Dealer, Variant (5e Class)
Dealer[edit]
you are gifted individual, some higher entity has decided to give you a magical deck in which you can cast spells. the deck is you own and the cards are of your making. this gift is usualy bestowed by an archfey,a god of luck, or a god of chaos. you may have been chosen for a multitude of reasons, whatever it may be you stood out to this deity. this power however is not from the god, it is linked to you alone, and you controll it.
The Random Spell Slinger[edit]
as you draw your magic from this gift, and from a deck of cards you own, your spell casting involves chance and randomness, but also involves stratey, and skill. you can flavor this class in many ways, as an agent of cayos, as a devout follower of a luck god, a fortune teller, or a small boy with spikey hair who belives in the power of friendship. just keep in mind that at some point this deck was given to you.
Creating a Dealer[edit]
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as you make a dealer an important question to ask is where did this deck come from, and why was this charecter chosen. was an archfey causing chaos and gave a 6 year old the ability to shoot fire at his siblings? Were you specificlly a trouble maker in the town you grew up in?
- 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 charlitan background. Third, choose the spells for the fool as disguise self, silent immage, and color spray. for the magician chose burning hands, magic missile, and sheild. for the high prestess chose cure wounds, good berry, and healing word. for the empress chose sleep, charm person, and disonant wispers. for the emperor chose searing smite, sheild of faith, and bless.
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.
Weapons: simple weapons
Tools: a gaming set of your choice.
Saving Throws: dexterity, charisma.
Skills: chose 3 from: deception, insight,perception, preformance, pursuasion,religion, slight of hand, stealth,
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) entertainers kit or (b) explorers pack
- any simple weapon.
- a gaming set of your choice.
- leather amor
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
cards known. | hand size | Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | 0:the fool1:the magician2:the high priestes3:the emperor4:the empress | 2 | deckcasting | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 5:the heirophant | 2 | ---- | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 6:the lovers | 2 | deck archetype | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 7:the chariot | 2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 8:strength | 3 | — | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 9:the hermit | 3 | dealing type feature | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 10:wheel of fortune | 3 | top decking | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 11:justice | 3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 12:hanged man | 3 | — | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 13:death | 4 | favored card | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | --- | 4 | — | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 14:temperance | 4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 15:the devil | 4 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 16:the tower | 4 | fortune telling | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 17:the star | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 18:the moon | 5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 19:the sun | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | --- | 5 | dealing type feature | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 20:judgement | 5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 21:the world | 5 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
deckcasting[edit]
you have been given a magical set of cards by some entity of luck or chaos. when you pick this class at first level you must chose 3 spells for each card that you have acording to the parameters for each card in the Card functions section. these spell can not be cantrips and must be of a level equal to a spell slot that you have. note the cards spell that you have for each card (this works best with and actual deck of cards). when you level up you may change 1 spell per card so long as the spell fits within that cards parameters.you may also get a new card as you level up, if you do you chose up to three spells per card acording to their parameters.some cards don´t have spells atached to them such as 6:the lovers you don´t get any new spells with these cards. all spells are dealer spells and use charisma as their spell modifier.
at the begining of each day draw cards equal to your hand size as seen of the dealer table. most cards have a cantrip attached to it. to use this cantrip you reveal the card from your hand than return it to your hand after the spell resolves. when you cast a spell of first level or higher you reveal the card from your hand for the duration of the casting time, the once the spell takes affect or if the spell fails you put the card on the bottom of your deck and draw another card. you may not look at the order of cards that your deck is in. Deckcasting Abilit charisma is your spellcasting ability. use charisma whenever a dealer spell refers to a spell casting ability. in addition you use your charisma modifier when setting the saving throw dc for a dealer spell you cast and when making an attack roll with one. spell save DC= 8+poficency bonus+your charisma modifier spell attack modifier = poficency bonus+your charisma modifier
You can not ritual cast spells. your spellcasting focus apears as a spectral deck of cards.
Deck archetype[edit]
At 3rd level, you chose a deck archatype. Choose between Rusher and battle tactician, both detailed at the end of the class description. Your choice grants you features at 3rd,6th, and again at 18th level.
Ability Score Improvement[edit]
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.
top decking[edit]
starting at 7th level you may reveal the top card of your deck as a free action. when you chose to do this unill your next turn you may cast any spells from this card, but you can´t use any cards in your hand. after 1 round you put this card on the bottom of your deck. you may use this feature a number of times equal to your proficency bonus, you regain these uses after a long rest. if you reveal a card that doesn´t have any spells on it you put that card on the bottom of your deck and reveal the next card.
favored card[edit]
when you get this ability at 10th level you may chose a card that you have in your deck outside of 6:the lovers, 10:wheel of fortune, and 21:the world. you may chose start with this card in your hand at the begining of a long rest. you may change your selected card when you level up or if you spend an hour changing it.
fortune telling[edit]
at 14th level you gain the ability to see into a creatures future using your deck of cards and posibly change it. if you spend ten minuites concentrating on this ritual you may chose a creature that you know about. you know this creatures general location, current health, and any status conditions they have. you also have advantage on attacks agianst this creature for the next 8 hours.
rusher[edit]
You love the thrill of possibility when you draw a card almost as much as the heat of battle. You use your cards and your weapons in order to create a reckless and explosive fighting style.
