and maximum range increased to 60 and 80ft respectively, and you add your dexterity modifier to quickdraw damage  </div>

***
You may make a sleight of hand check (DC20) to make one quickdraw attack as a bonus action

### Ricochet
At **14th** level You learn the card trick *Ricochet*:
***
<div style="text-align: justify">**Ricochet**: You may spend two trick points after making a successful quickdraw attack to cause your card to rebound to an enemy within 30ft of the target. Make another ranged attack against your new target and subtract 2 from the roll. If this attack hits, you may target a third creature within 30ft of your second target and subtract 4 from the ranged attack roll  
  &nbsp;  
  *You may only attempt to ricochet one quickdraw attack per turn*
</div>


<div class='pageNumber'>7</div>

\page

## The Wild Shaman
<div style="text-align: justify">The Wild Shaman has foregone the comforts of urban living for the freedom of untamed wilds. A rugged survivalist, the wild shaman adapts their body to any situation, and fights alongside their faithful companion with ferocity and guile

### Expertise
You gain proficiency with animal handling, survival, the herbalism kit, and gain proficiency medium armour and two martial weapons of your choice 


### Versatile Magic
You may use the cards in your hand to prepare spells from either the sorcerer or druid spell list

### Nature's Embrace

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions </div>

***
<div style="text-align: justify">You learn any two cantrips from the druid spell list, and may choose one 1st level druid spell which you must cast at 1st level, and cast without expending a spell slot </div>

***
*You regain the ability to cast this spell after a long rest, and may not cast the spell with spell slots*

### Wild Aspect
<div style="text-align: justify">You gain aspect points equal to half your class level (rounded up) + your charisma modifier. You may spend one point to enhance your body in a variety of ways, taking on aspects of the beasts of the wild </div>

***
<div style="text-align: justify">At **3rd** level you can be affected by one aspect at a time, but may benefit from a second aspect simultaneously at **6th** level  

### Animal Companion
At **6th** level you gain a loyal companion in the same manner as a Beastmaster Ranger (a beast, CR 1/4 or lower) , but you may use your bonus action to command it to take an action on its turn</div>

***
<div style="text-align: justify">When you cast a spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. Use your attack modifier for the attack roll if one is required </div>

```
```
### Mystical Adaptation
<div style="text-align: justify">At **6th** level you may also use each card in your hand to prepare an extra spell (of an appropriate suit) from the druid list of 1st level , or of a level not greater than the maximum spell level offered by the card -3. This malus is reduced to -2 at **10th** level, and to -1 at **14th** level


### Grovebound Court
At **6th** level, face cards drawn with quickdraw are enhanced:

| Value | Effect |
|:----:|:-------------|
| Jack | Your target must make a constitution saving throw or take 1d8 poison damage and be poisoned until the end of their next turn |
| Queen  | Grasping vines bind your target Your target must make a strength saving throw or be grappled until the end of their next turn  |
| King |A swarm of bats assault your target for 1 minute, or until its hp drops to 0|

### Dextrous Quickdraw
At **10th** level your long practice with your cards has improved your ability to draw and throw them with precision. You add your dexterity modifier to quickdraw damage rolls  </div>

***
<div style="text-align: justify">In addition, you may make a quickdraw or weapon attack against a foe as part of the bonus action to command your animal companion to attack the same foe

### Wild Empathy
At **10th** level, you may bestow an aspect on an ally or curse an enemy within 30ft to suffer the opposite effect of the aspect for 1 minute  
Creatures other than yourself can only be affected by one aspect at a time, and you can only have three aspects active on creatures other than yourself simultaneously </div>

***
<div style="text-align: justify">Also, increase the potency of aspects cast on yourself, as described in the Wild Aspect table

### Animal Lord
At **14th** level you are able to manifest spell-like abilities when under the effects of a wild aspect. You may use these features once each before regaining the ability to do so after a long rest </div>


<img src='https://cdna.artstation.com/p/assets/images/images/000/199/218/large/magdalena-mudlaff-matte-painting-environment-fantasy-forest-concept.jpg?1410275846' style='position:absolute;bottom:-30px;right:00px;width:820px' />
<img src='https://i.imgur.com/cPPYV7h.png' style='position:absolute;bottom:-30px;right:00px;width:820px' />

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\page

<div class='wide'>
### Wild Aspect 
 ##### *bold text denotes aspects upgraded by wild empathy*  

  
| Aspect | Effects | Duration |
|:----|:-------------|:----|
|Bat |Being unable to see a creature doesn't impose disadvantage on attack rolls against it, provided the creature isn't hidden from you | 10/**20** mins |
  | Bear | Gain resistance to nonmagical slashing damage/**and piercing damage** and gain advantage on constitution saving throws | 1 min |
| Bull  | Gain +1/**+2** strength and gain advantage on athletics checks | 1 min |
| Falcon | Gain +3/**+6** passive perception | 1 hour |
| Jaguar | Gain advantage on stealth checks and a climb speed equal to your movement speed | 1/**2** hours |
| Lizard |Restore 1d4/**1d8** hp at the start of your turn  | 1 min |
  |Owl  | Increase your Wisdom score by 1/**2** and gain advantage on wisdom saving throws| 10 mins |
|Rabbit | Increase your movement speed by 10ft/**20ft** | 10 mins |
| Raven | Gain +1/**+2** to spell attack | 10 mins |
| Snake | Gain immunity to poison and gain advantage on dexterity saving throws | 10/**20** mins |
| Spider |Remain alert during rest, and take no malus from doing so | 8 hours |
  | Swift | Gain advantage on initative rolls | 10/**20** mins |
  | Tiger| You grow (and are proficient with) natural weapons with the *finesse* property that deal 1d6/**2d6** slashing damage | 10 mins |
  | Turtle | Gain +1/**+2** AC and a swim speed equal to your movement speed| 10 mins |
  | Wolf | Allies gain advantage on attack rolls made against creatures adjacent to you | 10/**20** mins |
</div>

