Dealer (5e Class)

From D&D Wiki

Revision as of 21:57, 29 November 2020 by Arquebus (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Dealer[edit]

A human man sits at the end of a table, grinning at his winnings. A half-orc, angry at his losses, takes a swing at the human, but his hand just phases through the form of the man. As the form dissipates, the man suddenly appears on the other side of the table, deck in hand. Spreading the deck in his hand, he offers the half-orc a gamble. All or nothing. The half-orc pulls a card from the deck and suddenly finds himself unable to move. The man says his goodbye and floats a card from the deck before disappearing in a puff of smoke.

A gnome finds himself surrounded by enemies and seemingly cannot escape. He pulls out a deck and spreads the cards, leaving them floating in midair. As one enemy comes in for an attack, the cards move and become a shield to block the attack. The sword hits the cards and breaks in two. The gnome smiles and flicks his hand. The cards fly towards the enemy, striking and burying into his flesh.

The dealer is not one that will take kindly to unfair play, though he is not afraid to do it himself, just so long as he isn’t caught. Dealers are defined by the cards they wield. While some use their cards for tricks and illusions, some prefer to be in the course of battle – but they all are connected by the hands of fate after a dealing gone wrong.

A Deal Gone Wrong[edit]

Every dealer is defined by the deal they made. Whether to sell their soul for one more chance at life or just to make a lot of money, all deals go well for the being handing the deal, but it never ends well for the Dealer.

You have always thought that you were the one to control your own fate, changing it with every decision you made - but you have now found this to be very wrong. Yours and all other fates are governed by the three fates that tug on the strings of life within one of the thousand outer planes of existence. You have only visited them in your dreams and they seem to have taken a liking to you. They gave you the chance to change your fate, should you truly wish to do so.

Think about the deal that you made. What were the consequences of it and how are you planning to fix it. No dealer has ever been able to break their bargain of any other method than fulfilling their end. Dealers themselves love to gamble, and when they make a deal, you can be sure that there will be hell to pay. When you make a deal with the devil, you are bound to get burned.

Creating a Dealer[edit]

When you create your dealer, take a moment to think about what their deal was exactly; why did they need that deal so badly? Were they in the battlefield on the cusp of death, making a deal to stay alive and overcome their enemies? Or did they make a deal to bring their long-lost loved one back from the grave, only to find that they had created a monster?

Talk with your DM about which backstory would best fit your character. Are you a handsome man that would ride into town and sweep the ladies off their feet? Or are you a devilish trickster who makes people gamble their lives away for a little fun.

Quick Build

You can make a Dealer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the charlatan background. Third, take the Minor Illusion and Fire Bolt cantrips.

Class Features

As a Dealer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Deck of Cards, one simple weapon of your choice
Tools: Thieve's Tools, two tools of your choice
Saving Throws: Charisma, Dexterity
Skills: Choose three from Arcana, Deception, Investigation, Perception, Performance, Persuasion, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a deck of cards and any simple weapon
  • studded leather armor
  • (a) thieve's tools or (b) dungeoneer's pack
  • one gaming set of your choice

Table: The Dealer

Level Proficiency
Bonus
Features Fate Dice Cantrips Known
1st +2 The Deck, Hands of Fate, Card Casting 2 2
2nd +2 Master of Games, Debt Collection 2 2
3rd +2 Dealer Archetype 3 2
4th +2 Ability Score Improvement 4 3
5th +3 The Deck, Extra Attack 5 3
6th +3 Dealer Archetype Feature 6 3
7th +3 Mulligan 7 3
8th +3 Ability Score Improvement 8 3
9th +4 House of Cards 9 4
10th +4 The Deck 10 4
11th +4 Dealer Archetype Feature 11 4
12th +4 Ability Score Improvement, The Deck 12 4
13th +5 House of Cards 13 5
14th +5 Ability Score Improvement 14 5
15th +5 The Deck 15 5
16th +5 Ability Score Improvement 16 5
17th +6 The Deck 17 6
18th +6 Dealer Archetype Feature 18 6
19th +6 Ability Score Improvement 19 6
20th +6 True Fate 20 6

The Deck[edit]

As a dealer, your deck is your life and you must protect it at all costs. This deck looks just like a normal deck of playing cards, with four suits of 13 cards plus the joker cards – for a total of 54 cards.