- bonus profocencies
at 3rd level when you take this subclass you gain proficiency in martial weapons and medium armor.
- magic strike
you gain the ability at 3rd level to use your magic to empower your weapons. when you hit a creature with a weapon attack you may put a card from your hand on the bottom of your deck as a bonus action. when you do you deal an extra 2d8 force damage to that creature, this increces ro 3d8 at 11th level and 4d8 at 18th. when you do this your hand size is decreced by 1 untill you take a short or long rest, when you take a short rest draw cards untill you have up to your maximum hand size. you may only use this feature once per turn,
- extra attack
at 6th level you make take 1 aditional atack when you take the atack action
- bomb rush
when you use your action cast a spell you may make a single melee atack as a bonus action
battle tacticion[edit]
You use this deck in order to have a diverse and powerful array of spells. You want to make sure you have an answer for any situation. You can manipulate the cards so that you will never be caught without a fitting response. You look at luck, not as randomness,but as chances and statistics.
- reset the stakes
As a battle tacticion you know that the order your cards are in may not suit your intended plan of action, maybe you need a card that you know is at the bottom.starting at 3rd level as a bounus action you can shuffle your deck. you can not do this while a card is revealed from the top decking feature.
- looting
As a battle tacticion you need the right card for the right job, and sometimes you have no use for a card in your hand.when you take this archetype at 3rd level you get the ability to change the cards in your hand. as a free action you may put a card from your hand on the bottom of your deck and draw a new one. you may only do this once per turn and only a number of times equal to you proficiency bonus untill you take a short or long rest.
- mulligain
As a battle tacticion you know that some card work well together, and sometime none of the cards in your hand do what you need them to do. when you get this ability at 6th level, when you draw cards for your hand after a long rest, you may chose to shuffle your hand into your deck and draw a new hand, however you must keep this one.
- tutor
some times you need 1 specific card in order to escape a situation, as a studier of this deck you know exactly what you need, and now you can go get it.starting at 18th level as an action you may search for a card in you deck and then put that card on the top of your deck after you shuffle the remaining cards. you may only do this once, you get this ability back after a long rest.
Card functions[edit]
these are the restrictions for which spells can be tied to each card.
0:the fool[edit]
cantrip: minor illusion
- pick any three spells from the school of illusion.
1:the magician[edit]
cantrip: firebolt
- pick any three from the wizard spell list of 5th level or lower
2:the high preistess[edit]
cantrip:guidance
- pick any three healing spells (a healing spell is a spell that restores hit points, for example vampiric touch would be considered a healing spell)
3:the empress[edit]
cantrip: resistance
- pick any three spells from the school of enchantment,
4:the emperor[edit]
Cantrip: create bondfire
- pick any three spells from the palidin spell list.
5:the heirophant[edit]
cantrip: thunderclap
- pick any three spells from the sorcerer spell list of 5th level or lower.
6:the lovers[edit]
you may play this card as a bonus action, when you do put it on the bottom of your deck and draw a card. the next spell you cast during your turn that targets a single creature, you may target an aditional creature aswell.
7:chariot[edit]
cantrip: mage hand
- you may select any 3 spells from the school of cojuration other than wish.
8:strength[edit]
cantrip: shocking grasp
- any three spells with the range self other than wish.
9:the hermit[edit]
cantrip:blade ward.
- any 3 abjuration spells.
10:wheel of fortune[edit]
when you draw this card you must reveal it. when you do you put your hand on the bottom of your deck and draw cards equal to you hand size, put wheel of fortune on the bottom of your deck. if wheel of fortune is in your starting hand shuffle it back into your deck and draw a new card.
11:justice[edit]
cantrip: true strike
- any 3 spells from the school of divination.
12:hanged man[edit]
cantrip: chill touch
- any 3 spells from the school of necromancy.
13:death[edit]
cantrip:toll the dead.
- you get any 3 spells that deal either cold or necrotic damage.
14:temprence[edit]
cantrip: sacred flame
- you get any 3 spell from the cleric spell list.
15:the devil[edit]
cantrip: eldrich blast
- you get any 3 spells from the warlock spell list.
16:the tower[edit]
cantrip:thamaturgy
- any 3 spells from the school of evocation
17:the star[edit]
cantrip: dancing lights
- pick any 3 spells from the bard spell list excluding wish.
18:the moon[edit]
cantrip: shalaligh
- any 3 spells from the druid spell list.
19:the sun[edit]
cantrip:light
- any 3 spells from the ranger spell list.
20:judgement[edit]
cantrip:vicous mockery
- any 3 spells other than wish
21:the world[edit]
you may play this card as an action. when you do you get the effects of a wish spell without any drawbacks. once this card is played for the next 7 days its treated as if it wasn´t in the deck, you cant draw the card, have the card in your hand, or use any ability that activates the card.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the dealer class, you must meet these prerequisites:13 charisma
Proficiencies. When you multiclass into the dealer class, you gain the following proficiencies:simple weapons, and a gaming set of your choice
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