Base Class: Fighter
Knights of Cards are trained to use every tool at their disposal to the best of their ability. They each have a Deck of the Soldier, which they draw from to gain temporary abilities to strengthen their battle prowess. Knights of Cards delight in the unknown while others fear it and believe that life is just a luck of the draw, and they believe a good fighter must be ready for every situation. You can never be prepared for everything, so why not be prepared for anything?
This class (as stated later) is made with dice rolls in mind, but I have made it to where you draw from your Deck of the Soldier by drawing from a standard Deck of Playing Cards. This class works with a Strength Fighter and Dexterity Fighter.
Level 3: Deck of the Soldier
You receive a Deck of the Soldier. This deck is unable to be destroyed and will teleport to you from anywhere as long as you are in the same plane of existence as the cards. You may assign a Command Word or Name to your deck to call it back if it is ever lost or stolen. After a Short or Long Rest, you may draw from the deck to gain a benefit based on the card you draw, follow the steps below to decide your card:
1. Roll a 1d4 to determine the benefit
1- Hearts- You gain a number of Temporary Hit Points that replenishes at the start of every combat
2- Diamonds- You are engulfed in an armor of a damage type that gives you Resistance to it
3- Spades- Your Ranged attacks get a number and type of extra damage
4- Clubs- Your Melee attacks get a number and type of extra damage
2. Roll a 1d12 to determine the amount of each benefit you get (If you get Diamonds Skip This)
1-10 (your Strength or Dexterity modifier)
11-12 (your Strength or Dexterity modifier times 2)
3. Take the Roll you made above to determine the Damage Type if applicable:
1- Acid
2- Cold
3- Fire
4- Force
5- Lightning
6- Necrotic
7- Poison
8- Psychic
9- Radiant
10- Thunder
11- Slashing
12- Bludgeoning/Piercing
Note: While this feature assumes you are using dice, you may use a standard Deck of Cards for this. If you use a standard deck of cards, draw only once, 11 is Jack and 12 is the Queen and King. If you get a Joker, you may choose to redraw or pick what benefit you want.
Level 3: Lucky Cards
Your deck gives you three extra cards to assist you in battle. Lucky Cards. After every Long Rest, you draw 3 cards from your deck, (Hearts, Diamonds, Spades, or Clubs) these three cards each give you 1 Luck Point. You may expend these Luck Points to gain the following benefits based on your chosen suit:
Roll 3 1d4s to determine the suit:
1- Hearts
2- Diamonds
3- Spades
4- Clubs
Hearts. Roll a number of d4s equal to your Proficiency Bonus to heal yourself or one of your allies as a Bonus Action.
Diamonds: As a Reaction when you or an ally is attacked or targeted by Magic Missile, you can cast a Shield of Diamond that adds +5 to the chosen creature's AC until the start of your next turn, including against the attack, and they don't take any damage from Magic Missiles.
Spades: As a Reaction when you or an ally is attacked and take damage, you can make the attacker take half the amount of damage you or your ally took in Piercing or Slashing damage (your choice).
Clubs. When you successfully hit a creature, as a Bonus Action you can add Bludgeoning damage equal to your Strength or Dexterity modifier, and the creature must make a DC 12 Constitution saving throw or have the Stunned condition until the end of their next turn.
Many Skills
Your training to adapt to any situation has given you extra skills, granting you the following:
Skilled. Gain Proficiency in one skill of your choice. Gain Expertise in one skill of your choice of which you already have proficiency.
Tools. Gain Proficiency in two Artisan's Tools of your choice, and one Musical Instrument.
Level 7: Knight of Many Skills
You gain an extra Feat (Any Origin, General, or Fighting Style so long as you meet the prerequisites).
You also gain proficiency in three extra skills, Tools, or Musical Instruments of your choice. (You may choose any combination of these. Ex: 2 Skills and One Musical Instrument.
Wild Card
Your Lucky cards become more powerful. Extra Luck: You are able to draw 3 extra Lucky cards, and each suit gains additional benefits. You may spend 3 of your Lucky Cards to create a Wild Card (the Joker). You may spend this Wild Card to reroll any dice roll you wish and give you and your allies Advantage and your enemies Disadvantage, the new roll is always accepted. When you do, roll on the Wild Magic Table and gain whatever effect you get.
Additional Benefits:
Hearts- The d4s become d8s.
Diamonds- When you use your Reaction you may give a bonus +5 to AC to an additional creature.
Spades- You may choose any damage type instead of Piercing or Slashing.
Clubs- The DC Constitution saving throw for the Stunned condition has become 12 plus your Proficiency Bonus.