Your deck of cards has a range of 60ft per card thrown, dealing 1d4 slashing damage. Modifiers do not apply to a non-magical attack with the cards. At 1st level you can only throw one card at a time as a bonus action. These cards magically return to the deck after being thrown.

Starting at 5th level, the damage die goes up to 2d4. This raises to 1d10 at 10th level and 2d6 at 15th.

You may take an action during combat to enhance your card with arcane properties, then attack with it during your action. If this is the case, refer to the list below to calculate damage and the effect the card has. You do not deal slashing damage if you use your action to throw a magically enhanced card, but you can still take your bonus action to throw a non-magical card.

During Combat

While in combat, you – the player – use an action to declare an attack. You then draw a card from the deck. Depending on the card drawn, different effects will happen as your character throws the card. Shuffle the deck after attacking.

Suits[edit]

Hearts: Radiant Damage When dealing damage with a card of the hearts, you roll 1d4 per dealer level, add your Constitution modifier, then halve that. You gain that many temporary hit points.

Diamonds: Lightning Damage When dealing damage with a card of diamonds, the target feels an electrical surge rush through their body and must make a DC 10 Constitution saving throw or else they become paralyzed for 1 round. While paralyzed, the target cannot take reactions or bonus actions, nor can they move. DC raises to 15 at 10th level and 17 at 15th.

Clubs: Fire Damage When damage is dealt with a card of clubs, there is an overwhelming sense of warmth that rushes over the target, which then turns into a burning sensation. The target must make a DC 10 Constitution saving throw or else be caught on fire. DC raises to 15 at 10th level and 17 at 15th.

Enemies on fire take 1d10 fire damage each turn unless they take an action to douse the flames.

Spades: Cold Damage When damage is dealt with a card of spades, the chilling aura of the king or frost envelops the target, chilling them to the bone and reducing their movement speed by half for 1 round. They are also not able to take reactions while under this effect.

Cards[edit]

The element of the damage done is determined by the suit, but the number itself represents how powerful the attack is and the area it affects, as indicated below. The effects of face cards do not stack, and only apply to the card drawn directly after them. Anyone in the area listed takes the effect of the damage. Instead of using your Dexterity modifier, you are able to use your Charisma modifier if you choose.

Upon reaching 10th level, you double the damage dice. You triple at 15th level and quadruple at 17th level. For example, the 2 card would deal 4d8 elemental damage plus modifiers at 17th level.

2 Card: This card deals 1d8 + Dexterity modifier elemental damage in a 10 ft. radius.

3 Card: This card deals 1d8 + Dexterity modifier elemental damage in a 30ft. cylinder.

4 Card: This card deals 1d6 + Dexterity modifier elemental damage to a single target.

5 Card: This card deals 1d8 + Dexterity modifier elemental damage in a 15 ft. sphere.

6 Card: This card deals 1d8 + Dexterity modifier elemental damage in a 20ft. line.

7 Card: This card deals 1d6 + Dexterity modifier elemental damage in a 10ft. cone.

8 Card: This card deals 1d8 + Dexterity modifier elemental damage in a 10ft. line.

9 Card: This card deals 1d6 + Dexterity modifier elemental damage in a 30 ft. radius.

10 Card: This card deals 1d10 + Dexterity modifier elemental damage to a single target.

Jack Card: Draw another card. One target has disadvantage on saving throws and attack rolls for 1 minute.

Queen Card: Draw another card. The queen gives life and essence to the next card, adding 1d4 damage to it. This raises to a 1d6 at 5th level, 1d8 at 10th, and 1d10 at 15th.

