Main resource: Chips (for full explanation on chips see bottom of post)
Hit points: 8+ CON modifier
Hit dice 1D8 per Dealer level
Hit points at higher level: 1D8 (or 5)+CON modifier
Starting equipment: bag of chips, throwing cards, explosive dice, padded armor, standard set of cards, set of D6s, 12 gp
Proficiencies: you are proficient in unusual weaponry being sharp metal cards and explosive dice along with light armor and a game of your choice (EX: cards dragonchess or dice)
Cards and dice are re-flavored darts damage type is slashing for cards and force for dice. proficiency from darts is not ported to the cards/dice its separate.
Saving throws: DEX CHA
Pick two skills from this list: sleight of hand, acrobatics, persuasion, deception, performance, insight.
Level one
Place your bets: when combat begins you start with 10 available chips, Subsequent turns you may take a bonus action to add more to your pot To a max of 5 per turn max pot of 22 and increases by two per level of dealer taken.
Beginners luck: you can expend 10 chips to re-roll a D20 roll and pick which one you want. this applies to other creatures if willing they can pick which roll they want if unwilling they make a CHA save 10 plus modifier or you pick which roll they use.
Level two .
Down card: You can use your throwing cards or dice as a trap similar to caltrops. Anyone passing through the 5 ft radius of the trap must make a DC 10 DEX save or take 1D4 damage and fall prone.
Luck be in the air: Expend 10 chips to add or subtract 1D4 from any roll
Level three
At level three you may pick a subclass from the included list
Level four
Ability score improvement
Level five
Call: Your skill in manipulating luck allows a more discerning eye for fate: When rolling to hit, expend 5 chips to name a number if you roll that number your roll crits you may not pick 1 or two. if a roll crits with this ability deal 3x damage.
Fast deal: You may attack twice while taking the attack action.
Level six
Bluff: when rolling to attack you can roll extra dice for 10 chips one die per 10 chips to a max 4 and take the highest number, if a one is rolled however you take the one.
Level seven
Level eight
Ability score improvement
Level nine
parlay: On the start of a turn you may refuse to gain use chips to automatically increase the pot by half of the current pot value
Clear bets: once per short rest as a bonus action you remove all chips from your pot and add them to your bag
Level ten
Level eleven
Wild card: expend 5 chips to add an effect to your attack save for the effect is 10+charisma mod
Effects include
Advantage on next attack
Target is knocked prone
Target has disadvantage on next attack
target drops weapon
Target goes blind their next turn of combat
Level twelve
Ability score improvement
Level thirteen
Dire straight: when you hit 0 hit points you may bring yourself back up to 1 hp as well as gain 20 chips to your bag.
Level fourteen
Faster deal: at level 14 you can pick between gaining another attack or picking two pair as an ability.
Two pair: through careful practice you can use both your cards and dice to attack at once this allows you to roll both weapons damage at once with one attack roll as well as gaining proficiency with your dice
Level fifteen
Level sixteen
Ability score improvement
Level seventeen
High risk High reward: expend 10 chips to gain advantage on all rolls to hit this turn however enemies gain advantage to hit you for their next turns. if you're hit as a result gain chips per hp lost + CHA mod. ex if you take four damage gain four chips and add your mod to the amount gained.
