Card Dealer
This class requires a few tweaks for it to be considered ready for playing. If you are interested in playing as a Card Dealer talk to your DM to see what changes there will be.
Enemies to the left. Enemies to the right. There is nowhere for the elfish man to run. As it is with any gamble, he will have to take his chances. The first opponent readies to fire his crossbow. Without warning, a razor-edged card is thrown in his face, making him miss his target completely. The second opponent swings his sword, and the elf's quick reflexes allow him to jump out of the way. Drawing two cards at once, the elfish man cuts both of his opponents at once. Before they can recover, they are blinded by a flurry of cards thrown into the air. When the cards settle, the elf is gone from sight.
During an unfriendly game of cards, a tiefling woman is accused of cheating. The eyes of her game partners glint with malice. Violence is sure to follow. The tiefling flips the table and lets her cards fly. The first opponent finds himself burned, as if by fire. The second is hit by the sudden darkness of a necrotic attack. The third tries to cast a damaging spell on the tiefling. The tiefling slams a card on the table, and the spell being cast is negated completely. Finally, she flips a card through her fingers and teleports out of the danger zone, escaping with her winnings.
A band of barbarians battles with a human man. The human fans out a hand of five cards, and throws them all at once, striking each of his opponents. The human senses another enemy behind him. he throws a card at the barbarian in front of him, and ducks as it ricochets off his target, flies over his head, and strikes the opponent behind him. Suddenly, the barbarians find themselves struck by an onslaught of projectiles, somehow more powerful than the ones before. It is only a matter of seconds before they are all dead on the ground.
The Card Dealer is a master of deceptive combat. Through nothing more than the use of a simple deck of cards, they may easily disrupt the flow of combat to their favor and destroy their enemies.
Card Dealer Table
Level | Proficiency Bonus | Features | Gambit Dice | Gambit Die Size | Gambit Feature |
---|---|---|---|---|---|
1st | +2 | Casino Combat, Dealer's Gambit (d6) | 4 | d6 | 3 |
2nd | +2 | Tricked Deck | 4 | d6 | 3 |
3rd | +2 | Card Dealer Archetype | 4 | d6 | 4 |
4th | +2 | Ability Score Improvement | 5 | d6 | 4 |
5th | +3 | Dealer's Gambit (d8) | 5 | d8 | 4 |
6th | +3 | Card Dealer Archetype Feature | 5 | d8 | 5 |
7th | +3 | Expertise | 6 | d8 | 5 |
8th | +3 | Ability Score Improvement | 6 | d8 | 5 |
9th | +4 | Tricked Deck | 6 | d8 | 5 |
10th | +4 | Card Dealer Archetype Feature | 7 | d8 | 6 |
11th | +4 | Dealer's Gambit (d10) | 7 | d10 | 6 |
12th | +4 | Ability Score Improvement | 7 | d10 | 6 |
13th | +5 | Stacking the Deck | 8 | d10 | 6 |
14th | +5 | Card Dealer Archetype Feature | 8 | d10 | 7 |
15th | +5 | Gambler's Intuition | 8 | d10 | 7 |
16th | +5 | Ability Score Improvement | 9 | d10 | 7 |
17th | +6 | Dealer's Gambit (d12) | 9 | d12 | 7 |
18th | +6 | Card Dealer Archetype Feature | 9 | d12 | 8 |
19th | +6 | Ability Score Improvement | 10 | d12 | 8 |
20th | +6 | Gambler's Determination | 10 | d12 | 8 |
Card Dealer
Hit Points
Hit Dice: d8 per Card Dealer level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Card Dealer level after 1st
Proficiences
Armor: Light
Weapons: Simple Weapons, Finesse Weapons
Tools: Playing card sets
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Deception, History, Insight, Performance, Persuasion, Sleight of Hand, and Stealth
Class Features
Casino Combat
Not many people can fling a playing card at a straight line while maintaining the appropriate velocity for slashing the target. This is one prominent talent you acquired during your life as a Card Dealer. With an appropriate adjustment on the card beforehand, a deck of playing cards is ammunition for you. You are proficient with combat cards, a deck of cards with sharpened edges for the purpose of combat weaponry. A combat card is a simple ranged weapon with the light, finesse, thrown (30/60) properties, and it deals 1d6 slashing damage on a hit. It also requires two hands to use. One hand for throwing, one hand for holding the deck. You cannot make a weapon attack with a combat card to a target that is within 5 feet from you. You can spend 1 hour to prepare a deck of playing cards into combat cards. This process can be performed during a short rest or long rest. One deck of playing cards can be prepared into 52 combat cards this way.Dealer's Gambit
