Card Slinger (5e Class)

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Card Slinger

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

What motivated your character to choose this occupation? Is it fame, attachment to your card, or something else? Think about what goals your character have in mind when creating a Card Slinger as well.

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.

Class Features

As a Card Slinger you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple weapons and martial melee weapons
Tools: Deck of Cards
Saving Throws: Dexterity, Charisma
Skills: Choose four from Arcana, Deception, Insight, Perception, Stealth, and Sleight of Hand.

Equipment

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) leather armor, a dagger, and a deck of playing Cards or (b) leather armor, a shortsword, and a deck of playing cards
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Card Slinger

Level Proficiency
Bonus
Features Backstab
1st +2 The Deck -
2nd +2 One With Shadows, Backstab, Action Surge 1d6
3rd +2 Card Slinger Hand 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Gambler's Luck, Extra Attack 1d6
6th +3 Hand Feature, Going the Distance 1d6
7th +3 Evasion 2d6
8th +3 Ability Score Improvement 2d6
9th +4 Calling Card, Curving the Card 2d6
10th +4 Hand Feature 2d6
11th +4 Mulligan 2d6
12th +4 Ability Score Improvement 3d6
13th +5 3d6
14th +5 Card Gambit 3d6
15th +5 Hand Feature 3d6
16th +5 Ability Score Improvement 3d6
17th +6 Shadow Walk, Action Surge (two uses) 4d6
18th +6 Resolute Mind 4d6
19th +6 Ability Score Improvement 4d6
20th +6 Stacked Deck 4d6


The Deck

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. In addition, if your deck includes Jokers, you must have them in your deck when you bond with it. After the card is used you can pick up the card and reshuffled the card back into the deck.

Using the deck

As an action, you can make a ranged attack with a drawn card that has a range of 30 ft. 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. You can use your choice of your Charisma modifier for these attack rolls instead of your Dexterity modifier.

Some of your card effects require your target to make a saving throw to resist the 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, you must spend no less than 30 minutes to take care of your cards. This might be putting new wax on them, separating them, airing them out, and so on. You 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 you complete this process.

Suits

When drawing a card, the Suit determines the damage type of the attack as well as a special effect applied to the creature the card hits. You can choose for the creature to not be affected by this special effect when you make the attack roll.

The added suit effect does not apply to the cards 2, 5 and 8. For the cards 3, 6 and 9, the saving throw in effect is equal to 6 + half your Charisma modifier (rounded up).

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 Constitution 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 Constitution 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 Constitution 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 Constitution saving throw or be poisoned until the end of its next turn.

Numbers

While the suit chooses the element of the blast, the number on the card determines how much damage will be done.

2 Card

This card deals 1d6 + Charisma modifier (suit chosen). You gain additional dice when you reach the following levels: 4th level 2d6, 8th level 3d6, 12th 4d6, and 16th level 5d6.

3 Card

This card deals 1d8 + Charisma modifier (suit chosen). You gain additional dice when you reach the following levels: 4th level 2d8, 8th level 3d8, 12th 4d8, and 16th level 5d8.

4 Card

This card deals 1d10 + Charisma modifier (suit chosen). This card's damage increases when you reach the following levels: 4th level 2d10, 8th level 3d10, 12th 4d10, and 16th level 5d10.

5 Card

This card deals 1d6 + Charisma modifier +1 (suit chosen) damage. YThis card's damage increases when you when you reach the following levels: 4th level 2d6, 8th level 3d6, 12th 4d6, and 16th level 5d6.

6 Card

This card deals 1d8 + Charisma modifier +1 (suit chosen). This card's damage increases when you when you reach the following levels: 4th level 2d8, 8th level 3d8, 12th 4d8, and 16th level 5d8.

7 Card

This card deals 1d10 + Charisma modifier +1 (suit chosen). This card's damage increases when you when you reach the following levels: 4th level 2d10, 8th level 3d10, 12th 4d10, and 16th level 5d10.

8 Card

This card deals 1d6 + Charisma modifier +2 (suit chosen) damage. This card's damage increases when you when you reach the following levels: 4th level 2d6, 8th level 3d6, 12th 4d6, and 16th level 5d6.

9 Card

This card deals 1d8 + Charisma modifier +2 (suit chosen). This card's damage increases when you when you reach the following levels: 4th level 2d8, 8th level 3d8, 12th 4d8, and 16th level 5d8.

10 Card

This card deals 1d10 +Charisma modifier +2 (suit chosen) damage. This card's damage increases when you when you reach the following levels: 4th level 2d10, 8th level 3d10, 12th 4d10, and 16th level 5d10.

Jack Card

Draw another card; the Jack card empowers the next card, granting an additional 1d4 to the attack and damage rolls. There is no added effect for the suit of the Jack. The additional damage increases at the following levels: 4th level d6, 8th level d8, 12th level d10, and 16th level d12. This card does not stack with other face or Ace Card. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, so if a Jack is pulled and then a Queen only the effect of the Queen actives.

Queen Card

Draw another card; the Queen card grand a +2 bonus to the DC of your saving throw for the next card. If the drawn card is number 2,3 or 4 you gain advantage on the attack roll instead. There is no added effect for the suit of the Queen. At 13th level, the DC for your saving throw increases by 1 again. This card does not stack with other face or Ace Card. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.