King Card: Draw another card. All allies caught in the area of effect do not take damage.

Ace Card: Draw another card. Your next card crits. Roll double damage dice. For example, if you drew a 7 card, you would roll 2d6 instead of 1d6 at first level. At 17th level, you would roll 10d6 instead of 5d6

Criticals do not stack, so if you rolled a critical on your attack roll and drew the ace, you would still only double your dice once.

Joker Cards: When you draw the joker, you are allowed to stack a single card on the top of the deck for the next round. Take the card you wish to stack and place it to the side as you shuffle the rest of the cards. Place the stacked card on top and proceed as normal. This takes your action. After you have drawn your card and carried out your action, you must shuffle the deck.

Taking Care of the Cards[edit]

The dealer must take care of the cards he holds so dear in order to keep them imbued with magical properties. Once per day, the dealer must spend at least 30 minutes tending to their deck. If this does not happen, the cards lose their magical properties and become normal playing cards that deal no damage. The magical properties can be returned to the deck when the dealer tends to the cards.

Hands of Fate[edit]

The three sisters that govern the lives of the many and thread the strings of life throughout all the planes of existence have a bit of a crush on you. They have blessed you with dice that can change fate itself.

Fate Dice[edit]

Fate Dice are the gambling of life itself. You only have a certain amount, and to replenish them are a lengthy and very dangerous process.

You can use Fate Dice in order to help an ability check or saving throw that you would like to increate by a certain amount as indicated in the Fate Dice Check Increases table below. You spend the Fate Dice needed, roll the additional die, and add that number to your check or saving throw. You may do this as many times as you have dice for it, but you can only use Fate Dice once per ability check or saving throw.

Table: Fate Dice Check Increase
Fate Dice Dice Rolled
2 1d4
3 1d6
4 1d8
5 1d10
Replenishing Fate Dice[edit]

In order to replenish your Fate Dice, you must plead to the fates themselves in the form of a gamble of life. Roll 1d20 + your Charisma modifier. If the result is higher than 15, you regain all of your Fate Dice. If the result is lower, you enter the Cursed Fate stage. If you enter the Cursed Fate stage, you may try again per short rest to regain your Fate Dice.

Cursed Fate[edit]

Your pleas to the fates have only come back as curses and chants. You are now cursed until you regain all of your Fate Dice back. During your Cursed State, you only have half of your normal Fate Dice(round down to the nearest whole number).

When you would like to use your Fate Dice, you must roll 1d20 with no modifiers and a DC of 10. If your result is higher than the DC, then your Fate Dice work properly. If not, your Fate Dice do not activate.

Card Casting[edit]

Beginning at 1st level, you have the ability to cast low-level spells with the very cards that you use to channel your own arcane energy.

Cantrips[edit]

At 1st level, you know two cantrips of your choice from the dealer spell list. You learn additional dealer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the dealer table.

Lucky Casting[edit]

If you so desire, you may expend 2 of your Fate Dice in order to cast a leveled spell from the dealer spell list detailed at the bottom of this class description. When you spend the Fate Dice, you roll 1d6 and depending on the roll, you may cast a spell from that level as listed in the table below. You may use your Charisma modifier in place of your Intelligence.

If you roll a higher level than the spell you wish to cast, you may cast it at the level you roll. For example, if you were to cast the first level Fire Bolt spell and you rolled a 6, you would then cast Fire Bolt at 3rd level.

Table: Lucky Casting Levels
d6 Roll Spell Level
1 Fail to Cast a Spell
2 1st Level
3 1st Level
4 2nd Level
5 2nd Level
6 3rd Level

Master of Games[edit]

By 2nd level - being the swift dealer you are - you have learned how to win at most any game. Even those that you have never played can become easy with a few sleights of the hand.

