Fighter
Base Class: Fighter

Clubs, diamonds, spades, hearts, luck of the draw. Deck Hounds are subservient to the cards, not specifically to gambling, but to each suit and each face. Deck Hounds are not luckier than you, they're not inherently luckier than anyone, they just know how to play the game better than you, better than anyone.

Jack

You gain this feature at third level. At the end of every long rest, draw a jack from the four jacks, that determines what feature you have until your next long rest.

Clubs: If you take the attack action, you can make an attack as a bonus action as well.

Diamonds: Any creature you have attacked in the last round has a -2 to hit against you.

Hearts: Your max hit points increase by half your level.

Spades: You gain an extra 10 feet of movement.

Queen

You gain this feature at 7th level. At the end of every long rest, draw a queen from the four queens, that determines what feature you have until your next long rest.

Clubs: Every weapon attack you make adds an additional damage die which is the same as the weapons primary damage die.

Diamonds: You gain a +1 to your AC.

Hearts: You can use second wind an extra time after it would normally be exhausted.

Spades: You can take the dash action as a bonus action, if you do, you ignore opportunity attacks for the turn.

 

King

You gain this feature at 10th level. At the end of every long rest, draw a king from the four kings, that determines what feature you have until your next long rest.

Clubs: You gain a +1 to all attacks and damage.

Diamonds: Creatures have disadvantage on all attacks targeting you.

Hearts: You have advantage on death saving throws.

Spades: You gain a flying speed on 30 feet.

 

Ace

You gain this feature at 15th level. At the end of every long rest, draw an ace from the four aces, that determines what feature you have until your next long rest.

Clubs: You can attack one more time when you take the attack action on your turn.

Diamonds: You have advantage on all saving throws against damaging effects.

Hearts: At the end of your turn, you regain 2d6 hit points.

Spades: You can move through objects that are 10 feet by 10 feet or less and cannot be effected by difficult or hazardous terrain.

 

Joker

You gain this feature at 18th level. At the end of every long rest, draw a joker from the two jokers, that determines what features you have until your next long rest.

Red: Critical successes against you are normal hits, you get a +1 to your AC, and at the start of every combat roll 4d6, you get that many temporary hit points.

Black: Double your movement speed, and a 18, 19 or 20 on the d20 counts as a critical hit for you.

 

Previous Versions

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8/27/2024 12:00:31 AM
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