Card Slinger, Variant (5e Class)
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- 1 Card Slinger
- 1.1 The Power In Your Hand
- 1.2 Creating a Card Slinger
- 1.3 Class Features
- 1.4 Dealer
- 1.4.1 The Deck
- 1.4.2 Using the deck
- 1.4.3 Bonding with your deck
- 1.4.4 Suits
- 1.4.5 Numbers
- 1.5 Shadow Expertise
- 1.6 Backstab
- 1.7 Subclass
- 1.8 Gambler's Luck
- 1.9 Going the Distance
- 1.10 Evasion
- 1.11 Calling Card
- 1.12 Curving the Card
- 1.13 Mulligan
- 1.14 Card Gambit
- 1.15 Shadow Walk
- 1.16 Stone Faced
- 1.17 Stacked Deck
- 2 Subclasses
- 3 Multiclassing
A man stands at a pair of doors sealed from the other side. He pulls out his deck of cards and shuffles them before pulling a card off the top. The card starts to glow in his hand. He slips it between the doors and steps back. The card explodes, leaving the door in pieces.
A woman runs down the street being chased by a group of thugs. She pulls out her deck of cards and quickly shuffles. She pulls the top card. The card starts to glow. She drops it on the ground. A moment later, as the thugs run over the card, the card explodes, taking the thugs out.
An adventuring party are in the middle of the forest surrounded by goblins. The Card Slinger pulls out the deck and shuffles it before pulling the top card. The card starts to glow before the Slinger throws the card. A moment later it explodes, having taken out a goblin.
The Power In Your Hand
The sound of a deck of cards being shuffled is the music of your soul. The feeling of the cards in your hands feels as natural as a dagger in the hand of an assassin. The cards are your tools, your weapons, and your foci. In your hands your soul passes into the cards turning them from normal cards into something more. This link is more than a feeling it’s magic, you can use your soul to charge the cards into bombs.
Creating a Card Slinger
- Quick Build
You can make a Card Slinger quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the charlatan background.
As a Card Slinger you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple and Martial Melee Weapons, Simple Ranged Weapons
Tools: Deck of Cards
Saving Throws: Dexterity, Charisma
Skills: Choose three from, Arcana, Deception, Insight, Performance, Stealth, and Sleight of Hand.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Dagger or (b) A Simple Weapon or (c) A Martial Melee Weapon
- (a) A Diplomat's Pack or (b) A Burglar's Pack
- (a) A Leather Armor, A Dagger, and A Deck of Playing Cards or (b) A Leather Armor, A Short Sword, and A Deck of Playing Cards
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|2nd||+2||One With Shadows, Backstab||1d6|
|4th||+2||Ability Score Improvement||1d6|
|5th||+3||Gambler's Luck 19-20||1d6|
|6th||+3||Subclass Feature, Going the Distance||1d6|
|8th||+3||Ability Score Improvement||2d6|
|9th||+4||Curving the Card, Calling Card||2d6|
|12th||+4||Ability Score Improvement||3d6|
|13th||+5||One Hand Backstab||3d6|
|16th||+5||Ability Score Improvement||3d6|
|19th||+6||Ability Score Improvement||4d6|
A card slinger uses a deck containing four suits (Clubs, Diamonds, Hearts, and Spades) of numbered or lettered cards. Each suit has 13 cards that are numbered from two to ten and lettered J, Q, K, A (Jack, Queen, King, Ace) If a card is lost the whole deck must be replaced. The deck must have every suit and number in it or it will not work, so making a deck of 52 ace of spades will not work.
Using the deck
As an action, a card slinger can make a ranged attack with a drawn card that has a range of 30 ft. The creature hit by the card takes the initial damage, and those in the area of effect must roll a saving throw according to the suit. A drawn card must be pulled from the top of the deck after the deck has been shuffled. Shuffling and drawing a card is considered part of the action. A card slinger may use his Charisma modifier for these attack rolls instead of his Dexterity modifier.
Some of your card effects require your target to make a saving throw to resist the card's effect. The saving throw DC is calculated as follows:
Card Slinger save DC = 8 + your proficiency bonus + your Charisma modifier
Bonding with your deck
During a long rest, the card slinger must spend no less than 30 minutes to take care of his cards. This might be putting new wax on them, separating them, airing them out, and so on. The card slinger also must shuffle the cards at least once in order to imbue them with magic. If these things are skipped the cards will lose their magic until the card slinger completes this process.