<div class='wide'>
### Animal Lord 
  
| Aspect | Ability | Duration |
|:----|:-------------|:----|
|Bat |As a bonus action, you become aware of any invisible or hidden creatures within 30ft | 1 min |
  | Bear | As a bonus action, gain resistance to all physical damage and gain 2d8 temporary hit points | 1 min |
| Bull  | As an action, charge 10-40ft in a straight line. On collision, your target must make a dexterity saving throw or take 1d8 (+1d8 for every 10ft travelled) bludgeoning damage, or take half damage on a successful save| Instant |
| Falcon | As a bonus action, grow feathered wings and gain a flight speed of 30ft | 10 mins |
| Jaguar | As a bonus action, gain invisibilty until the start of your next turn | 1 turn |
| Lizard |Restore 2d8 hp | Instant |
  |Owl  | Cast one of your druid spells as a bonus action| Instant |
|Rabbit | As a bonus action, gain the effects of the spell *freedom of movement* until the end of your next turn | 2 turns |
| Raven |As a bonus action, add 2d8 to the damage roll of a spell attack which you made with advantage| Instant |
| Snake | As a bonus action, gain a bite attack on this turn, that deals 1d6 piercing damage and has the *finesse* property. A target must also make a succesful constitution saving throw or take 3d8 poison damage | Instant |
| Spider |As an action, create webs at an area as if the spell *web* had been cast. Webs require no concentration to maintain and last for 10 minutes | 10 mins |
  | Swift | As a bonus action, teleport up to 30ft to an unoccupied space you can see | Instant |
  | Tiger| As a bonus action, you may add +1 to attack and damage rolls made with your natural weapons. In addition, your natural weapons gain the *reach* property and act as magic weapons for purposes of overcoming damage resistance | 1 min |
  | Turtle | Use your reaction to gain +5 AC until the  start of your next turn, including against the attack that triggered your reaction| Instant |
  | Wolf | As an action, unleash a blood-chilling howl. Enemies within 20ft of you must make wisdom saving throws or be frightenend by you until the end of their next turn | Instant |
</div>


<div class='pageNumber'>9</div>

\page

## The Cursebreaker

<div style="text-align: justify"> The Cursebreaker seeks to unravel and destroy corruption and injustice wherever it may be found. Destroying fiends and the undead with extreme predjudice, or channeling divine energy to heal their companions, a Cursebreaker is both an invaluable ally and a formidable foe
  
  
  
### Expertise
You gain proficiency with medicine and religion, and gain proficiency with medium armour, shields, and one martial melee weapon of your choice


### Versatile Magic
You may use the cards in your hand to prepare spells from either the sorcerer or cleric spell list 
  

 ### Divine Blessing
You learn any two cantrips from the cleric spell list, and may choose one 1st level cleric spell which you must cast at 1st level, and cast without expending a spell slot </div> 

***
*You regain the ability to cast this spell after a long rest* 

### Divine Justice

<div style="text-align: justify">You gain divinity points equal to half your class level (rounded up) + your charisma modifier. You may spend one point to attempt to turn one undead creature in the same manner as a cleric. Your drawn hand can be used in place of a holy symbol</div>

As you level up, you are able to turn different creatures:

|Level | Creature Type |
|:----:|:-------------|
| 3rd| Undead        |
| 6th  | Fiend, Fey  |
|10th | Elemental|
|14th | Celestial|


***
*Divinity points are restored after a long rest*

### Guardian Court
At **6th** level, face cards drawn with quickdraw are enhanced:

| Value | Effect |
|:----:|:-------------|
| Jack | When drawn, grant friendly creatures within 20ft a bonus equal to your charisma modifier to all saving throws for 1 minute|
| Queen | When drawn, grant friendly creatures within 20ft a bonus equal to your charisma modifier to their next attack roll within 1 minute |
| King |When drawn, grant friendly creatures within 20ft temporary health equal to your charisma modifier, that lasts 1 minute
```
```

### Mystical Adaptation
<div style="text-align: justify"> At **6th** level you may also use each card in your hand to prepare an extra spell (of an appropriate suit) from the cleric list of 1st level , or of a level not greater than the maximum spell level offered by the card -3. This malus is reduced to -2 at **10th** level, and to -1 at **14th** level

### Hex Breaker
  At **6th** level you may spend a divinity point to cast the spells *detect magic*, *counterspell*, *dispel magic*, and *magic circle* once each </div>
  
***  
*You regain the ability to cast these spells after a long rest*   
  
### Divine Quickdraw
<div style="text-align: justify">At **10th** level your mastery of divine energies enables you to simply will the top card of your deck into your hand and launch it towards a target. Your quickdraw attacks are spell attacks and you add your charisma modifier to their damage
  
### Lay on Cards
  At **10th** level you can spend a point and use your action to make a single quickdraw attack that heals the target for the amount it would have otherwise dealt as damage  
  If a face card was drawn, its effect applies to the target creature as well as those within 20ft of the Cursebreaker  
  &nbsp;  
 *You may not use the Double Draw feature in combination with this ability*
  
### Enhanced Turning
  At **14th** level, creatures with a CR of 2 or lower that are turned by you are destroyed if undead, or banished for 1 minute (as in the *banishment* spell, no concentration required) if it is a Celestial, Elemental, Fey, or Fiend

</div>


<img src='https://i.imgur.com/Y0pTq7N.png' style='position:absolute;bottom:-20px;right:0px;width:780px' />
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