You become proficient in the sleight of hand skill. If you are already proficient from other means, you double your proficiency bonus

Also, when playing any game, you are quickly able to understand it's rules and intricacies. You can pick the game apart and find the winning strategy like you have played the game all your life. You have advantage on any rolls made during games.

If you win a game against a person, then they are now indebted to you and must pay that back whenever you choose, giving them a debt counter. Debt counters do not stack, but last until the debt is repaid.

Debt Collection[edit]

At 2nd level, you have the power to take those indebted to you and cause them to do your bidding in order to repay that debt. Whenever someone is indebted to a dealer, there is a playing card marked on their right hand that only dealers and celestials can see. The spell detect magic can let a user see the mark - the same of similar effects.

While a person is marked with the dealer's sign, they owe the dealer one favor. When the dealer feels like it is time, they may activate the mark and collect their debt. The target then becomes under the impression of a charm person spell with no way of breaking it. This charm person spell lasts for one order. After the order is carried out, the charm person fades away and the person is no longer indebted.

The dealer may set a parameter to the deal and give specific things to do later rather than when he gives the deal. If this is the case, the charm person effect only activates when the parameters are met.

Fools Gold[edit]

For every day that a person is indebted to the dealer, 3 enchanted gold pieces appear inside of the dealer's pouch. These gold pieces look and feel like normal gold. There is no way of telling that they are not gold unless detect magic is cast on them. To you and other dealers, the coins glow with a blue aura, which can be seen by celestials and detect magic.

The dealer may spend the gold as normal gold, but the vendor may be surprised when his gold disappears later on. At six every day, whatever gold you gained from this effect suddenly disappears, whether in your possession or not.

You regain the gold at the beginning of the next day. This effect stacks with the number of people indebted to you. For example, if you had 2 people indebted to you at the same time, you would get 6 gold per day.

Dealer Archetype[edit]

When you reach 3rd level, you are given a choice by the hands of fate. Each of the three fates holds out a deck before you - you must choose your path between the Deck of Many Banes, the Deck of Many Vigors, or the Deck of Many Tricks. Your choice grants you features at 3rd level, and again at 6th, 11th, 14th, and 18th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 14th, 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[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. You are still able to magically enhance your cards before doing this second attack.

Mulligan[edit]

At 7th level, you learn to give yourself a helping hand. During combat, when you draw a card from the deck, you may spend a bonus action and 4 Fate Dice in order to put the card back into the deck - shuffle - and draw again.

House of Cards[edit]

Given by the god of tricks himself - at 9th level - you gain the card of the house, which allows you to transport yourself into the House of Cards.

Throwing the card requires an action and creates a door which you can step through into the House of Cards. This door will disappear after 2 minutes - or whenever you dispell it.

When you exit the house, you will be in the same place as where you entered it.

House of Cards[edit]

The House of Cards was created by yourself as it is an extension of your imagination. The house looks however you like it to look but still has the same effects. At 9th level, your house can have up to 10 rooms that are created by you that you may order as you wish. When you reach 13th level you may have as many rooms as you wish.

While in the house, taking a short rest will reset your Fate Dice and rid you of the Cursed Fate state. Anyone else that takes a short rest in the house will regain their hit dice and all of their hit points. At 13th level, anyone resting in the house may regain half of their spell slots. You gain half of each level's spell slots. So if you have four 1st-level spell slots and three 2nd-level spell slots, you would regain two 1st-level and 1 2nd-level, rounding down.

The house can be used as a storage space for items and can hold any items you wish as long as you can imagine where it would be stored and there is space for it. You can either place the object in the house or use the card of storage in order to send it to a place of your choice.

Card of Storage[edit]

The card of storage sends whatever it hits into the House of Cards - to a place of your choosing. You must spend 2 Fate Dice to do this and you cannot be in combat.