Spades: Fire damage
This suit symbolizes willpower, courage, strength and other masculine qualities. A creature hit by the effect of this suit needs to pass a Dexterity saving throw or be blinded until the end of its next turn.
Hearts: Cold damage
This Suit stands for love, emotions, imagination, subconscious and other feminine qualities. A creature hit by the effect of this suit needs to pass a Dexterity saving throw or have its movement speed halved until the end of its next turn.
Clubs: Lightning damage
This suit represents mind, speech and words. These are neutral qualities. A creature hit by the effect of this suit needs to pass a Dexterity saving throw or be unable to take reactions and bonus actions until the end of its next turn.
Diamonds: Acid damage
This suit signifies wealth and matter. A creature hit by the effect of this suit needs to pass a Dexterity saving throw or be poisoned until the end of its next turn.
While the suit chooses the element of the blast, the number on the card tells the range and how much damage will be done. Note that any card which explodes in a cone or line originates its blast from the card and moves back towards where it was thrown from. Additionally, face cards do not stack so the effects of the most recently drawn face card replace those of any previously drawn face cards.
This card deals 1d10 + Charisma modifier (suit chosen) damage in a 10 ft. radius. You gain additional dice when you reach the following levels: 4th level 2d10, 8th level 3d10, 12th 4d10, and 16th level 5d10.
This card deals 1d8 + Charisma modifier (suit chosen) damage in a 20 ft. radius. You gain additional dice when you reach the following levels: 4th level 2d8, 8th level 3d8, 12th 4d8, and 16th level 5d8.
This card deals 1d6 + Charisma modifier (suit chosen) damage in a 30 ft. radius. You gain additional dice when you reach the following levels: 4th level 2d6, 8th level 3d6, 12th 4d6, and 16th level 5d6.
This card deals 1d10 + Charisma modifier (suit chosen) damage in a 20 ft. line. You gain additional dice when you reach the following levels: 4th level 2d10, 8th level 3d10, 12th 4d10, and 16th level 5d10.
This card deals 1d8 + Charisma modifier (suit chosen) damage in a 40 ft. line. You gain additional dice when you reach the following levels: 4th level 2d8, 8th level 3d8, 12th 4d8, and 16th level 5d8.
This card deals 1d6 + Charisma modifier (suit chosen) damage in a 60 ft. line. You gain additional dice when you reach the following levels: 4th level 2d6, 8th level 3d6, 12th 4d6, and 16th level 5d6.
This card deals 1d10 + Charisma modifier (suit chosen) damage in a 15 ft. cone. You gain additional dice when you reach the following levels: 4th level 2d10, 8th level 3d10, 12th 4d10, and 16th level 5d10.
This card deals 1d8 + Charisma modifier (suit chosen) damage in a 20 ft. cone. You gain additional dice when you reach the following levels: 4th level 2d8, 8th level 3d8, 12th 4d8, and 16th level 5d8.
This card deals 1d6 + Charisma modifier (suit chosen) damage in a 25 ft. cone. You gain additional dice when you reach the following levels: 4th level 2d6, 8th level 3d6, 12th 4d6, and 16th level 5d6.
Draw another card; the Jack card empowers the new card, adding 1d4 damage. There is no added effect for the suit of the Jack. The damage die increases at the following levels: 4th level d6, 8th level d8, 12th level d10, and 16th level d12.
Draw another card; the Queen card increases the DC for your saving throw by 1 for the new card. There is no added effect for the suit of the Queen. At 13th level, the DC for your saving throw increases by 1 again.
Draw another card; you may choose one ally to be safe from the area-of-effect from your card. The number of allies increases at the following levels; 4th level 2 allies, 8th level 3 allies, 12th level 4 allies, and 16th level 5 allies. There is no added effect for the suit of the King.
Draw another card; the Ace card ignores resistance and immunities and doubles the dice for that card. There is no added effect for the suit of the Ace.
At 2nd level, you gain proficiency in Stealth. If you are already proficient in Stealth, your proficiency bonus is doubled for any Stealth check you make.
Beginning at 2nd level, striking unaware targets has become fortuitous for you. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you they cannot see you. The attack must use a one handed weapon.
The amount of the extra damage increases as you gain levels in this class, as shown in the Backstab column of the Card Slinger table.
Starting at 3rd level, you choose a subclass. These subclasses are detailed below.