Gambit is not only your profession but also your way of life. You have a certain number of Gambit Dice that represent your wits and resolves that you can utilize to overcome a tight situation. At 1st level, you have four gambit dice. You gain additional gambit dice when you reach 4th level, 7th level, 10th, 13th level, 16th level, and 19th level. At 1st level, your gambit dice are d6's. When you reach 5th level, your gambit dice turn into d8's. They turn into d10's when you reach 11th level, and d12's when you reach 17th level. You can expend gambit dice to fuel various gambit features. You start knowing three such features. Select three features from the following list. You may learn additional gambit features as you gain levels in this class, gaining one feature at 3rd level, 6th level, 10th level, 14th level and 18th level. You regain all expended gambit dice upon completing a short rest or long rest. Bad Beat When a creature you can see makes an attack roll, an ability check, a skill check or a saving throw, you can use your reaction and expend 1 gambit die to hinder its attempt. Roll a gambit dice and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll, the ability check, or the saving throw succeeds or fails. Flourish When you use the attack action, you may flourish your deck of cards before you draw. As a bonus action, you spend one gambit die, and add its rolled number to your attack and damage rolls for your first attack. Additional damage dealt this way counts as force damage. Dancing Cards As an action, you can expend 1 gambit die to perform a flamboyant card trick that dazzles spectators. Each hostile creature within 10 feet of you is immediately distracted by your performance, and must succeed an Intelligence saving throw of DC 8 + proficiency + the gambit die's rolled number. On a failed save, the targeted creatures have disadvantage on all ability checks until your next turn, and the next attack against each targeted creature has advantage. Deck Turnover As an action, you can expend 1 gambit die to make a combat card attack against multiple creatures within 20 feet of you. You must make a separate attack roll for each target, with a separate combat card. The number of creatures you can attack is equal to half the gambit die's rolled number rounded down. Magic Fold As a bonus action, you can expend 1 gambit die to take the disengage action. Rogue Ace As a bonus action, you can expend 1 gambit die to take the dodge action. Lucky Throw Immediately after you fail an attack roll, you can expend 1 gambit die to throw a combat card past the face of your target. You must then make a Dexterity saving throw of DC 20 - the gambit die's rolled number. On a successful save, you automatically hit another creature of your choice that you can see within the range of your combat card. Mucked Deck You may throw a minimum of 26 combat cards into the air to distract your target and make a hide roll as a bonus. As a action, expend one gambit die to throw the cards into the air. If you throw 39 cards or more as per this effect, add the gambit dice on your hide roll. The cards thrown this way are lost, and may not be used as ammunition until recollected. The House Always Wins Whenever you partake in a game where you can cheat, you can expend up to 3 gambit dice to stack the deck in your favor. For each die spent, you can give an additional player other than yourself advantage or disadvantage. If you are the dealer, you can automatically pick who wins. Trick Shot If you know the current location of a creature that you can't attack because of line of sight or cover, you can use your action to expend 1 gambit die when you make an attack roll against the creature. The combat card can attack creatures by arching over and under cover, turning around corners at a 90 degree angle, or bouncing off of environment to reach unusual angles. Trick shots have their range increased by a number of feet equal to 5 x the gambit die's rolled number.Tricked Deck
Starting at 2nd level, you can add different effects to your combat cards. Whenever you make a new set of combat cards, you can expend 1 gambit die to add a trick effect to your deck of combat cards. You may choose 1 effect from the list below to apply to your deck of combat cards. You may not have more than 1 tricked deck at a time. When a deck is tricked, your combat cards count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. At 9th level, you may have 2 trick effects on one deck of combat cards at the same time. It does not cost an extra gambit die to add 2 effects. Flaming Spades ♠ Your cards burn! When you hit a creature, you light the target on fire for 1 minute, causing them to suffer 2d4 fire damage at the start of each of their turns. The amount of fire damage dealt is equal to the number of the gambit die rolled to add this effect. The condition effect of this feature