Level eighteen
Level nineteen
Ability score improvement
Level twenty
Jackpot: as a bonus action 4 times per long rest burn 30 chips Roll 5 D20s gain bonus depending on How many numbers match. You may not use this ability while an effect is already active. 1 dice enemies have disadvantage to hit you and you have advantage to hit for 1 turn along with 1 D4 extra damage on attacks and healing 1D4
2 dice gain advantage on attacks next two turns and enemies gain disadvantage on all attacks against you for the same amount of time along with healing 2D4 and+five move speed per number
3 dice gain advantage on all attacks enemies gain disadvantage on all attacks to you along
with dealing an extra 2D4 on attacks heal half of max HP
4 same as previous gain 1 more D4 healing and ex damage along with enemies within a 40 ft radius must make a D10+CHA mod save or be frightened
5 same as previous any enemies within 40 ft must make a DC10 + CHA mod save or be frightened and and another or they fall prone
SUBCLASSES
At level three you may pick a subclass
Hearts/cups:support
Under the Hearts suit a dealer uses his skills to support allowing luck to flow to his allies more often than himself
Lvl 3
Split pot: Burn 5 chips while rolling initiative to roll a D6 split the roll between two players (yourself included) and add it to their initiative
Lvl 7
Fold: Pass your turn and gain 10 bag dice next player gains 1D4 to hit when attacking and 2D4 temp hit points
Lvl 10
Healers choice: burn 10 chips to heal two teammates by 2D6
Lvl 15
Queen of cups: burn 20 chips to heal all allies by 2d8 as well as healing yourself by 1d8
Lvl 18
The empress: the boon of the empress card allows the dealer to give mass aid to their allies; burn 30 chips to heal all allies 2D8, gain half that in temp hit points and gain advantage on death saves.
Spades/swords:damage
Under the Spades suit a dealer uses his skills more aggressively to attack and hinder opponents
Lvl 3
High roller: burn 5 chips to add 1 D4 to an attack as many times as you have chips to spend
Lvl 7
High stakes: when rolling to hit burn 10 chips to crit on both adjacent numbers EX.you call 12 it will crit on 11 and 13 as well
Lvl 10
Sharp deal: burn 10 chips to attack again as many times as you are able don't roll to hit on extra attacks
Lvl 15
Knight of swords: burn 20 chips to roll an attack with advantage if this attack hits you can add 1D8 damage and stagger the foe this enemy must make a dc 15 strength check or be unable to move or attack next turn
Lvl 18
Death: The boon of the death card allows one to purge all who stand opposed to them; burn 30 chips to auto crit an attack and deal an extra 2D8 damage on that attack
Diamond/pentacle:divine
Under the Diamond suit a dealer has caught the attention of the gods themselves whether that brings losses or wins you are tied to a god of chance or luck forever.
Level 3
Fates scorn: you can burn 5 chips to cast divine smite on a card or dice attack
Level 7
Fates favor:You can burn 5 chips to cast cure wounds casting at higher level costs more chips 10 per extra level. Level cast cannot exceed max pot
level 10
Divine deal: You gain the ability to add one D4 radiant damage all attacks you and your allies make this round
God's fate: once per long rest burn 30 chips to cast guidance
Levle 15
King of pentacles: As a fate gods chosen you can channel their power to create magic cards or dice: burn 10 chips to use these conjured weapons deal 2D8 radiant damage as well as when hitting an enemy they must make a DC15 wis save or they become frightened
Level 18
High priestess: The boon of the high priestess card allows one to call upon Divine aid; You can burn 20 chips to add 2D8 radiant damage to any attack you make against an enemy and subtract that same number from enemy attacks for one roun
Clubs/wands:magic
Under the diamond suit a dealer has managed to tap into arcane knowledge allowing some minor spellcasting
Spellcasting DC: 8+ Proficiency bonus and CHA mod
Spell attack bonus 8 + Proficiency bonus + CHA mod
Magic burns pot chips lowering max chips, max can be restored fully via long rest. burning pot chips requires having the chips in hand and in the pot when casting a spell you use them from your bag and remove the amount from your maximum pot.
Lvl 3
Pick 2 spells from Dealer spell list spell cost may not exceed max pot
Arcane cards: You can cast spells by burning 10 chips per spell level ex.You cast a level one spell it burns 10 chips level two is 20 chips and so on.
Lvl 7
Pick two spells from spell list
Expert toss. When casting spells you may add your dex mod to hit with spells
Lvl 10
Pick two spells from spell list
Arcane deal: you can expend 5 chips to add 1D4 fire, ice, or acid damage on a standard attack
Lvl 15
Pick two spells from spell list
Page of wands: burn 20 chips to create an aura around you this aura makes enemies less likely to hit you they roll at disadvantage to hit and if they hit you gain 5 chips back to your max pot
Lvl 18
Pick two spells from spell list
The magician: The boon of the magician card allows one near mastery over arcane fate; Burn 30 chips afterwards until combat ends spells don't burn chips merely expends them from your bag.
