The Card Caster Spell List Here
Charisma is your spellcasting modifier
As a Card Caster, you gain the following Class Features.
Hit Dice: 1d8 per Card Caster level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Card Caster level after 1st
You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.
Weapons: daggers, darts, slings, throwing cards, light crossbows
Saving Throws: Charisma, Dexterity
Skills: Choose two from Arcana, Deception, Insight, Performance, Persuasion, and Sleight of Hand
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 Component pouch or (b) A deck of playing cards
? (a) a Entertainer's Pack or (b) an Explorer's Pack
? Two daggers
Deck of Many Spells
Instead of casting spells normally, your spells are each tied to a card. At 1st level, you have a card collection. Your collection is the Repository of the Spells you know. You can add known spell cards into your deck based on the table below. You can create infinite duplicates of a card you own, the number of duplicates that can go into your deck is based on your subclass. You can edit your deck after each long rest, you can only do this if all cards are missing from your deck from being cast or discarded.
At 1st level you get 14 spells that you correlate to cards in your deck. Each time you gain a Card Caster level, you can add two Card Caster Spells of your choice to your Collection for free. Each of these spells must be of a level for which you have Spell Slots, as shown on the Card Caster table. On your Adventures, you might find other Spells that you can add to your Collection.
Copying a Spell onto a card: When you find a Card Caster spell of 1st level or higher, you can add it to your collection if it is of a Spell Level you can prepare and if you can spare the time to decipher and copy it.
For each level of the spell, the process takes 2 hours and costs 50 GP. The cost represents the material components it takes to infuse the card with the magic spell, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other Spells.
To cast a spell, you must draw a card and can cast the spell using the spell’s regular casting time or you can use a bonus action to discard it, or if you are able, you can throw one of the drawn cards via card throw.
To draw from your deck you must expend a spell slot and then draw a number of cards equal to the spell slots level and can then cast one of the cards drawn; as above, the spell is cast at the level of the spell slot used to draw the card, if the spell slot used is below the minimum level of the spell you can cast the spell at its minimum level regardless.
After casting a spell you must discard half of the remaining cards in hand rounded down, adding the leftovers back to your deck. Cards that are either cast or discarded are removed from your deck until you finish a long rest.
Your cards are bound to you, so as a bonus action you can will your deck to vanish or bring it back to your hand. If you spend all of your spells and/or your deck is destroyed, it reappears within 5ft of you at the end of a long rest.
If your deck has run out or been lost and you wish to bring it back early you can spend an entire turn doing nothing but summoning it, at the start of your next turn the deck reappears in your hand. A deck conjured this way is weaker than normal, your rigged cards are now normal copies of the same spells, and thrown cards now deal 1 + spellcasting modifier, the deck returns to normal at the end of a long rest. this can only be used once per day
Rigged cards are cards you have tampered with so you always know where they are and never lose them. When looking for rigged cards, it takes a bonus action instead of an action to find it, and the spell can be cast with its normal speed. In addition, it uses the correct spell slot for all spells, and when discarded or cast, when you cast a spell with a rigged card you can choose to have them go back into your deck.
The Number of Rigged cards you get per level is in red on the deck building table
Reaction spells can be cast as an action. When done this way they last 1 minute and activate the first time the required trigger is met.
Starting at 2nd level you can spend one action to search your deck for a desired spell. Spells found this will always cost an action or more to cast and must be cast with the appropriate spell slot, except cantrips which will use a 1st level spell slot or higher. The action spent searching your deck doesn’t include casting time that will require a different action
Starting at 3rd level you can spend an action to throw a card. This is a ranged spell attack with 60ft reach and discards the top card of the deck, it deals 1d4 + spell casting modifier damage, the damage type is determined by rolling a d6, 1 fire, 2 acid, 3 lightning, 4 poison, 5 cold, 6 psychics. The damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level. Also at level 11 you can roll a second dice when choosing damage type and pick between the two.