King Card

Draw another card; the next card now affects an area around the target. The affected area is a 10 feet radius from where the card hits. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.

Ace Card

Draw another card; the next card ignores resistances and immunities, doubles the damage dice for that card and you make the attack roll with advantage. There is no added effect for the suit of the Ace. This card does not stack with other face or Ace Card. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.

Joker Card

This card heals 1d12 + Charisma modifier for a single target within range. The card also ends the paralyzed, stunned, poisoned or blinded conditions .The healing increases at the following levels: 4th level 2d12, 8th level 3d12, 12th level 4d12, 16th level 5d12, and 20th level 6d12.

One With Shadows

At 2nd level, you gain proficiency in the Stealth skill, and if you already have proficiency in it, your proficiency bonus is doubled for any Dexterity (Stealth) check you make.

Backstab

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 have advantage on the attack roll. The attack must use a one handed weapon or a ranged weapon. Your cards can make use of this extra damage.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

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.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Card Slinger Hand

At 3rd level, you choose a Hand that you strive to emulate from the list of available Hands. These Hands are detailed below. Your choice grants you features at 3rd level, and again at 6th, 10th, and 15th.

Ability Score Improvement

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.

Gambler's Luck

Beginning at 5th level, your melee attacks when using a one handed weapon critically strike on a natural 19 as well as 20.

Additionally, when you would roll a 1 on a ranged weapon's attack roll or damage roll you can reroll the die and must use the new roll, even if the new roll is a 1. You can use this feature only once per turn.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Going the Distance

Beginning at 6th level, the distance you can throw a card you've drawn increases to 120 ft. In addition, you may ignore half and three-quarters cover when attacking with your cards. The details for the cards 3, 6 and 9 now apply to the cards 2, 5 and 8 and the normal suit effects apply to the cards 3, 6 and 9. At 12th level all effects for all numbers are treated normally.

Evasion

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.

Calling Card

Beginning at 9th level, you can choose when you throw a card to have it return to you after it explodes. Any card you choose to be returned will be back in the deck at the start of your next turn.

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.

Mulligan

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. You can use this feature once, regaining any expended uses when you roll initiative, or after you finish a short or long rest.

Card Gambit

Beginning at 14th level, when an enemy within 30 ft of you misses you or an ally with a melee or ranged attack, you may use your reaction to throw a card at the enemy that missed an attack.

Shadow Walk

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.

Resolute Mind

At 18th level, you gain advantage on Wisdom and Intelligence saving throws from magic.

Stacked Deck

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.

Spell Slinger Hands

Hand of the Deckmaster

The Deckmaster is a miracle worker when it comes to performing rapid tricks with their decks. A deck of cards in the hands of a Deckmaster can be compared to a storm of swords in the hands of the most capable warrior.

Discard

At 3rd level, as a bonus action you may discard the top card of your deck to gain advantage on your next attack. You can use this feature number of times equal to your Charisma Modifier. You regain any expended uses when you finish a short or long rest.

Also, when you draw a card, you may draw 2 cards and discard 1 instead of drawing just one card. 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. The other card you can be thrown as normal.

Dealer’s Choice

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 Charisma modifier (minimum of one). You regain all uses of this feature after a long rest.

Hat Trick

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 as one action, each target must be within 30’ of each other and the suit effect is ignored. In addition, the card deals damage only to the target(s) hit. You must finish a short or long rest after using this feature.

Wild Card

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, you can choose a number and use that number as if that was the card drawb. Suits cannot be altered. The wild card cannot be changed until you spend time during a long rest bonding with the deck again.

Hand of the Spellcard

Spellcasting

Spellcards gain the ability to focus magic through their decks and unleash powerful spells through their connection to the magic of the cards.

Cantrips

You learn three cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.

Spells Known

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).

Spellcasting Ability

Charisma is your spellcasting ability for your Spellcard spells. You use your Charisma whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use your deck of cards as a spell casting focus for your Spellcard spells.

Spell Slots

At 3rd level, you start with two 1st level spell slots, and gain more as you gain more Card Slinger levels.

Class
Level
Cantrips
Known
Spells
Known
—Spell
1st
Slots
2nd
per
3rd
Spell Level—
4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
16th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 2

Charged Cards

At 3rd level, you may use your cards to attack with cantrips that have the range of touch. Make a ranged spell attack, using the range of your cards. On a hit, the creature is subjected to the effects of the cantrip as if your had touched them.

Quick Scaling

Starting at 6th level, after casting a spell of 1st level or higher, you may draw and attack with a card as a bonus action.

Magical Ambush

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.

Magic Deck

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 by discarding your cards. The spell slots can have a combined level that is equal to or less than half your Card Slinger level (rounded up). For example, if you’re a 4th-level wizard, you can discard up 10 cards and 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.

Multiclassing

Prerequisites. To qualify for multiclassing into the Card Slinger class, you must meet these prerequisites: 13 Dexterity and 13 Charisma.

Proficiencies. When you multiclass into the Card Slinger class, you gain the following proficiencies: simple ranged weapons and one Card Slinger skill.



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