Being a gambler at your very core you use a specialty set of chips to fulfill your desires. These chips are integral to your being, usually being designed based on your life or experiences (ex.persons of interest, a favorite item, an animal from your past) often stemming from an experience gambling that can shape who your character is. These chips are arcane in nature however spellcasting doesn't usually come naturally to the dealer. Often this class comes from people who leave their lives to chance whether that means they play games of chance as a pastime or they leave decisions up to a coin flip.
The use of chips is based on your pot, which is the primary way you gain chips. During combat on your turn you roll a D20 depending on the roll you gain chips to your bag.
Along with gaining chips you can refill your max by adding chips from your bag to the pot for possible return this being a bonus action during combat. Chips in the pot are unusable until you add them to your bag with the D20 roll.
Chips are added to your bag by rolling a D20 on the start of a turn or on a short rest on an odd number gain no chips (round down) on an even number gain current pot value. on a one lose all available chips on a twenty gain 2x current pot
Out of combat it works a little differently. When you take a short rest you gain half of your max pot into your bag. Long rests refill the pot and restore your maximum if chips have been burned.
Using chips is simple, you spend your bag chips to use abilities and if you have no chips you can’t use abilities.
Some abilities ask you to burn chips this requires you to have chips in your bag and the pot if you burn chips you expend bag chips and remove the specified amount from your maximum pot ie. if you burn 5 chips you use them from your bag and lose 5 from the max pot. Your maximum pot is replenished and your pot is filled on a long rest.
General notes - What would explosive dice and sharp metal cards act as? There’s no guidance for what they would be re flavourings of nor do they have stats. Somewhat minor but still important to note. Everything else in the starting stats is perfectly fine. No class interrupts subclass and ability score improvement levels, which are left as a solo thing without other class features. Please make the format tighter, it’s a bit of a chore to scroll a bit for a section I want to see.
Level 1 to 5 - You can only reroll once per bonus action, or save the chips for two turns to minus a 1d4 (which is worse than Bane or the class's first level feature). This is pretty terrible compared to other classes where they have their base mechanics figured out: think like fighting styles, weapon mastery, rage and wild shape. These are strong parts of their respective classes and make how you play distinct. For now, the max amount of bets you can have are useless if they don’t add up to a 5, but the subclasses may resolve this.
Level 5 should see a massive jump in power. While it does get two attacks and allowing yourself to choose a which number crits, it’s still not strong enough. Spellcasters get 3rd level spells while martial characters have abilities which benefit from their 5th level features (fighters get a power boost while attacking with action surge, barbarians rage damage repeats as well). Also what happens if you choose a natural one? Does it supersede the nat 1, this is important to clarify.
Level 6 to 10 - You could really say in the max pot that it increases by two every level just to avoid being redundant. The 6th level ability is a ribbon feature, it requires a 5% chance occurrence to happen and 10 chips to be spent in order for a reroll. The halfling's feature does it for free without being a class features. The wording is a bit confusing and taking a full action to take all the chips out the pot is really not worth it. Still too weak to really do anything.
Level 11 to 15 - The blinding effect is the best by far compared to every other option, the issue is that their save DC means that they are never going to actually land. You should probably make the DC be based off the character's charisma. Dire Straight alone isn’t good enough, classes that have a return to 1 HP feature have something else going for them. What is Two Pair's damage in the first place, there’s no damage dice or anything.
Level 16 to 20 - High Risk is a feature that could completely screw up your ability to use the lackluster features of the class. The level 20 feature is unreliable, it needs a high amount of chips so it can’t be used early on and its features aren’t enough to make it viable against enemies when every other class can do so much more.
