Swords embody mental force and determination - the will envisioned as a blade. Cardcasters who focus on the brave Knight of Swords draw the sword to become warriors in their own right.
Cantrips
You know the cantrips mage hand and sacred flame.
Bonus Proficiencies
You are proficient with shortswords, longswords, and rapiers. You also gain proficiency with light armor, medium armor, and shields.
Warrior’s Fortitude
Your resolve increases the size of your Hit Dice you gain from this class by one step. You gain 2 additional hit points, your hit points per cardcaster level are 1d8 (or 5) + your Constitution modifier, and your cardcaster Hit Dice are d8s.
Resounding Charge
Starting at 2nd level, the wind at your back roars as you charge into battle. As a bonus action, you call up the wind to speed your way. Until the end of your next turn, your movement doesn't provoke opportunity attacks, and hostile creatures you become adjacent to must succeed on a Strength saving throw or fall prone.
Once you use this feature, you must finish a short or long rest before you can use it again.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus Proficiencies
Also starting at the 6th level, you gain proficiency with heavy armor and all martial weapons.
Mark of Fate
Starting at 10th level, the tarot reveals to you the time to strike. As a bonus action, you can use this feature to seize this moment by selecting a creature you can see within 60 feet. For 1 minute, whenever that creature takes damage, it takes extra damage equal to your Intelligence modifier.
Once you use this feature, you must finish a long rest before you can use it again.
Fatesever
Starting at 14th level, when you hit with a melee weapon attack, you gain a bonus to the damage roll equal to your cardcaster level. You can use this feature once, but you regain use of this feature when you are hit by a melee weapon attack or when you finish a long rest.