Deckard (5e Class)

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Deckard[edit]

Blessed by the god of luck, you use your holy deck of cards to empower yourself and others as well as hold your own without needing to lift a finger.

Creating a Deckard[edit]

If you don't play the game to win or for fun, what do you play it for?

Quick Build

You can make a Deckard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the Gambler background. Third, choose 2 Games kits, and a deck of cards as your starting equipment.

Class Features

As a Deckard you gain the following class features.

Hit Points

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

Proficiencies

Armor: light or medium
Weapons: light, thrown, improvised
Tools: Cards set, thieves tools
Saving Throws: charisma, wisdom, dexterity
Skills: choose 3 from perception, insight, religion, deception, sleight of hand, performance, and persuasion

Equipment

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

  • (a) Holy deck or (b) playing cards
  • (a) Thieves tools or (b) Handgun
  • If you are using starting wealth, you have 1d20 in funds.

Table: The Deckard

Level Proficiency
Bonus
Features
1st +2 Go Fish
2nd +2
3rd +2 Pick a card, any card!
4th +2 Ability Score Improvement
5th +3
6th +3 Gold Mine
7th +3 Show of Hands
8th +3 Ability Score Improvement
9th +4
10th +4 Deck Knowledge
11th +4 Cheap shuffle
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5 Deck in
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Devils Gambit


Deckard Spellcasting[edit]

The way of the Deckard is completely customizable, discuss with your dm whether they choose the spells that go to each card (with you discovering them as you go along), or you choose the spells that attach to each card

Optional Rule: Firearm Proficiency[edit]

You are not a stranger to games of chance and danger, one of these games involving a gun and some dead bodies

Deck Archetype[edit]

At 3rd level, you chose a Deck Archetype. Choose between Dealer, and Gambler detailed at the end of the class description. Your choice grants you features at level 3 and again at levels 3,5,7,11, and 18

Pick a card! Any card![edit]

At level 3 You are able to throw a card at a creature within 20ft of you, dealing 1d6 slashing damage. The card is then destroyed and reappears at the bottom of your deck

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.

Gold mine[edit]

Starting at 6th level you can put a card on the field preemptively and have it activate whenever you want as a free action within 1 minute. If you don't activate it within the time frame then it automatically activates.

Show of Hands[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 house (with the exception of face/ace cards) 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 charisma modifier, you regain these uses after a long rest.

Deck Knowledge[edit]

when you get this ability at 10th level you may chose a card that you have in your deck outside of Ace, Kings, Queens, and values over 6. you may choose to start with this card in your neutral hand at the beginning of a long rest. you may change your selected card when you level up or if you spend an hour changing it.

Cheap shuffle[edit]

At 11th level, If you get the same number or house of card after 3 draws, You may go through the deck and cast the face card nearest to the top

Deck in[edit]

At level 15, you can choose one used card that isn’t a face and bring it to the top of your deck. You can do this a number of times equal to your proficiency bonus.

Gambit[edit]

Before drawing a card, at level 20 if you can guess what house that card belongs to, it overflows with blessed energy, increasing its effect. If the spell does damage, it does an extra 4d12 + 20. And if it has an effect the area increases by 15ft and lasts for 10 more minutes. You may use this once per long rest.

Dealer[edit]

You play to win, doing anything in your power to control the outcome of any situation you get put in.

Bonus Proficiencies

at 3rd level when you take this subclass you gain proficiency in light weapons and light armor.

A win is a win

At 3rd level as an action, you may swap one of your cards out for any of the 3 cards closest to the top of the deck (becomes bonus action at level 9)

Secondhand

You are always prepared for every situation. Starting at 5th level, you may pick 3 cards with the exception of face cards, aces, and cards with level 4 or higher spells attached (level 5 spells at level 11 and level 6 spells as level 18) to keep out of your deck and hand as a backup in case you are in a tough spot. As a bonus action you may sneak one of these cards into your hand by replacing one of the other hand cards and putting it into your secondhand. You may change this hand when you level up or spend an hour changing it.

Unarmed and dangerous

By 7th level you have enough mastery over the deck to have no need for weapons. You are able to take 2 hours transforming a light weapon of your choice into a card that can turn between weapon and card at your command. This weapon downgrades a hit die (1d6 >1d4) but gains +2d4 radiant damage.

Devil’s Gambit

At 11th level you are no stranger to deceiving the naive. If you convince a creature to hold, or get a card attached to a creature, the card is able to be detonated, Dealing 4d8 radiant damage and leaving behind a cloud of red smoke, heavily obscuring those inside.

House always wins

By now you are bored of knowing what card will come up next. You may, at 18th level, Separate your houses into four decks to use separately. Switching to another deck takes 1 turn.

Gambler[edit]

You love the thrill of the unknown when you draw a card. You use your cards as weapons in order to create a reckless and Risky style.

Bonus Proficiencies

at 3rd level when you take this subclass you gain proficiency in martial weapons and medium armor.

Trinity

you gain the ability at 3rd level to use your blessing 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 with whatever attack follows it. this increases to 3d8 at 11th level and 4d8 at 18th level.

Extra attack

at 5th level you make take 1 aditional atack when you take the atack action

Pity Pool

If at 7th level if the power of your card is canceled/ineffective, draw a new card and discard this one

Bet on Black

At 11th level when you use your action cast a spell you may at make a single melee attack with your weapon as a bonus action

All in

at 18th level 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 when you deck out or battle phase ends. you may only do this once, you get this ability back after a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Deckard class, you must meet these prerequisites:

A Charisma or Wisdom score of 14, Dexterity 13

Proficiencies. When you multiclass into the Deckard class, you gain the following proficiencies: Sleight of hand, deception, persuasion, insight, perception

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