Subclasses - The Hearts/Cups subclass sounds interesting but even a 3rd level cleric could rival the subclass's main features at high levels. Spades/Swords actually gives the class teeth, but you could clarify better and try to compare it to other damage dealing classes as it gets a lot of its features too late to be good. The Clubs/Wands subclass is really confusing for me, how do you cast spells exactly? Also it probably shouldn’t have Dex as its spellcasting ability, the charisma that’s recommended is still left unused :(.
In my head they are just re-skinned darts with different damage types slashing for cards and force for dice I forgot to add that thanks. as for the rest I'll keep working on it I went in with the impression it was bad and I'm glad you were nice enough to give me some solid advice and not just bully me as I've seen on other threads :D
sorry for the scrolling thing I'm still new to the website and I cant change it at all
two pair is both the dice and cards it just rolls the D4 for each same damage as darts.
using charisma is a good idea I'll fix that it was never intended to be used much but it does make sense
yea ran out of ideas with hearts suit I planned to buff it to be better but I never really intended it to replace any other class too much
high risk is mostly a joke partially a placeholder I always had intended to replace it with something better thanks for reminding me lol
the level 20 feature was my least fave tbh I never could figure it out I'll look into it a bit more.
the clubs one is confusing sorry with the way the chips work you have the pot and the bag to use the spell it takes from both your max pot and uses the chips from you bag so if I use a 1st level spell it takes the 10 chips cost off the max pot. hope that clears it up. or do you mean how flavor wise if not mechanically.
again thank for the help I've got a lot to think about I appreciate it a lot.
Edit: I've figured out how to change things. changes made being spellcasting is charisma as well as save for wild card. formatting is still not great sorry. I did change clear bets I hope it's clearer, also changed how it works Maybe it's a bit better. changed how bluff works. Fast deal is a bit better I took the increased number of attacks at higher levels from fighter. Call is better allowing extra damage as well as choosing what number crits. also made it so that you can't pick one or two so it doesn't remove a critical fail if that occurs.
Edit two: dire straights changed it's a bit more powerful. high risk is completely redone and is significantly better overall.
Edit Three: I changed the way beginners luck works so it's a bit better and hopefully accentuates the luck control part of the class a bit better.
any thoughts on changing hearts its stumping me a bit
nvm I changed It a bit it seems better now maybe not as good as cleric but that isnt really the point.
Jackpot is significantly stronger as well as costing slightly less.
thanks to Actionsparda's help I adjusted the fast deal so it works better with the class balance.
I give you a lot of credit for making the format clear and easy to understand. It’s still a lot to understand, and I’m sure I missed a lot of it, but compared to others it’s at least possible.
I’m not smart enough to compare it to others classes directly, so I eon’t be doing that. The only real issue is your use of extra attack. When fighters get third and fourth attacks, it’s the whole feature that level and with good reason, as it’s very powerful. Just saying it at level 5 that you get more like it’s just an increase in Paladin aura or something and still getting more abilities at those levels on top of it seems too overpowered in my opinion. Maybe it balances out, but my first instinct is to think otherwise, so you may wish to choose between third and fourth attacks as your level 11 or 20 or take your current level 11 and 20 abilities.
The only other thing i must recommend as a true nerd is to make a summoner themed class based around traditional monster-related card games. Sorry, had to say it.
thanks for the feedback the multi attack change is a good idea. I might make it so that it only increases once to three attacks at a higher level that way it is a bit more balanced.
also the summoner themed class is a super cool idea. might work on that once I'm done with this class if you don't mind me taking the idea.
thanks for the luck divines know I need it lol. :D
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Dealer class
Important stats: DEX CHA
Suggested background: charlatan
Main resource: Chips (for full explanation on chips see bottom of post)
Hit points: 8+ CON modifier
Hit dice 1D8 per Dealer level
Hit points at higher level: 1D8 (or 5)+CON modifier
Starting equipment: bag of chips, throwing cards, explosive dice, padded armor, standard set of cards, set of D6s, 12 gp
Proficiencies: you are proficient in unusual weaponry being sharp metal cards and explosive dice along with light armor and a game of your choice (EX: cards dragonchess or dice)
Cards and dice are re-flavored darts damage type is slashing for cards and force for dice. proficiency from darts is not ported to the cards/dice its separate.