Notes: If you are using a standard Deck of Cards, you can now roll on the table when you draw a Joker card. You can use any existing Wild Magic Table you have, but it is done with the Wild Magic Sorcerer table of the 2024 Player's Handbook in mind if you would like specifics). If you don't have any Wild Magic Table you may use the one below:
Roll a d20
1- Cats. You and everyone around you turns into cats for 1 minute. Each character has the stat block of the Cat, including HP. A creature can only transform back by getting down to 0 Hit Points. When they turn back, they lose all status conditions but keep the amount of Hit Points they had before.
2- Summon Blink Dog. A Blink Dog is summoned from the Feywild to the nearest unoccupied space. This Dog acts independently but is Friendly to the party. It disappears back to the Feywild when it is brought to 0 HP or at the end of combat. Petting the dog is a Free Action of course. His name is Stanley.
3- Hammer of Storms. Your equipped melee weapon or weapons and shield is replaced with a Warhammer for three rounds that deals Lightning and Thunder damage equal to the damage of a normal Warhammer. If you have the Mastery Property of Warhammers, you are able to use your Reaction to knock your opponent Prone if you make an attack roll against them. The hammer will disappear and your stuff will be returned to you after three rounds or when combat ends.
4- Friendly Fire. One of your allies takes 1d6 Fire damage (DM decides or rolls for it).
5- Living Statue. You become immune to all damage, but your movement Speed becomes zero and you can only take the Dodge action. Your foes will not notice this change, and will still try to attack you. This lasts until the start of your next turn.
6- Weeping Angels. You and your allies' movement speeds are reduced to zero if your opponent is within 5 feet of you, and your movement speeds double if they are within 10 feet of you. Your attacks have an extra 1d4 Bludgeoning damage.
7- Wave of Darkness. You conjure the Darkness spell that is so dark only those with Truesight does not receive the Blinded condition.
8- Loud Noise. You let out a concussive blast within a 30-foot radius, everyone within other than you takes 1d8 Thunder Damage, and become Deafened until the start of your next turn.
9- Restore Health- You and your allies are able to roll your Hit Dice and gain that number of Hit Points. This does not expend their total Hit Dice.
10- Summon Wyrmling- Roll a 1d4, 1- Red wyrmling, 2- Black wyrmling, 3- Silver wyrmling, 4- Bronze wyrmling, the wyrmling you rolled for appears in the nearest unoccupied space to you. You gain Resistance to their respective element, and the Red and Black are Hostile to your party, and the Silver and Bronze are Friendly. They will disappear when reduced to 0 Hit Points or when combat ends.
11- Mirror Image. You have Mirror Image casted on you.
12- Trinket. A random Trinket from the Trinket tables appear in your pocket.
13- Pocket Sand. Sand appears in your pocket, throw it as a Bonus Action to make your opponent make a DC 12 Dexterity saving throw or have the Blinded condition.
14- Jar of Dirt. You have a small jar of dirt.
15- Black Thorns. The terrain within a 15-foot radius turns into black thorns and has the benefits of the Spike Growth but does Psychic damage instead. This lasts for 1 minute.
16- Power of the Sun. You immediately cast the Level 6 version of Sunbeam.
17- Turtle. You become a Turtle until the start of your next turn. You have the form of the turtle, the stats of the turtle, and can't attack.
18- Ice. Every water surface turns to ice.
19- Force. All of the attacks of you and your party gain an extra 1d6 Force damage until the start of your next turn, you also all can't be moved by force until this condition ends.
20- Teleportation. Each member of your party gains the ability to cast Misty Step once as a Free Action until the end of the next Long Rest.
Level 10: Decks of Mysteries
You gain the ability to summon new decks to enhance your abilities, but at a cost.
Once per Long Rest as an Action, roll a 1d4 to conjure one of the four Decks of Mysteries. You may spend a Wild Card to use this feature again before a Long Rest. These cards grant you powerful abilities, but each have a cost. Drawing a card from the decks is a Free Action. You may spend a Lucky Card or Wild Card to reroll for a different deck:
1- Deck of Shadows (1d8) Cost: You become Vulnerable to Radiant Damage and have Disadvantage on skill checks and attack rolls while in a Bright Light. You gain these benefits until the next Short Rest.
1-2: The Shadow Wyrmling: While in Dim Light or Darkness you have Resistance to all damage that isn't Psychic, Force, or Radiant.
3-4: The Shadow Demon: You are able to move through creatures and objects as if they were difficult terrain, if you end your turn inside of an object you take 1d10 Force damage and are pushed to the nearest unoccupied space.
5-6: The Shadow: When you hit a creature you add 1d4 extra Necrotic damage and subtract 1d4 of their Strength modifier.
7-8: The Shadow Dragon: A number of times equal to your Proficiency Bonus, you may let out a breath of Necrotic damage in a cone of 30-feet in front of you. Each creature within the Cone must make a DC 15 Dexterity Saving Throw or take 10d6 Necrotic Damage times your Strength or Dexterity modifier.
