Divine Deckmaster (5e Class)

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Divine Deckmaster[edit]

Hope is being able to see that there is light despite all of the darkness.
—Desmond Tutu

All you are able to remember, is that you were in the middle of a fight with a group of orcs you encountered while you were wandering in the wild. but now you are lying on the ground, paralyzed by the agonizing pain from your wounds, waiting for the finishing blow. Only then you can see a whitely cloaked figure, holding a pile of cards, shuffling them vigorously. “ you fools!” he shouts, while drawing the top card, “ you are unworthy to hold the gift of life, now feel the wrath of the gods!”. he throws the card, which shatters with its impact with the ground, its shards hit all of the orcs - killing them instantly. When you woke up, you are in your house, fully healed.

Creating a Divine Deckmaster[edit]

Quick Build

You can make a Divine Deckmaster quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the Mute background. Third, choose 2 Daggers, leather armor and priest's kit

Class Features

As a Divine Deckmaster you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: Deck of Cards
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, History, Intimidation, Medicine, Perception, and Religion

Equipment

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

Table: The Divine Deckmaster

Level Proficiency
Bonus
Features Cantrips Known Spells Known
1st +2 The Deck ,Spellcasting 3 2
2nd +2 Holy Fortress 3 3
3rd +2 Divine Intervention 3 4
4th +2 Ability Score Improvement 4 5
5th +3 4 6
6th +3 4 7
7th +3 4 8
8th +3 Ability Score Improvement 4 9
9th +4 4 10
10th +4 5 11
11th +4 5 12
12th +4 Ability Score Improvement 5 12
13th +5 5 13
14th +5 5 13
15th +5 5 14
16th +5 Ability Score Improvement 5 14
17th +6 5 15
18th +6 5 15
19th +6 Ability Score Improvement 5 15
20th +6 5 15

The Deck[edit]

Starting at 1st Lvl, when you finish a long rest, you can choose a deck of cards (which must contain 54 cards: 2 - 10, jack queen and king in 4 suits, and two jokers in red and black) * a deck who doesn’t contain these specifications - cannot be connected to a deity.)) and perform a ceremony on the deck to connect it to your deity. the ceremony costs 200 GP, ( the GP consumes itself after you finish\fail the ceremony, but you don’t need to buy actual ingredients) and takes minimum 2 hours, of which you polish, wax and dry your cards and after that you perform a ritual to connect your deity and cards, and at last you perform a sacrifice - in which you need to burn 10 GP worth item ( sell value ) or just plain 10 GP ( excluded from the 200GP ceremony cost). you must “refresh” your connection to your deity every month, to keep its magic. once every solar eclipse you can choose to pray to your deity for 10 minutes, and pay 400 GP , but with no need of actually touching it- your deity consumes it automatically wherever it is. ( you may use this feature only in an event of imprisonment \ unavailability of doing the ritual. additionally you must own 400GP anywhere in the 9 planes to use this feature.)

A connected deck is Two Handed, Divine Focus and attuned to its user, plus these properties according to your deitys alignment:

Lawful Good Neutral & Evil - You may choose the suit of your next drawn card as a minor action, twice a day.

Neutral Good & Evil - You may choose to throw the drawn card at an ally, to give him 1d12 temporary hit points, and he cant attack or be attacked until the start of his next turn.

Chaotic Good, Neutral & Evil - You may draw two cards instead of one once a day, and do 1d8 less damage, you may also target two enemies, and throw a d20 for each card individually.

True Neutral - Twice a week, you may absorb all of the damage that would be dealt to you \ to your allies, reduce it in half, and dispell any other effects.

Suits[edit]

When drawing a card, the Suit determines the damage type of the attack. Additionally, you can choose to have an effect occur when the card hits its target, based on the suit of the card. You can only use this ability once per turn and a creature can only suffer from one suit effect at a time. You have a number of uses equal to twice your proficiency bonus. You regain all expended uses on a long rest.

The DC for any effect inflicted from your cards is equal to 8 + your proficiency bonus + your Charisma modifier.

Clubs: Lightning Damage A creature hit by the effect of this suit needs to pass a Constitution saving throw or be unable to take reactions or bonus actions (your choice) for 1 minute, repeating the save at the beginning of each of its turns. In addition, The attack has a range of up to 15 feet, plus you add half your Deckmaster level as a bonus for both your attack and hit dice.

Diamonds: Poison Damage A creature hit by the effect of this suit needs to pass a Constitution saving throw or be poisoned for 1 minute, repeating the save at the beginning of each of its turns. In addition, The attack has a range of 10 feet, and on hit creates a 4 feet radius blast that lasts until the end of your next turn.

Hearts: Cold Damage A creature hit by the effect of this suit needs to pass a Constitution saving throw or have its movement speed halved for 1 minute, repeating the save at the beginning of each of its turns. In addition, The attack has a range of up to 15 feet, plus you add an addition of half the attack's damage die, and deal it as ongoing damage - save ends.

Spades: Fire Damage A creature hit by the effect of this suit needs to pass a Constitution saving throw or be blinded for 1 minute, repeating the save at the beginning of each of its turns.

Numbers[edit]

While the suit chooses the element of the blast, the number on the card determines how much damage will be done. The attack deals an additional damage die once you reach 10th level.

2 Card Undead target(s) lose 1 more hit die, from the *lowest one / Target(s) is\are pushed 2 squares example: attack does 1d4 plus 2d6 - then it's 2d4 plus 2d6 instead. (damage determined by the chosen suit).

3 Card Target(s) is\are paralyzed until the start of your next turn. (damage determined by the chosen suit).

4 Card Target(s) is\are Stunned (Save end). (damage determined by the chosen suit).

5 Card Target(s) is\are Blinded (Save end). (damage determined by the chosen suit)

6 Card Undead target(s) lose 1 more hit die, from the *lowest one / Target(s) is\are pushed 2 squares example: attack does 1d4 plus 2d6 - then it's 2d4 plus 2d6 instead. (damage determined by the chosen suit).

7 Card Target(s) is\are paralyzed until the start of your next turn. (damage determined by the chosen suit).

8 Card Target(s) is\are Stunned (Save end). (damage determined by the chosen suit).

9 Card Target(s) is\are Blinded (Save end). (damage determined by the chosen suit)

10 Card Target is paralyzed (Save end), reduce 1 Hit die by 1 (1d20 to 1d12 to 1d10 to 1d8 to 1d6 to 1d4, 1d4 reduces the whole die). example: 3d8 is the original damage, then its 2d8 plus 1d6 \ 3d4 is the original damage, then it's 2d4. (damage determined by the chosen suit)

Non-Numbered Cards Face cards provide a special effect. Each one (excluding Jokers) allows you to immediately draw and use another card, and that card receives a bonus as described in each face card's description. If you draw another face card, move it to the bottom of your deck, and continue this process until you pull a numbered card. If you run out of numbered cards, you cannot attack with your deck of cards until your deck resets during a long rest.

Jack Card The Jack card empowers the next card, granting an additional +1 bonus to the attack and damage rolls. At later levels, this bonus grows stronger: +2 at Level 8 and +3 at Level 15. This card does not stack with other faces or Ace Cards. If more than 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 activates.

Queen Card The Queen card grants a +1 bonus to the DC effect of the next card you throw. At later levels, this bonus grows stronger: +2 at Level 8 and +3 at Level 15. This card does not stack with other faces or Ace Cards. If more than 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 activates.

King Card The next card now affects an area around the target. The affected area is a 5ft feet radius from where the card hits. At Level 8 this radius increases to 10ft, and at Level 15 it increases to 15ft. If more than 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 activates.

Ace Card The next card you draw has advantage on the attack roll and deals additional backstab damage on a hit, even if it has already been used this turn. There is no added effect for the suit of the Ace. This card does not stack with other faces or Ace Cards, with the Joker being an exception. If more than 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 activates.

Joker Card This card heals 1d12 + Charisma modifier for a single target within range (yourself included). The healing increases to 2d12 + Charisma at Level 8, and then again to 4d12 + Charisma at Level 15.

Emulating a deck of cards[edit]

If you don't have a 54 card deck, you can use this dice system instead:

To determine the card you draw, roll a d12, which determines the card - reroll if it's a 1 , 2-10 represent the same number, 11 is eitehr Ace, Jack, Quenn or King(determined by a d4 - 1=Ace, 2=Jack, 3=Queen and 4=King) and 12 is Joker. Finally, once your card has been decided, roll a d4 to determine its suit. On the d4, a 1 is Clubs, 2 is Diamonds, 3 is Hearts, and 4 is Spades. If only three suits remain or your selected card, first remove the missing suit, and arrange the numbers according. Then, roll a d6, where a 1-2 is a 1, a 3-4 is a 2, and a 5-6 is a 3. If only two options remain, roll any dice, and assign one suit to evens and the other to odds. If an ability allows you to discard a card, use this same system to determine which card was discarded. You must choose whether to discard a card before you know what it is. Upon either drawing or discarding a card, mark it as no longer in your deck.

It is recommended that the player keep track of how many cards they have left at any given point. Remember: There are four of every card, one for each suit, aside from the Joker card, in which there are only two copie

Spellcasting[edit]

As a conduit for divine power, you can cast Cleric spells, You can use a holy symbol or Your connected deck (see “Equipment”) as a spellcasting focus for your Cleric spells.

Cantrips[edit]

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

Preparing and Casting Spells[edit]

The Divine Deckmaster table shows how many spell slots you have to cast your spells from the cleric spell list. To cast one of your cleric spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Wisdom is your spellcasting ability for your cleric spells, since their power derives from the strength of your convictions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Holy Fortress[edit]

When you reach 2nd level, you may mill 2 cards (drop them on the floor, acting as like you have used them) once an encounter as reaction, transforming them into a 5 by 5 feet shield with these properties: It has 20 hp, 3AC and 5 resistance to all damage. The shield is also vagely visible and ignores your attacks and allies, and lasts until the end of the encounter or dismissed. you may move the shield up to 5 feet, as a minor action.

Divine Intervention[edit]

At 3rd level, you choose a Blessing, which was granted by your deity. Choose between The Blessing of forgotten dreams, The Blessing of melodic mirrors or The Blessing of the mind, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 8th, 13th and 18th.

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.

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The Blessing of forgotten dreams[edit]

All of your life you have been in the background, invisible, forgotten/ even your dreams have haunted you all night,every night.

Unforgettable

You have learned to return forgotten things into remembered. Twice a day, you may open your hand and return all used cards and deck (if disarmed) to your hand as a bonus action.( the deck and cards must be on the same plane you're on).

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Spell List[edit]

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

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

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Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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