True Fate[edit]

At 20th level, you become the true master of fate itself, becoming the partner of the fates. You gain the truest ability over fate. You are now able to weave into the world as if you are a being that controls the strings of time. As many times equal to your Charisma modifier (minimum of 1), you gain advantage on all rolls for 1 hour. If you gain disadvantage while this effect is in place, it negates your disadvantage, but you do not have advantage.

Recharging Your True Fate[edit]

You regain all expended uses of True Fate after a long rest. This is not affected by the House of Cards.

You may also spend 10 Fate Dice in order to give yourself a charge of True Fate.

Dealer Archetype[edit]

Your dealer archetype determines what role you will play and how you will go about your game.

As you have made a deal with a powerful being, you are given a deck by this being in order to help you fulfill the deal that was set by this entity. There are three kinds of decks that are listed below. At 3rd level, your "partner" has given you a magical deck of your choice that will grant you many powers at 3rd, 6th, 11th, 14th, and 18th level.

Deck of Many Banes[edit]

The Deck of Many Banes gives the user the use over very powerful curses and hexes that will mess with the enemy and give the user a boon against them.

Expanded Spell List[edit]

The Deck of Many Banes gives you many new spells to choose from the list below when you use a new dealer spell. The following spells are added to the dealer spell list for you.

Table: Deck of Many Banes Expanded Spells
Spell Level Spell
1st Charm Person, Command, Hex
2nd Blindness/Deafness, Crown of Madness, Darkness
3rd Bestow Curse, Fear, Hypnotic Pattern

Bane of Your Existence[edit]

At 3rd level, you are able to cast Bane at will as a 1st-level spell as an action. The spell save DC for Bane starts at 15 and becomes 17 at 11th level and 20 at 18th level no matter what your spell save DC is.

You may cast Bane at a higher level (at a maximum of 3rd-level), but for each level above 1st, you must make a DC 17 Charisma saving throw. On a failure, you also become under the effects of Bane as well as the intended targets.

Wild Card[edit]

At 6th level, the Wild Card gets put inside of your deck. There is no actual card inside of the deck, but whenever making an attack with your magically enhanced card, you roll 1d20. On a natural 1 or 20, you have drawn the Wild Card.

When you draw the Wild Card, the forces of the card burst forth with an excess of energy. You may choose between three different effects.

Give 'em Back

You regain all of your Fate Dice.

Switcheroo

The card that you have drawn becomes whatever number you deem it to be. You go through with combat as if it is that card.

Standoff

One target enters a duel with you. They are not allowed to attack anyone other than you until they can make a DC 15 Charisma saving throw.

Critical Ace[edit]

At 11th level, you have learned to stack the deck perfectly. While taking a long rest, you may take 5 cards from the deck and stack them on top before you rest.

While in combat, if you draw two aces in a row, you will have a true critical. Draw cards until you draw 2 non-face cards. Roll the dice and add all modifiers. Then double that - this becomes the damage that you deal for the attack. All face cards drawn during this are nullified.

Luck of the Draw[edit]

At 14th level, luck is on your side. You have learned the uncanny art of gaining and losing lucky streaks. Whenever you score a critical hit, you gain a stack of luck. Each stack onto your luck lowers the number needed to crit by one. So, if you were to have 1 luck counter, you would need to roll a 19 or 20 to crit. You can only have 5 luck counters at one time.

If you roll and do not crit, you lose all of your luck stacks. When rolling, if you roll a 1, you take 1d6 damage per luck stack. If you roll a 1 and have no luck in the stack, you take no damage. Rolling a 1 still activates your Wild Card.

All or Nothing[edit]

At 18th level, you may use All or Nothing as an action for your turn. This ability also takes up your bonus action for the turn.

Roll 1d10. Draw an amount of cards equal to the result. You must use those cards in some form this turn during your action. You may stack them however you wish. Each card does its damage in the order that you place them.

You may only use All or Nothing as many times equal to your Charisma modifier (minimum of 1). All expended uses reset after a long rest.