does not stack. At the start of their turn, the creature who had been lit on fire is able to perform a Dexterity saving throw of DC8. On a successful save, the fire is put out. Charmed Hearts ♥ Your cards are infused with a potent pheromone! When you hit a creature, your target must succeed a Charisma save of DC 13 + the number of the gambit die rolled to add this effect, or be charmed until your next turn. While charmed, the creature can't attack you or target you with harmful actions or magical effects. You have advantage on any ability check to interact socially with the creature. You may expend 1 additional gambit die, and subtract the number rolled from the targeted creature's Charisma saving throw. You can only have one charmed target at a time. Poisoned Clubs ♣ Your cards sting! When you hit a creature with a poisoned card, they must make a Constitution saving throw of DC 8 + the number of the gambit die rolled to add this effect. On a failed save, the targeted creature receives the poisoned condition for 1 minute. A poisoned creature has disadvantage on attack rolls and ability checks. On a successful save, the creature only takes 1d8 poison damage, and is not poisoned. You may expend 1 additional gambit die, and subtract the rolled number from the creature's constitution save. Sharpened Diamonds ♦ Ouch! That's sharp! When you deal damage with a combat card to a creature, the creature must make a Constitution saving throw of DC 8 + the number of the gambit die rolled to add this effect. On a failed save, the creature begins to bleed at the start of each of their turns, taking an extra 1d4 slashing damage. They may repeat the saving throw at the end of each of their turns to end this effect. A successful Wisdom (Medicine) check can also stop the bleeding. This feature has no effect on constructs, undead, or oozes. The condition effect of this feature does not stack. You may expend 1 additional gambit die, and subtract the number rolled from the targeted creatures Constitution saving throw. Stunned Stars ★ Your cards make your enemies see stars! When you attack a creature, they must succeed a Constitution saving throw of DC 13 + the number of the gambit die rolled to add this effect. On a failed save, the targeted creature will be stunned until your next turn. A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. You may expend 1 additional gambit die, and subtract the number rolled from the targeted creature's Constitution saving throw.Card Dealer Archetype
When you reach 3rd level, choose one of the following archetype: the Arcane Ace or the Master of Cards. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th level.Ability Score Increase
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.Expertise
Starting at 7th level, choose two skills, and gain proficiency with those skills. If you are already proficient with the skills that you have chosen, your proficiency bonus is doubled for any abilities checks you make that use those skills.Stacking the Deck
Starting at 13th level, you have learned to easily use your combat cards with one hand. You no longer need one hand to hold the deck and the other to throw. Your combat cards now count as a 1 handed weapon for you. You may also dual wield combat cards if you so choose. Either way, you still follow the normal rules of dual wielding. Also at 13th level, it seems that your cards never diminish. At the end of a fight, you can reclaim some of your cards, roll a gambit dice and add that many combat cards back to your inventory.Gambler's Intuition
Starting at 15th level, your wits as a gambler are enhanced to the point that your mind cannot be easily swayed by tricks, optical illusions, and spells. When you make an Intelligence, Wisdom, or Charisma saving throw, you can expend one gambit die to lower the DC for yourself and any allies that can hear you, if you tell them. The DC is subtracted by the gambit die's rolled number.Dealer's Determination
Starting at 20th level, when you roll for initiative, you regain two gambit die. If you have no gambit dice left, gain two additional gambit dice. Additionally, you may use an Action on your turn to play a defensive card. You expend a gambit die and add half the roll to your Armor Class until the end of your next turn.Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A dagger or (b) A simple weapon
- (a) A diplomat's pack or (b) An explorer's pack
- Leather armor and a deck of playing cards
Subclass Options
Arcane Ace Starting at 3rd level, you study the arcane arts to enhance your abilities, trick your foes, and defend yourself more effectively. In addition, you gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
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