Saving throws: DEX CHA
Pick two skills from this list: sleight of hand, acrobatics, persuasion, deception, performance, insight.
Level one
Place your bets: when combat begins you start with 10 available chips, Subsequent turns you may take a bonus action to add more to your pot To a max of 5 per turn max pot of 22 and increases by two per level of dealer taken.
Beginners luck: you can expend 10 chips to re-roll a D20 roll and pick which one you want. this applies to other creatures if willing they can pick which roll they want if unwilling they make a CHA save 10 plus modifier or you pick which roll they use.
Level two .
Down card: You can use your throwing cards or dice as a trap similar to caltrops. Anyone passing through the 5 ft radius of the trap must make a DC 10 DEX save or take 1D4 damage and fall prone.
Luck be in the air: Expend 10 chips to add or subtract 1D4 from any roll
Level three
At level three you may pick a subclass from the included list
Level four
Ability score improvement
Level five
Call: Your skill in manipulating luck allows a more discerning eye for fate: When rolling to hit, expend 5 chips to name a number if you roll that number your roll crits you may not pick 1 or two. if a roll crits with this ability deal 3x damage.
Fast deal: You may attack twice while taking the attack action.
Level six
Bluff: when rolling to attack you can roll extra dice for 10 chips one die per 10 chips to a max 4 and take the highest number, if a one is rolled however you take the one.
Level seven
Level eight
Ability score improvement
Level nine
parlay: On the start of a turn you may refuse to gain use chips to automatically increase the pot by half of the current pot value
Clear bets: once per short rest as a bonus action you remove all chips from your pot and add them to your bag
Level ten
Level eleven
Wild card: expend 5 chips to add an effect to your attack save for the effect is 10+charisma mod
Effects include
Advantage on next attack
Target is knocked prone
Target has disadvantage on next attack
target drops weapon
Target goes blind their next turn of combat
Level twelve
Ability score improvement
Level thirteen
Dire straight: when you hit 0 hit points you may bring yourself back up to 1 hp as well as gain 20 chips to your bag.
Level fourteen
Faster deal: at level 14 you can pick between gaining another attack or picking two pair as an ability.
Two pair: through careful practice you can use both your cards and dice to attack at once this allows you to roll both weapons damage at once with one attack roll as well as gaining proficiency with your dice
Level fifteen
Level sixteen
Ability score improvement
Level seventeen
High risk High reward: expend 10 chips to gain advantage on all rolls to hit this turn however enemies gain advantage to hit you for their next turns. if you're hit as a result gain chips per hp lost + CHA mod. ex if you take four damage gain four chips and add your mod to the amount gained.
Level eighteen
Level nineteen
Ability score improvement
Level twenty
Jackpot: as a bonus action 4 times per long rest burn 30 chips Roll 5 D20s gain bonus depending on How many numbers match. You may not use this ability while an effect is already active.
1 dice enemies have disadvantage to hit you and you have advantage to hit for 1 turn along with 1 D4 extra damage on attacks and healing 1D4
2 dice gain advantage on attacks next two turns and enemies gain disadvantage on all attacks against you for the same amount of time along with healing 2D4 and+five move speed per number
3 dice gain advantage on all attacks enemies gain disadvantage on all attacks to you along
with dealing an extra 2D4 on attacks heal half of max HP
4 same as previous gain 1 more D4 healing and ex damage along with enemies within a 40 ft radius must make a D10+CHA mod save or be frightened
5 same as previous any enemies within 40 ft must make a DC10 + CHA mod save or be frightened and and another or they fall prone
SUBCLASSES
At level three you may pick a subclass
Hearts/cups:support
Under the Hearts suit a dealer uses his skills to support allowing luck to flow to his allies more often than himself
Lvl 3
Split pot: Burn 5 chips while rolling initiative to roll a D6 split the roll between two players (yourself included) and add it to their initiative
Lvl 7
Fold: Pass your turn and gain 10 bag dice next player gains 1D4 to hit when attacking and 2D4 temp hit points
Lvl 10
Healers choice: burn 10 chips to heal two teammates by 2D6
Lvl 15
Queen of cups: burn 20 chips to heal all allies by 2d8 as well as healing yourself by 1d8
Lvl 18
The empress: the boon of the empress card allows the dealer to give mass aid to their allies; burn 30 chips to heal all allies 2D8, gain half that in temp hit points and gain advantage on death saves.
Spades/swords:damage
Under the Spades suit a dealer uses his skills more aggressively to attack and hinder opponents
Lvl 3
High roller: burn 5 chips to add 1 D4 to an attack as many times as you have chips to spend
Lvl 7
High stakes: when rolling to hit burn 10 chips to crit on both adjacent numbers EX.you call 12 it will crit on 11 and 13 as well
Lvl 10
Sharp deal: burn 10 chips to attack again as many times as you are able don't roll to hit on extra attacks
Lvl 15
Knight of swords: burn 20 chips to roll an attack with advantage if this attack hits you can add 1D8 damage and stagger the foe this enemy must make a dc 15 strength check or be unable to move or attack next turn
Lvl 18
Death: The boon of the death card allows one to purge all who stand opposed to them; burn 30 chips to auto crit an attack and deal an extra 2D8 damage on that attack
Diamond/pentacle:divine
Under the Diamond suit a dealer has caught the attention of the gods themselves whether that brings losses or wins you are tied to a god of chance or luck forever.
Level 3
Fates scorn: you can burn 5 chips to cast divine smite on a card or dice attack
Level 7
Fates favor:You can burn 5 chips to cast cure wounds casting at higher level costs more chips 10 per extra level. Level cast cannot exceed max pot
level 10
Divine deal: You gain the ability to add one D4 radiant damage all attacks you and your allies make this round
God's fate: once per long rest burn 30 chips to cast guidance
Levle 15
King of pentacles: As a fate gods chosen you can channel their power to create magic cards or dice: burn 10 chips to use these conjured weapons deal 2D8 radiant damage as well as when hitting an enemy they must make a DC15 wis save or they become frightened
Level 18
High priestess: The boon of the high priestess card allows one to call upon Divine aid; You can burn 20 chips to add 2D8 radiant damage to any attack you make against an enemy and subtract that same number from enemy attacks for one roun
Clubs/wands:magic
Under the diamond suit a dealer has managed to tap into arcane knowledge allowing some minor spellcasting
Spellcasting DC: 8+ Proficiency bonus and CHA mod
Spell attack bonus 8 + Proficiency bonus + CHA mod
Magic burns pot chips lowering max chips, max can be restored fully via long rest. burning pot chips requires having the chips in hand and in the pot when casting a spell you use them from your bag and remove the amount from your maximum pot.
Lvl 3
Pick 2 spells from Dealer spell list spell cost may not exceed max pot
Arcane cards: You can cast spells by burning 10 chips per spell level ex.You cast a level one spell it burns 10 chips level two is 20 chips and so on.
Lvl 7
Pick two spells from spell list
Expert toss. When casting spells you may add your dex mod to hit with spells
Lvl 10
Pick two spells from spell list
Arcane deal: you can expend 5 chips to add 1D4 fire, ice, or acid damage on a standard attack
Lvl 15
Pick two spells from spell list
Page of wands: burn 20 chips to create an aura around you this aura makes enemies less likely to hit you they roll at disadvantage to hit and if they hit you gain 5 chips back to your max pot
Lvl 18
Pick two spells from spell list
The magician: The boon of the magician card allows one near mastery over arcane fate; Burn 30 chips afterwards until combat ends spells don't burn chips merely expends them from your bag.