Beginning at 5th level, your attack rolls when using a one handed weapon critically strike on a natural 19 as well as 20.
Going the Distance
Beginning at 6th level, the distance you can throw a card you've drawn increases to 60 ft. In addition, you may ignore half and three-quarters cover.
From 7th level onward, you can nimbly dodge out of the way of certain area effects. Whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Beginning at 9th level, you can choose when you throw a card to have it return to you. Any card you choose to be returned will be back in the deck at the start of your next turn. This can be used a number of times equal to your charisma modifier (minimum of 1).
Curving the Card
From 9th level onward, you can curve the cards you throw so they can go around corners. You become so good at it you can make a card curve up to 90 degrees. You must be standing within 10 feet of the area you want your card to curve around. The distance the card can travel is halved when using this ability.
Beginning at 11th level, after you draw a card, you may, as a bonus action, place the card back in the deck, re-shuffle, and draw again.
Beginning at 14th level, when an enemy misses an ally with a melee attack, you may use your reaction to throw a card at the enemy that missed an attack.
From 17th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
At 18th level, you gain proficiency in Deception. If you are already proficient in Deception, your proficiency bonus is doubled for any Deception check you make. In addition, creatures attempting to make an Insight check against you have disadvantage.
At 20th level, you learn the intricacies of your deck and now you can draw the card you want. As a bonus action, you search your deck for the card you want and draw it. You are unable to draw another card (as you normally would when making an attack) this turn. You may use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all uses after a long rest.
At 3rd level, as a bonus action you may discard the top card of your deck to gain advantage on your next attack. You must finish a short or long rest before using this feature in this way again.
Also, as an action, you may draw 2 cards and discard 1. Discarding a card removes it from the deck until you complete a long rest. Removing cards this way does not disrupt the magic of the deck and it continues to work as normal. You cannot discard more than 1 card per turn.
At 6th level, you can, as an action, draw 5 cards for the top of your deck. Choose one of those cards and return the other 4 to the bottom of your deck. You may make an attack with the card you have drawn. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature after a long rest.
At 10th level, you are able to throw multiple cards. As an action, draw the top 3 cards from your deck. You may attack with each of these cards on this same turn, each target must be within 30’ of each other and the suit effect is ignored. You may not target the same target twice, though you do not have to throw all 3. In addition, the card deals damage only to the target(s) hit. You may do this a number of times equal to your Charisma modifier before you must finish a short or long rest before you are able to use this feature again.
At 15th level, you can make personal touches to the deck, so to speak. During a long rest, and while bonding with the deck, choose a number card (2-10) to be considered wild. When a wild card is drawn, choose a number that is different than the card drawn and use its values for the attack. The suit of a wild card cannot be altered. The wild card cannot be changed until you spend time during a long rest bonding with the deck again.
Spellcards gain the ability to cast Wizard spells. Your deck functions as a spellcasting focus.
You learn three cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.
You know three 1st level wizard spells of your choice. Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list (of a level you can cast).
Charisma is your spellcasting ability for your spellcard spells. You use your Charisma whenever a spell refers to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency bonus + your Charisma. Your spell attack bonus is your proficiency bonus + your Charisma modifier.
You start with two 1st level spell slots at Cardslinger level 3, and gain more as you gain more Cardslinger levels.
|Spell Level— |
At 3rd level, you may use your cards to attack with melee cantrip spells at their lowest level. Using your cards this way ignores the suit of the card but not the damage that would be dealt.
At 6th level, after casting a spell of 1st level or higher, you may draw and attack with a card as a bonus action that deals damage at its lowest level.
Starting at 10th level, if you are hidden from a creature when you hit it with a card attack or you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell or card effect this turn.
At 15th level, you’ve learned how to transfer the magic of your deck into spell slots. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your cardslinger level (rounded up). Discard a number of cards equal to five times the slots recovered. For example, if you’re a 4th-level wizard, you can discard 10 cards to recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st—level spell slots. Discarding a card removes it from the deck until you complete a long rest. Removing cards this way does not disrupt the magic of the deck and it continues to work as normal.
Prerequisites. To qualify for multiclassing into the Card Slinger class, you must meet these prerequisites: Dex 13
Proficiencies. When you multiclass into the Card Sling class, you gain the following proficiencies:
Note: This is just a idea but if you multiclass into a magic class it could be fun to to have your deck as a foci.