Starting at 5th level you can do advanced maneuvers with your cards. When you go to cast a ranged spell you can make a Dexterity(sleight of hand) ability check to throw the spell card to a location, the spell is then cast from that location, if you fail the check the spell fails to cast. The DC for this throw is equal to 10 or to half the desired distance + the spell’s level, whichever is higher.
Starting at 10th level, once per day when you draw spells before you choose to cast or discard, you can put the drawn cards back, shuffle, and draw the same amount again.
Improved Conjure Deck
Starting at 13th level you have the power to bring back your deck easily. Your conjure deck now appears instantly after you conjure it, in addition, your Rigged cards come back Rigged.
Advanced Card Trick
Starting at 15th level you can make even riskier card throws. When you cast a touch spell you can make a Dexterity(sleight of hand) ability check to throw the spell card at the target, the spell is then cast on the target, if you fail the check the spell fails to cast. The DC for this throw is equal to 10 or to the distance of the throw + the spell’s level, whichever is higher.
Master of The Cards
Starting at 20th level you can add spell slots up to create higher level spell slots.
For example, you add a 2nd level spell slot and a 1st level and regain a 3rd level spell slot
Deck Building Table
Hand of The Dealer
You can have up to 3 of the same spell in your deck.
Starting at 1st level your cards come to your aid when in danger. As a reaction to an attack within 30ft being declared, you can spend up to 5 cards to add the number of cards chosen to the target's AC. When this is done, discard the number of cards you chose from the top of your deck, Rigged cards aren’t immune to this discard. You have to use this reaction before the outcome of the attack is decided. When you are using a conjure deck this ability is unavailable.
Bribe the Dealer
Starting at 6th level you have found a use for extra unwanted cards. Once per turn when discarding a card of 6th level or lower you can instead give it to a creature within 25 feet of you. The creature can then on their turn cast the spell if they choose. If they choose not to, the spell is discarded at the end of their turn. Cards discarded by Loaded Hand or House Always Wins are not eligible for this ability.
Spells cast by other creatures using this ability still use your stats and concentration.
House Always Wins
Starting at 14th level your cards can help bolster your abilities. When you or an ally within 30ft makes an attack or ability check you can spend up to 5 cards to add the number of cards chosen to the roll, when this is done discard the number of cards you chose from the top of your deck, Rigged cards aren’t immune to this discard. You have to use this reaction before the outcome of the roll is decided. When you are using a conjure deck this ability is unavailable.
Ace of Spades
At 18th level, you can call upon the full power of your deck’s destructive power. Once per day as an action, you can enter a powerful form, this form lasts 1 minute. While in this form you gain the following benefits:
When you enter this state add all your cards back to your deck as though you had long rested.
Whenever you would use a spell slot to draw, that spell slot counts as one level higher, up to a max of 9th level.
You can draw one card every turn without spending a spell slot.
Hand of the Planner
You can have up to 1 of the same spell in your deck.
Save for Later
Starting at 1st level you know how to plan ahead. When you go to add a card back to your deck, you can instead add it to a stockpile, you can do this once per turn and have up to 5 cards in your stockpile. Cards saved this way require an appropriate spell slot to cast.
Starting at 6th level you can create non-spell cards to add to your deck. You can have a number of these in your deck equal to your proficiency bonus. When you Conjure Deck these cards aren’t in it.
Card of Avarice 1st level spell
As a free action, you can cast this card to draw 2 cards, cards drawn by this ability are discarded at the end of your turn. You cast the spell at the level of the spell slot used to draw the card of avarice. You can have 2 Card of Avarice in your deck
Arcane Summons 2nd level
You can cast this as a free action, when you do you discard a number of cards in your hand including this card. For each card you discarded you can add a random wizard spell to your hand, the spells can only be levels available to you. These cards disappear at the end of your turn. You can have 3 Arcane Summons in your deck
Expanding Knowledge 2nd level
You can cast this as a free action, when you do you discard a number of cards in your hand. Summon a random spell of any class equal in level to the number of cards discarded, if you discard none it summons a cantrip. The card summoned disappears at the end of your turn. You can have 3 Expanding Knowledge in your deck
Card Throwing Mastery 3rd level
You can cast this as a free action, when you do you gain one additional card throw per attack action for 1 minute. This card stacks with itself. You can have 3 Card Throwing Mastery in your deck.