Reminder: Unless specified in the Cards section, face cards do not stack on top each other. For example, you will not be able to have an order of ace, king, eight, and nine. You could, however, move the king to be after the eight. Then the ace would trigger the eight and the king would trigger the nine.

Deck of Many Vigors[edit]

The Deck of Many Vigors gives the user power and control of blessings and virtues that will help strengthen their own resolve as well as those of their teammates. Being a team player can help in times of crisis.

Expanded Spell List[edit]

The Deck of Many Vigors gives you many new spells to choose from the list below when you use a new dealer spell. The following spells are added to the dealer spell list for you.

Table: Deck of Many Vigors Expanded Spells
Spell Level Spell
1st Cure Wounds, Divine Favor, Protection from Evil/Good
2nd Aid, Lesser Restoration, Protection from Poison
3rd Create Food and Water, Magic Circle, Remove Curse

Blessings for All[edit]

At 3rd level, you are able to cast Bless at will as a 1st-level spell as an action. You may cast Bless at a higher level (to a maximum of 3rd-level), but for each level above 1st, you must make a DC 17 Charisma saving throw. On a failure, Bless does not activate.

Wild Card[edit]

At 6th level, the Wild Card gets put inside of your deck. There is no actual card inside of the deck, but whenever making an attack with your magically enhanced card, you roll 1d20. On a natural 1 or 20, you have drawn the Wild Card.

When you draw the Wild Card, the forces of the card burst forth with an excess of energy. You may choose between three different effects.

Have Some Help

All allies within 20ft of you get 1 hit dice + Consitution modifier worth of temporary hit points. For example, a barbarian would roll 1d12 + their Constitution modifier and get that many temporary hit points.

Suit My Needs

The card you have drawn becomes whatever suit you would like it to be. You go through combat with that new card suit.

What're You Lookin' At

One target becomes blinded for a round of combat or 1 minute if surprised. While blinded, you cannot see and fail all ability checks that require sight. Their attack rolls have disadvantage and all attack rolls at them gain advantage.

Critical Heal[edit]

At 11th level, the blessings that you have given have taught you how to better understand the divine energy that flows through your deck.

Whenever you draw the hearts suit, your healing die goes from 1d4 to 1d10. You are now also able to give these hit points to your allies. You may divide the hit points up and give them out how you wish.

Palidian Armor[edit]

At 14th level, your cards have given you the power to bless yourself and others with an armor of divine energy. As a bonus action, you may throw a card at an ally and give them a boost. The cards swirl around them to form a weightless suit of armor that glows with holy light.

When throwing the card at the ally, you must roll to see if you hit them. If you do, then they get the armor but still take the slashing damage as if the card was not magically enhanced. You do not have to draw a card from your deck for this effect. If you use this effect on yourself, you must sacrifice 5 Fate Dice, but you do not take damage.

While wearing the armor, they get a +4 bonus to their AC and have resistance against poison, disease, and necrotic damage.

You can use this ability a number of times equal to your Charisma modifier (minimum of 1). Only one person can be under the effect of Palidian Armor at a time. You regain all uses of the ablility after a long rest or a short rest in the House of Cards.

Sun's Glory[edit]

At 18th level, you may use Sun's Glory as an action for your turn. This ability also takes up your bonus action for the turn.

Bursting forth from your card comes a large blast of white divine energy with a radius of 20ft. All allies caught within the circle are healed by one hit dice. All enemies are dealt 6d8 radiant damage and are blinded for 1 minute.

You may only use Sun's Glory as many times equal to your Charisma modifier (minimum of 1). All expended uses reset after a long rest.

Deck of Many Tricks[edit]

The Deck of Many Tricks gives the user power and control of many different sleights of hand and magical illusions. Whenever there is a trickster in the room, you'd best watch your pockets.

Expanded Spell List[edit]

The Deck of Many Tricks gives you many new spells to choose from the list below when you use a new dealer spell. The following spells are added to the dealer spell list for you.