2- Deck of Beasts Cost: You are unable to speak, and you turn into the animal immediately. You are unable to transform back until the next Short Rest, or you are reduced to O Hit Points.
Roll a (1d12) to transform into the following: (You retain your memories, and alignment, but use the Stat Block of the animals to act). (If you turn into a Large or Huge Beast everyone with in 5 feet is pushed back 5 feet).
1: Raven
2: Cat
3: Tiger
4: Lion
5: Wolf
6: Panther
7: Owl
8: Dire Wolf
9: Polar Bear
10: Elephant
11: Ankylosaurus
12: Owl Bear
3- Deck of Classes. Cost: Have a disadvantage on your Constitution, Wisdom, Intelligence, or Charisma saving throws, (your choice). You gain these benefits until the next Short Rest.
1- Barbarian- You gain Resistance to Slashing, Piercing, and Bludgeoning damage
2- Bard- You gain a magic flute that has three charges of Bardic Inspiration (1d6) die that you can grant your allies.
3- Cleric- You gain a pool of 1d4s equal to your proficiency bonus, and as a Bonus Action, you can heal yourself and your allies with the total you rolled.
4- Druid- The Deck of Beasts appears in your hand, draw from it (see above)
5- Fighter- When you strike a creature you can use your Reaction to make them make a DC 12 Dexterity saving throw, or they will be disarmed.
6- Monk- When you make an attack you may make an Unarmed Strike as a Bonus Action using your Strength or Dexterity modifiers for the attack roll and damage.
7- Paladin- You can add 1d12 extra Radiant damage.
8- Ranger- You can cast Hunter's Mark once as a Bonus Action.
9- Rogue- One of your attacks has the benefits of Sneak Attack so long as one ally is within 5 feet of you.
10- Sorcerer- When an ally is about to cast a spell you can give them Advantage on their attack roll or Disadvantage on an enemies Spell Save DC. You can do this a number of times equal to your Strength modifier.
11- Warlock- You gain Blindsight up to 60 feet through magical and nonmagical Darkness.
12- Wizard- As a Bonus Action you can restore a spell slot between Levels 1-5 of an allied creature with spellcasting. You may do this a number of times equal to your Strength modifier.
Deck of Tricks (1d6): Cost: Varies You gain these abilities until the next Short Rest.
1- Invisible Man. Gain the effects of Greater Invisibility condition Cost: Deafened (After your Invisibility is broken you can recast it as a Magic Action three more times until your next Short Rest.
2- Blind Fool. Give everyone within a 15-foot Radius the Blinded condition without a save. Cost: Disadvantage on Wisdom checks
3- Oracle. Roll two 1d20s that disappear after the next Short Rest, you may replace a roll of any creature as a Reaction before the roll happens
4- Dragon Slayer. You gain Resistance to Acid, Lightning, Fire, Poison, or Cold damage and add an extra 1d6 of that element to one of your attack rolls per turn.
5- Clumsy Thief. You can do the Dash, Disengage, and Hide actions as a Bonus Action. Cost: You have Disadvantage on all Dexterity saving throws.
6- Queen of Ice. Your melee weapons grow magical icicles and gain a reach of 5 extra feet and adds 1d12 Cold damage and their movement speed is reduced to 0. Cost: You become Vulnerable to Fire Damage.
Level 15: Card Control
You may spend Wild Cards to choose a specific card to gain the respective benefits. You gain 3 more Lucky Cards. When you draw a card from the Deck of the Soldier, summon a Deck of Mysteries, or draw from a Deck of Mysteries, you may spend a Wild Card to choose one specific card or deck. After you choose a card, you also take 1d8 Psychic damage.
Level 18: Lucky Knight
You have survived this long, your deck of cards has grown in power, giving you the following benefits:
Deck of Boons. You gain 3 more Lucky Cards. You gain the following Boons when you draw a certain suit in addition to the others until the next Long Rest:
Hearts: The dice for Temporary Hit Points becomes a d12, and everyone in the party gets this benefit. They are also Immune to the Frightened and Charmed condition.
Diamonds: You and everyone in the party gains Resistance to two damage types of your choice.
Spades: When you or an ally is damaged by a creature and make a creature take half that damage, you can add an extra 3(1d6) of any damage of your choice.
Clubs: When you successfully Stun a creature, they are also Poisoned and Frightened.
Cards of Healing. When you use a Lucky Card to reroll a die and it succeeds (for you or an ally) or fails (for an enemy), you heal 1d8 Hit Points. When you use a Wild Card roll 2d8s.
Cheater of Death. When you are making a Death Saving Throw, you can heal yourself to 1 Hit Point by spending a Wild Card.
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