Deck Expunge 4th level
As an action, you can cast this card. When you do you discard your whole hand, deck, and can choose to discard any number of your saved cards, this includes this card. For every card discarded you deal 2 damage to a creature of your choice. You can have 1 Deck Expunge in your deck.
Shine 4th level
This spell's casting time is a reaction. When you take damage you gain resistance to that damage and deal damage equal to the amount the damage was reduced. You can have 2 Shine in your deck.
Prismarine Shard cantrip
This spell has no effect. But if you have 3 of these stored you can discard them to buff another stored spell, this buff makes the spell cost no spell slot and be cast at 9th level. You can have 3 Prismarine Shard in your deck
Mind of the Cards 3rd level
You can cast this as a free action. After you do the next card you play this turn that has concentration, doesn’t require concentration, however, it lasts for a quarter of the time, with a maximum length of 1 minute. You can have 2 Mind of the Cards in your deck
Clone Sigil 5th level
You can cast this as a free action. When you do you can add 2 copies of any card in your hand to your deck. You can have 1 clone sigil in your deck
Wild Card 6th level
You can make this card any spell you know and then cast it using the appropriate spell level. You can have one Wild Card
Starting at 14th level your plans always pan out. If you play at least 3 cards in a turn you regain a spell slot equal in level to the number of cards played
Starting at 18th you’ve gotten better at planning on the fly. You can now change spells in your deck during a short rest. You cannot add back cards and can only swap out the cards that remain. In addition, you can change your deck on a long rest whether or not you are missing cards.
Hand of the Cheater
You can have up to 3 of the same spell in your deck.
Ace up the sleeve
Starting when you take this subclass at 1st level your rigged cards are now a free action to draw. Additionally once per long rest, when you cast a rigged card that takes one action you can make it take a bonus action instead.
Who’s Keeping Score?
Starting at 6th When you play a drawn card you can spend a spell slot equal to its level to add it back to your deck instead of losing it, cantrips take a first level spell slot.
Starting at 14th level you’ve learned how to cheat when no one is watching. As a free action, 3 times per day you can look at the top 3 cards of your deck and choose whether to place each one back or to place them randomly in the deck. You regain all uses of this ability during a long rest.
Starting at 18th level you can take the magic of others. Once per long rest, when you see an attack or spell be declared within 30ft of you as a reaction you can cancel that attack or spell. Additionally, the attack or spell canceled is added to your hand as a card and stays there until the end of your next turn. Attacks stopped in this way summon an ethereal copy of the attack centered on you targeting a creature of your choice. This ability resets after a long rest
Hand of the Gambler
You can have up to 2 of the same spell in your deck.
Double or nothing
If you have 2 copies of a card in hand you can cast both for the price of one
Bet on Black
You’re never one to pass up a good gamble. Starting at 6th level, a number of times equal to your proficiency bonus you can call a spell level and then look at the top card of your deck, if the card’s level matches what you called you can put the spell randomly in your deck and draw cards equal to its level. If you guessed wrong you discard the card you looked at. This ability resets on long rest
Know When to Fold
Starting at 14th level you know when to stop leaving things up to chance. Once per long rest, as an action you can discard your hand and throw half, rounded up, of how many cards you discarded.
Starting at 18th level you know how to make the final bet. Once per long rest as an action you can draw 7 cards and look at the table below, if any of the sets apply you can do that effect. If none of them apply you discard all the cards you drew. Duplicate cards count as one for this skill
Of a Kind
An Of a Kind happens if you have more than 2 cards in your hand with matching spell levels. If this happens you can play 1 of the cards and buff it based on how many had a matching level. The buffs can be +3 healing or damage, a +1 to the DC of the save, or a +2 to hit per match. You discard the remaining Cards.
A straight happens if you have cards in your hand that spell levels are in a sequence of at least 4. If this happens then you can put them on the top of your deck in order with the lowest level on top and biggest level on the bottom, and you can draw one card for free a turn for a number of turns equal to how many cards you put on your deck if you put down duplicates you draw them together. You discard the remaining cards
Example: the cards in your hand have the Spell levels 1, 1, 2, 3, 4, 7, 8. You have a sequence of 4 and can then put them on your deck, 1 on top and 4 on the bottom, you can now draw one card a turn for free for 4 turns
Hand of the Conjurer
You can have up to 2 of the same spell in your deck.
Master of the field
Starting when you take this subclass at 1st level your summons grow from your power. Once per round creatures you summon can add your spellcasting modifier to their damage. You can do this twice per round at 8th level and 3 times at 15th.
Starting at 6th level your time-consuming cards are more powerful. When playing a card that you drew this turn that has a casting time of 1 minute or more it costs half components, and for every round you completely focus on the casting, 1 minute of the casting time passes. This speed increases to 5 minutes at the 10th level.
Starting at 14th level you can hold many beasts under your will. You can concentrate on multiple summoning spells that require concentration to keep your summon around
Starting at 18th level you know how to create the strongest beasts. Once per long rest as an action you kill all current summons and add their CR up to a max of 15, you can then summon a creature you know that has a CR equal to or below the total. The summon is obedient to you and takes its turn after yours. You can spend your bonus action to command it, if you give it no command it defends itself from hostile creatures but otherwise takes no actions. The summon lasts for one minute or until it dies
Hand of the Trickster
You can have up to 2 of the same spell in your deck.
As a trickster when you cast a spell it isn’t always about the spell, sometimes you are concealing your true intentions. Whenever you cast a spell you drop a blank card at the place the spell was cast from. Blank cards fuel your other abilities but otherwise don’t do much.
Blank cards last for 1 minute and cannot be moved
As a trickster you can perform various tricks, as in escape act, seeing double, and show stopper. You have a number of tricks equal to your charisma modifier + half your proficiency bonus.
Starting at 1st level you have a knack for fooling the untrained eye. You can spend a Trick to create an illusion of yourself at the location of a blank card. This cost an action to do and lasted 1 minute, as well it consumes the blank card it is created at. You can instead spend 2 charges to make it take a bonus action.
The illusions cannot move from the place they were created. While active your clones can act upon your command, only being able to do item interactions. To see through an illusion a creature must make a Wisdom (Insight) check against your spell save DC to realize it is a fake. If it is attacked the illusion has an AC of 10 + your proficiency bonus and 1 hp, it ends early if it drops to 0.
Starting at 6th level you can vanish without a trace. As a bonus action, you can spend a trick to teleport to a blank card or illusion within 60 ft. Doing this consumes what you teleport to. If you instead spend an action and two tricks, you can teleport away and leave an illusion behind.
Starting at 14th level your blank cards gain potency they didn’t have before. When you land an attack or spell on a creature you can make the blank cards within 30ft of the target fly at them. For each card you do this with, you deal 1d8 slashing damage. Blank cards used by this ability are consumed. This damage increases to 1d10 at 18th level.
Starting at 18th level you make the ultimate trick. Once per long rest, or by spending 5 tricks, as an action you can make all blank cards within 30ft illusions. When you do this you can also trade places with one of the illusions for free. These illusions last one minute like normal. In addition when you land an attack or spell you can make all of the illusions created by this ability throw blank cards as in card storm, using this decreases the remaining duration by 6 seconds.