Spell list
Mage hand CAN,Message CAN,Minor illusion CAN, Ray of frost CAN, Thaumaturgy CAN, magic missile 1st lvl, Distort value 1st lvl, Illusory script 1st lvl, Silent image 1st lvl, Blindness/Deafness lvl 2, detect thoughts lvl 2, spray of cards lvl 2, Suggestion 2nd lvl, mirror image 2nd lvl, blink 3rd lvl, slow 3rd lvl, fire ball 3rd lvl, confusion 4th lvl, Fabricate lvl 4,creation 5th Lvl, Dominate person 5th Lvl, telekineses 5th lvl, mass suggestion 6th lvl, blade barrier 6th lvl true seeing 6th lvl, prismatic spray 7th lvl, mirage arcane 7th lvl, project image 7th lvl,glibness 8th level, weird 9th lvl, wish 9th lvl
CHIPS
Being a gambler at your very core you use a specialty set of chips to fulfill your desires. These chips are integral to your being, usually being designed based on your life or experiences (ex.persons of interest, a favorite item, an animal from your past) often stemming from an experience gambling that can shape who your character is. These chips are arcane in nature however spellcasting doesn't usually come naturally to the dealer. Often this class comes from people who leave their lives to chance whether that means they play games of chance as a pastime or they leave decisions up to a coin flip.
The use of chips is based on your pot, which is the primary way you gain chips. During combat on your turn you roll a D20 depending on the roll you gain chips to your bag.
Along with gaining chips you can refill your max by adding chips from your bag to the pot for possible return this being a bonus action during combat. Chips in the pot are unusable until you add them to your bag with the D20 roll.
Chips are added to your bag by rolling a D20 on the start of a turn or on a short rest on an odd number gain no chips (round down) on an even number gain current pot value. on a one lose all available chips on a twenty gain 2x current pot
Out of combat it works a little differently. When you take a short rest you gain half of your max pot into your bag. Long rests refill the pot and restore your maximum if chips have been burned.
Using chips is simple, you spend your bag chips to use abilities and if you have no chips you can’t use abilities.
Some abilities ask you to burn chips this requires you to have chips in your bag and the pot if you burn chips you expend bag chips and remove the specified amount from your maximum pot ie. if you burn 5 chips you use them from your bag and lose 5 from the max pot. Your maximum pot is replenished and your pot is filled on a long rest.
General notes - What would explosive dice and sharp metal cards act as? There’s no guidance for what they would be re flavourings of nor do they have stats. Somewhat minor but still important to note. Everything else in the starting stats is perfectly fine. No class interrupts subclass and ability score improvement levels, which are left as a solo thing without other class features. Please make the format tighter, it’s a bit of a chore to scroll a bit for a section I want to see.
Level 1 to 5 - You can only reroll once per bonus action, or save the chips for two turns to minus a 1d4 (which is worse than Bane or the class's first level feature). This is pretty terrible compared to other classes where they have their base mechanics figured out: think like fighting styles, weapon mastery, rage and wild shape. These are strong parts of their respective classes and make how you play distinct. For now, the max amount of bets you can have are useless if they don’t add up to a 5, but the subclasses may resolve this.
Level 5 should see a massive jump in power. While it does get two attacks and allowing yourself to choose a which number crits, it’s still not strong enough. Spellcasters get 3rd level spells while martial characters have abilities which benefit from their 5th level features (fighters get a power boost while attacking with action surge, barbarians rage damage repeats as well). Also what happens if you choose a natural one? Does it supersede the nat 1, this is important to clarify.
Level 6 to 10 - You could really say in the max pot that it increases by two every level just to avoid being redundant. The 6th level ability is a ribbon feature, it requires a 5% chance occurrence to happen and 10 chips to be spent in order for a reroll. The halfling's feature does it for free without being a class features. The wording is a bit confusing and taking a full action to take all the chips out the pot is really not worth it. Still too weak to really do anything.
Level 11 to 15 - The blinding effect is the best by far compared to every other option, the issue is that their save DC means that they are never going to actually land. You should probably make the DC be based off the character's charisma. Dire Straight alone isn’t good enough, classes that have a return to 1 HP feature have something else going for them. What is Two Pair's damage in the first place, there’s no damage dice or anything.