Table: Deck of Many Tricks Expanded Spells
Spell Level Spell
1st Grease, Hideous Laughter, Silent Image
2nd Heat Metal, Invisibility, Mirror Image
3rd Blink, Major Image, Tiny Hut

Now You See Me[edit]

At 3rd level, you have learned the art of disguise and dissapearing. You are now able to cast Disguise Self and Misty Step at will by using a bonus action. When casting Misty Step, you must make a DC Charisma save of 15 or else the spell fails.

Wild Card[edit]

At 6th level, the Wild Card gets put inside of your deck. There is no actual card inside of the deck, but whenever making an attack with your magically enhanced card, you roll 1d20. On a natural 1 or 20, you have drawn the Wild Card.

When you draw the Wild Card, the forces of the card burst forth with an excess of energy. You may choose between three different effects.

Hit Me With Your Best Shot

You become half within the mortal plane and half within another plane of existence for 1 minute. While in this state you cannot be hit, but you also cannot hit anything and cannot attack. You are still allowed to move around and talk but cannot interact with anything in the mortal plane.

I'm the Joker, Baby

The card you drew disappears for a turn and is held in a temporary state of flux. As a reaction or bonus action, you can use the card as an extra attack.

For example, if you drew a 6 of hearts, you could choose to set it to the side and use the effect of the hearts and damage later as a bonus action or reaction.

Wait for Me

One target makes a DC 15 Wisdom check. On a failure, they cannot move or take their next turn.

Sneaky Little Me[edit]

At 11th level, you have learned to stay in the shadows and keep to yourself by all means possible.

Whenever you are stealthed, only beings with a passive perception of 22 and above can see you. When hidden, people making perception rolls have disadvantage when they are within 30 ft. and you cannot be seen by rolls from farther than 60 ft. away.

Whenever you attack someone and they are surprised by you, you gain advantage on all attack rolls for the next round and you deal Sneak Attack damage, as indicated in the table below on the next attack towards that person.

Table: Sneak Attack Damage
Level Damage
11th 6d6
12th 6d6
13th 7d6
14th 7d6
15th 8d6
16th 8d6
17th 9d6
18th 9d6
19th 10d6
20th 10d6

Rabbit From a Hat[edit]

At 14th level, you gain have infused the **Bag of Tricks** within your very cards. You may use an *action* to throw a card and act as if it is using the **Bag of Tricks**. You roll 1d20 and summon the creature you rolled based on the table below.

You can only pull three summons out of the bag per day, and it resets every day.

Table: Rabbit From a Hat Roll
d20 Creature
1 Giant Weasel
2 Giant Rat
3 Jackal
4 Owl
5 Ape
6 Badger
7 Mastiff
8 Horse
9 Baboon
10 Goat
11 Boar
12 Axe Beak
13 Eagle
14 Giant Hyena
15 Panther
16 Black Bear
17 Lion
18 Dire Wolf
19 Tiger
20 Baby Dragon



Dealer Spell List[edit]

You know all of the spells on the basic dealer spell list and additional spells based on your subclass.

Cantrips

- Acid Splash

- Chill Touch

- Dancing Lights

- Fire Bolt

- Minor Illusion

- Prestidigitation

- Resistance

- Shocking Grasp

- True Strike

1st Level

- Burning Hands

- Cause Fear

- Compelled Duel

- Faerie Fire

- Feather Fall

- Magic Missle

- Searing Smite

- Sleep

- Thunderwave

2nd Level

- Blur

- Calm Emotions

- Cloud of Daggers

- Detect Thoughts

- Enthrall

- Flaming Sphere

- Hold Person

- Spider Climb

- Suggestion

3rd Level

- Call Lightning

- Counterspell

- Dispell Magic

- Haste

- Lightning Bolt

- Sending

- Thunder Step

- Water Breathing

- Water Walk


This class was originally created by Nathaniel T. Beene

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: