The Card Master

by Edungga

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The Card Master

The Card Master

Running forward with his cloak billowing behind him, a human conjures a hand of four cards. Grabbing one, he holds it in front of him and out of is erupts a torrent of snow and ice shards, freezing and impaling the bandits assailing him.

Hiding in an alleyway, a dwarf pulls out an intricately crafted card embedded with gold, lifting it into the air. He flicks the card forth and in a blinding light the card explodes into a great ball of flame and cinder.

Card Masters are the followers of a unique magical art, defined by their spellcards. Utilizing the power stored within their collection, Card Masters can create all manner of magical effects from light show to a bolt of lightning. These cards are the Card Masters way of casting spells.

Collectors of the Arcane

A Card Master is defined by their collection of spellcards. 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 or copy from other Card Masters collection and even scrolls and spellbook if they know how. Eventually, a Card Master will have amassed a vast collection of spellcards that they can choose to prepare into their deck. Using Card Magic is much harder than it looks, while a creature 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 can takes years of practice and requires a certain force of personality.


Card Master Table:

Level Proficiency Bonus Cantrips Known Hand Size Card Level Features
1st +2 2 2 1st Casino Combat, Card Magic
2nd +2 2 3 1st Expertise
3rd +2 2 4 2nd Card Master Archetypes
4th +2 3 4 2nd Ability Score Improvement
5th +3 3 4 2nd Extra Attack
6th +3 3 5 3rd Card Master Archetype feature
7th +3 3 5 3rd Mulligan
8th +3 3 5 3rd Ability Score Improvement
9th +4 3 6 4th ---
10th +4 4 6 4th Card Master Archetype feature
11th +4 4 6 4th ---
12th +4 4 7 5th Ability Score Improvement
13th +5 4 7 5th ---
14th +5 4 7 5th Card Master Archetype feature
15th +5 4 8 5th Legendary Card (6th)
16th +5 4 8 5th Ability Score Improvement
17th +6 4 8 5th ---
18th +6 4 9 5th Legendary Card (7th)
19th +6 4 9 5th Ability Score Improvement
20th +6 4 9 5th Card Trick

Creating a Card Master

As you create your Card Master, think of your collection of spellcards. Where did they come from? Did you make them? Did you happen upon them? Did you buy them from a strange merchant? You must also think of where your powers come from to make more and how you learnt to channel the power of the cards. Do you have an arcane ancestry? Did you have a teacher? Did you find the spellcards and teach yourself out of shear willpower and curiosity?

Quick Build

You can make a Card Master quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity. Second, choose the charlatan background. Third, choose the dancing lights and prestidigitation cantrips, along with the 1st-level spells burning hands, charm person, disguise self, and magic missile.

Class Features:

As a Card Master, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Card Master level
Hit Points at 1st level: 6 + Constitution modifier
Hit Points at higher levels: 1d6 (or 4) + Constitution modifier per Card Master level after 1st

Proficiencies

Armour: Light armour
Weapons: Simple weapons
Tools: Playing cards and one additional gaming set
Saving Throws: Dexterity and Charisma
Skills: Choose two from Acrobatics, Arcana, Deception, History, Insight, Intimidation, Persuasion, or 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 explorer’s pack or (b) a diplomat’s pack
• Leather armour, a playing card set and a dagger

Casino Combat

Beginning at 1st level, you are proficient in using a deck of playing cards in combat. A playing card is a simple ranged weapon with the following properties; Two-handed, light, range 30/60, deals 1d6 slashing damage on a hit.

Card Magic

As an initiate into Card Magic, you have amassed a collection of spellcards. Spellcards each represent a spell found in the card master spell list and are drawn from your hand when needed. See chapter 10 of the PHB for the general rules of spellcasting and see Appendix A for the card master spell list.

Cantrips

At 1st level, you know two 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 four 1st-level Card Master spellcards of your choice.

Preparing a Deck and Drawing a Hand

At the end of a long rest you may enchant a number of spellcards equalling your card master level + your charisma modifier. These cards are called your deck and may contain duplicate spellcards. The spellcards you choose to enchant into your deck must come from spell cards you have in your card collection. After a short or long rest, you may draw a hand from your card master’s deck, The Card Master table show the size of your hand at any given level. This hand functions as your spellcasting capability as you can only cast spells you have in your hand at any time. Once a spellcard is used, the card becomes inert and cannot be used again until it has been enchanted into a new deck after a long rest. After subsequent short rests throughout the day, you may return any spellcards from your hand to your deck and redraw a hand. When you cast a spell using card magic, the spell only requires a somatic component, but if the spell has a material component of monetary value you must possess that component when preparing your deck for the day.
For example, if you are a 5th-Level Card Master with a charisma of 16, at the end of a long rest you may enchant a deck of 8 spellcards. You may then draw any two of these cards to use until you take a short rest, making your deck now consist of only 6 spellcards. If you have used the spellcards in your hand already by the time you take a short rest, you must place those aside and at the end of your rest draw a new hand of 2 spellcards, making the deck size now 4. If you did not use your spellcards before taking your short rest you can add those 2 spellcards back into your deck and redraw your hand, making your deck size remain at 6.

Adding Cards of Higher Level

Each time you gain a Card Master level, you can add one card master spellcard of your choice to your collection. Each of these spellcards 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’s spellbook (DM discretion).

Spellcasting Ability

Charisma is your spellcasting ability for your card master 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 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

Spellcasting Focus

When using card magic, the spellcard is your arcane focus.

Expertise

At 2nd level, you choose two of your skill proficiencies, your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Card Master Archetypes:

When you reach 3rd level, you may choose one of the Card Master archetypes to specialise in: Tarocchi, The Gambler, Cardshark, The Dealer, Summoner, or the Spell Thief. All of these archetypes are outlined at the end of the class feature section.

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.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Mulligan

Beginning at 7th level, you can use your bonus action to replace a spellcard in your hand with a spellcard in your deck. Once you use this feature you must complete a short or long rest before you can do it again. You gain an additional use of this feature at 13th level.

Legendary Card

At 15th level, you acquire 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 counts against both your hand and deck size when preparing your spellcards, but you can only have one copy of a certain legendary card in your deck. Once you have used your legendary card, you must complete a long rest, and prepared a new deck, before you can use it again. At 18th levels, you gain another legendary card, this one of 7th level. Same rules apply.

Card Trick

Starting at 20th level, when you enter combat and have no spellcards in your hand, you can manifest a number of spellcards of your choice from your collection equal to your charisma modifier (min of 1) not including legendary cards, and still adhering to the hand limit, which at level 20 is 5.

Card Master Archetypes

There are many specialisations when it comes to being a Card Master; do you read fate, roll the dice, deal the cards, or something else? There is a branch for every type of Card Master.

Tarocchi

Tarocchi are mysterious readers of fate, focusing on the divination side of card magics and reading into people’s fortune.

Archetype Features:

Card Master Level Feature
3rd Major Arcanum
6th Mysticism
10th Cold Reading
14th Fate

Archetype Spells:

You gain the following spells to your collection at the Card Master levels listed.

Card Master Level Spells
3rd Augury, Nystul’s Magic Aura
6th Sending, Magic Circle
10th Arcane Eye, Divination
14th Scrying, Commune

Major Arcanum

At 3rd level, you gain proficiency in either Religion or Deception, if you already have proficiency in one of those skills you may instead gain expertise in that skill. In addition, you gain the ability to read peoples fortune. To do so, you and the person who fortune you’re reading must partake in the fortune telling ritual. This takes 10 minutes and requires the full attention of both participants. The ritual may involve bones, tea leaves, a tarot deck or whatever method you prefer. You must make either a Deception check or a Religion check versus their insight, depending on if you’re conning them or actually reading their future. If you succeed on Deception, you may make up their fortune and they believe it whole heartedly. If you succeed on Religion, the DM gives you actual insight on the persons fortune.

Mysticism

At 6th level, your following of this strange branch of magic starts leading into a few unique traits developing:
• You can now no longer have your Alignment detected by magical means
• All attempts to use divination magic against you or any target within 10ft of you have disadvantage if they roll or you gain advantage if you or those near your roll
• Your playing card attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage

Cold Reading

Starting at 10th level, if you spend at least 1 minute observing or interacting with another creature outside combat and not in a fortune telling, you can learn certain information about its capabilities. The DM tells you if the creature stats in regard to two of the following characteristics of your choice: Intelligence Score, Wisdom Score, Charisma Score, Passive Perception, Spell casting abilities (if any). In addition, you gain advantage on any fortune telling check you make against this creature.

Fate

Beginning at 14th level, whenever a spell effect from a spellcard fails you may add that spellcard back to your hand. Once can use this feature charisma mod times per day (min 1). Completing a long rest replenishes all uses of this feature.

The Gambler

Gamblers love to… well gamble, wagering their fate or the fate of others on the roll of a dice.

Archetype Features:

Card Master Level Feature
3rd Gamblers Intuition, Loaded Dice
6th A Gamble with Magic
10th Deuces are Wild
14th Double Down

Archetype Spells:

You gain the following spells to your collection at the Card Master levels listed.

Card Master Level Spells
3rd Crown of Madness, Phantasmal Force
6th Bestow Curse, Blink
10th Confusion, Death Ward
14th Mislead, Modify Memory

Gamblers Intuition

Beginning at 3rd level, you can add your charisma modifier to your initiative rolls as well as to insight and sleight of hand checks.

Loaded Dice

Also at level 3, when you roll the maximum number on a damage dice (eg. 6 on a d6, 8 on a d8 etc.) the dice “explodes” and you may roll an additional damage die, dealing that number of force damage on top of the original; damage roll. You can only do this once per damage roll.

A Gamble with Magic

Starting at 6th level, when casting a spell through card magic you can choose to do so recklessly. When you cast a spell recklessly, 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 you and all creatures within 5ft of you take 1d6 force damage per spell level as the spell backfires. Failing this save does not mean the spell fails.

Deuces are Wild

At 10th level, your exploding dice also trigger when rolling a 2 on a damage dice. In addition to this, your loaded dice feature also applies on attack rolls and skill checks.

Double Down

At 14th level, whenever you score a critical hit on either a spell attack or playing card attack roll, you regain usage of the last spellcard you used (applies to the spellcard that triggers this ability). Once you use this feature, you must finish a long rest before you can do so again.

Cardshark

Elegant but lethal, Cardsharks focus more on the art of the combat with cards, relying on speed, elegance, and power, over the art of card magic.

Archetype Features:

Card Master Level Feature
3rd Stacking the Deck
6th Pick a Card
10th Ace up the Sleeve
14th Bonus Attack (2)

Archetype Spells:

You gain the following spells to your collection at the Card Master levels listed.

Card Master Level Spells
3rd Branding Smite, Cordon of Arrows
6th Conjure Barrage, Flame Arrows
10th Staggering Smite, Compulsion
14th Banishing Smite, Conjure Volley

Stacking the Deck

Beginning at 3rd level, after using an attack action on your turn, you can make an additional playing card attack as a bonus action.

Pick a card

At 6th level, as a bonus action, you may absorb the essence of one spellcard in your hand expending it, and convert it into a coloured card below, giving it a new affect based on the original spellcards level. These newly infused cards now act as empowered playing cards (similar to the smite spells), you must hit a target with to trigger its affect.
Blue Card:
• Deals normal playing card damage + 1d8 force damage for every spell level consumed
• If this card deals a critical hit, the spellcard used to create the blue card returns to your hand
Red Card:
• Deals normal playing card damage + 1d6 force damage for every spell level consumed
• You can also make any creature within 10ft of the original target make a dexterity saving throw against your spell DC or take 1d8 force damage for every spell level consumed and have their speed halved, take half damage on success and no speed reduction

Yellow Card:
• Deal normal playing card damage + 1d4 force damage for every spell level consumed
• Target must make a constitution saving throw against your spell DC or be stunned until the start of your next turn

Ace up the Sleeve

Starting at 10th level, your playing cards now gain the hidden and one-handed properties, in addition to them now dealing 1d8 slashing damage. Also, all your playing card attacks now crit on a 19 and 20.

Bonus Attack (2)

At 14th level, after using an attack action on your turn, you can now make two additional attacks as a bonus action.

The Dealer

Dealers specialise in the crafting and preparing spellcards and the magic behind them.

Archetype Features:

Card Master Level Feature
3rd Here’s the Deal
6th Cardsmith
10th Couple of Jokers
14th Dealer’s Gambit

Archetype Spells:

You gain the following spells to your collection at the Card Master levels listed.

Card Master Level Spells
3rd Locate Object, Magic Weapon
6th Tiny Servant, Elemental Weapon
10th Fabricate, Polymorph
14th Animate Objects, Bigby’s Hand

Here’s the Deal

Beginning at 3rd level, as an action you may replace a spellcard from your hand with one from your collection, but it must be different to all cards in your hand. Once you use this feature, you must complete a short rest before you may use it again. This feature does not work on legendary cards.

Cardsmith

Starting at 6th level, you become an expert crafter of spellcards. When you level up you gain one additional spellcard to your collection. You also gain a favourite card; it takes 1 hour to craft this card and can be done over the course of a short or long rest. Your favourite card is a special spellcard that you can prepare into your deck that does not count against your deck number, and once use requires a long rest before using it again.

Couple of Jokers

At 10th level, you gain another favourite card. additionally your favorite cards now also replenish their uses on a short rest.

Dealer’s Gambit

At 14th level, you can dispel your hand and deck and instantly and prepare a new deck equalling the total cards just dispelled and drawing a new hand from that equalling your current hand limit. In doing this you take the total number of cards dispelled in force damage and may only use this feature once per long rest.

The Summoner

Specialising in trapping creatures into specially made spellcards to late use them in combat, The Summoner reaches into branches of magics used in ancient times to trap the essence of a creature and bend their will to the card masters command.

Archetype Features:

Card Master Level Feature
3rd Heart of the Cards
6th Trap Card, Monster Card
10th Defence Position
14th It’s time to d d dddddddddddd duel

Archetype Spells:

You gain the following spells to your collection at the Card Master levels listed.

Card Master Level Spells
3rd Dust Devil, Find Steed
6th Conjure Animals, Spirit Guardians
10th Conjure Minor Elementals, Dominate Beast
14th Conjure Elemental, Insect Plague

Heart of the Cards

At 3rd level, you gain a variant spellcard called a familiar card. When you first acquire this card, you choose a creature of CR less than 1 and that creature is considered your familiar and is trapped in this card. Your familiar acts as if it were summoned by the spell find familiar. When your familiar dies it returns to the card and you must complete a long rest before summoning them again. You may change your familiar for another creature you find along your travels if you DM allows. Your familiar card does not count towards your hand but does count towards your deck when preparing spellcards.

Trap Card

Beginning at 6th level, you gain a new type of spellcard you can prepare into your deck called a trap card. You can use your action to active a trap card in your hand, doing so you must target a creature of CR equal to or less than your spellcard level, you can see within 60ft and that creature must make a Charisma saving throw against your spellcard DC. If the creature is incapacitated it has disadvantage on the saving throw, but if the creature has an intelligence equal to or higher than yours, it has advantage. On a fail the creature gets absorbed into your trap card, making it a monster card. On a success, nothing happens. Trap cards cannot be used on humanoid creatures.

Monster Card

Also at 6th level, you can acquire and use a new type of spellcards called monster cards. Monster cards are usually acquired through successful usage of a trap card but may also be found throughout your adventures if your DM allows. A Monster card is prepared into your deck/hand the same way as any other spellcard and requires your action to active. When activating your monster card you choose an available square within 30ft in which to summon the creature trapped in the card. The summoned create is under your complete control and acts at the end of your turn. The summoned creature can move and take the dodge action unless you use your bonus action to command it to take one of its available actions present on the creature’s stat block. Having a creature summoned functions as a concentration spell, thus you can only have one monster summoned at a time.

Defence Position

Starting at 10th level, if you have been targeted by an attack within the last round of combat or you are unable to issue a command to your summoned creature and the creature is aware of this, it can act without your command to move towards you and attack any enemy within 10ft of you.

It’s time to d d dddddddddddd duel

At 14th level, if you roll for initiative and don’t have a monster or trap card in your hand, you may swap out one spellcard in your hand for a monster or trap card in your deck.

Spell Thief

The more studious of the card masters, the spell thief is more knowledgeable in the arcane and will typically have had training in traditional magics.

Archetype Features:

Card Master Level Feature
3rd What’s Yours is Mine
6th Drawing a Blank
10th Apples and Oranges
14th One More to the Collection

Archetype Spells:

You gain the following spells to your collection at the Card Master levels listed.

Card Master Level Spells
3rd Mirror Image, Silence
6th Dispell Magic, Magic Circle
10th Leomund’s Secret Chest, Polymorph
14th Legend Lore, Mislead

What’s Yours is Mine

Beginning at level 3, you gain a new type of spell card you can add to your deck/ hand when preparing spells called a blank. After a creature casts a spell within 60ft of you and if you currently have a blank card in your hand, you may use your reaction to temporarily copy that card onto the blank making the blank a spellcard allowing you to cast that spell as a card master spell. Once you have cast the spell through the spellcard it returns to being a blank card. You can only use this feature once per short rest. Note that you can only do this to spells that are off a level you can cast at that point in time, and it still works on spells not on the card master spell list.

Drawing a Blank

At 6th level, when you copy a spell using your “what’s yours is mine” feature, you can choose to counter the casting of that spell at the same time using the counterspell spell rules. You may use this feature up to your Intelligence modifier times per day (min 1) .

Apples and Oranges

Starting at level 10, you can copy spell scrolls into spellcards the same way a wizard would into their spell book, adding that spell to your card master collection. This can only be done with spells that are of a level you can cast and are in the card master spell list.

One More to the Collection

At 14th level, when you copy a spell using your “what’s yours is mine” feature, you can choose to add this card to you card master collection permanently. This can only be done with spell cards up to level 5 and you may only add one card of this type in your deck at any one time. This feature still works on spells even if they are not on the card master spell list.

Appendix A: Spell List

This appendix contains the spell list of the Card Master.

Cantrips (0 level)
• Chill Touch
• Dancing Lights
• Friends
• Mage Hand
• Mending
• Message
• Minor Illusion
• Prestidigitation
• Resistance
• Vicious Mockery
Level 1
• Absorb Elements
• Burning Hands
• Cause Fear
• Chaos Bolt
• Charm Person
• Chromatic Orb
• Colour Spray
• Command
• Comprehend Language
• Detect Magic
• Disguise Self
• Faerie Fire
• Feather Fall
• Fog Cloud
• Illusory Script
• Magic Missile
• Shield
• Silent Image
• Sleep
• Tasha’s Hideous Laughter
• Thunderwave
Level 2
• Aganazzar’s Scorcher
• Arcane Lock
• Calm Emotions
• Cloud of Daggers
• Crown of Madness
• Darkness
• Detect Thoughts
• Enthrall
• Hold Person
• Invisibility
• Knock
• Levitate
• Melf’s Acid Arrow
• Mirror Image
• Misty Step
• Phantasmal Force
• Pyrotechnics
• Ray of Enfeeblement
• Rope Trick
• Scorching Ray
• Shatter
• Snilloc’s Snowball Swarm
• Suggestion

Level 3
• Bestow Curse
• Clairvoyance
• Fear
• Fireball
• Hypnotic Pattern
• Lightning Bolt
• Major Image
• Protection from Energy
• Remove Curse
• Sending
• Slow
• Stinking Cloud
• Tongues
• Wall of Sand
Level 4
• Banishment
• Charm Monster
• Confusion
• Compulsion
• Dimension Door
• Greater Invisibility
• Hallucinatory Terrain
• Ice Storm
• Polymorph
• Vitriolic Sphere
• Wall of fire
Level 5
• Cloud Kill
• Cone of Cold
• Contagion
• Dominate Person
• Dream
• Geas
• Hold Monster
• Immolation
• Insect Plague
• Legend Lore
• Mislead
• Modify Memory
• Seeming
• Wall of Force
Level 6
• Circle of Death
• Disintegrate
• Find the Path
• Globe of Invulnerability
• Mass Suggestion
• Mental Prison
• Otto’s Irresistible Dance
• Programmed Illusion
• True Seeing
Level 7
• Delayed Blast Fireball
• Finger of Death
• Fire Storm
• Mirage Arcane
• Prismatic Spray
• Project Image
• Symbol

Practice

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