Level 16 to 20 - High Risk is a feature that could completely screw up your ability to use the lackluster features of the class. The level 20 feature is unreliable, it needs a high amount of chips so it can’t be used early on and its features aren’t enough to make it viable against enemies when every other class can do so much more.
Subclasses - The Hearts/Cups subclass sounds interesting but even a 3rd level cleric could rival the subclass's main features at high levels. Spades/Swords actually gives the class teeth, but you could clarify better and try to compare it to other damage dealing classes as it gets a lot of its features too late to be good. The Clubs/Wands subclass is really confusing for me, how do you cast spells exactly? Also it probably shouldn’t have Dex as its spellcasting ability, the charisma that’s recommended is still left unused :(.
In my head they are just re-skinned darts with different damage types slashing for cards and force for dice I forgot to add that thanks. as for the rest I'll keep working on it I went in with the impression it was bad and I'm glad you were nice enough to give me some solid advice and not just bully me as I've seen on other threads :D
sorry for the scrolling thing I'm still new to the website and I cant change it at all
two pair is both the dice and cards it just rolls the D4 for each same damage as darts.
using charisma is a good idea I'll fix that it was never intended to be used much but it does make sense
yea ran out of ideas with hearts suit I planned to buff it to be better but I never really intended it to replace any other class too much
high risk is mostly a joke partially a placeholder I always had intended to replace it with something better thanks for reminding me lol
the level 20 feature was my least fave tbh I never could figure it out I'll look into it a bit more.
the clubs one is confusing sorry with the way the chips work you have the pot and the bag to use the spell it takes from both your max pot and uses the chips from you bag so if I use a 1st level spell it takes the 10 chips cost off the max pot. hope that clears it up. or do you mean how flavor wise if not mechanically.
again thank for the help I've got a lot to think about I appreciate it a lot.
Edit: I've figured out how to change things. changes made being spellcasting is charisma as well as save for wild card. formatting is still not great sorry. I did change clear bets I hope it's clearer, also changed how it works Maybe it's a bit better. changed how bluff works. Fast deal is a bit better I took the increased number of attacks at higher levels from fighter. Call is better allowing extra damage as well as choosing what number crits. also made it so that you can't pick one or two so it doesn't remove a critical fail if that occurs.
Edit two: dire straights changed it's a bit more powerful. high risk is completely redone and is significantly better overall.
Edit Three: I changed the way beginners luck works so it's a bit better and hopefully accentuates the luck control part of the class a bit better.
any thoughts on changing hearts its stumping me a bit
nvm I changed It a bit it seems better now maybe not as good as cleric but that isnt really the point.
Jackpot is significantly stronger as well as costing slightly less.
thanks to Actionsparda's help I adjusted the fast deal so it works better with the class balance.
I give you a lot of credit for making the format clear and easy to understand. It’s still a lot to understand, and I’m sure I missed a lot of it, but compared to others it’s at least possible.
I’m not smart enough to compare it to others classes directly, so I eon’t be doing that. The only real issue is your use of extra attack. When fighters get third and fourth attacks, it’s the whole feature that level and with good reason, as it’s very powerful. Just saying it at level 5 that you get more like it’s just an increase in Paladin aura or something and still getting more abilities at those levels on top of it seems too overpowered in my opinion. Maybe it balances out, but my first instinct is to think otherwise, so you may wish to choose between third and fourth attacks as your level 11 or 20 or take your current level 11 and 20 abilities.
The only other thing i must recommend as a true nerd is to make a summoner themed class based around traditional monster-related card games. Sorry, had to say it.
Best of luck!
thanks for the feedback the multi attack change is a good idea. I might make it so that it only increases once to three attacks at a higher level that way it is a bit more balanced.
also the summoner themed class is a super cool idea. might work on that once I'm done with this class if you don't mind me taking the idea.
thanks for the luck divines know I need it lol. :D