Time spent in the casinos paid off but lets see if your luck holds. You've spent your whole life at the tables of gambling halls and over time you've felt the call of fate. Learning the whims of lady luck you use that power for yourself to aid your endeavors, or cripple others. The chips you wield are yours alone the price of power you've yet to hone.
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, light 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 simple weapons, 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; it's a separate proficiency for the case of this class.
Saving throws: DEX CHA
Pick two skills from this list: sleight of hand, acrobatics, persuasion, deception, performance, insight, perception.
Level one
Place your bets: the move that starts the game lets see if you can buy in. When combat begins you can take a bonus action to add 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: some think it's fake, you prove it real. 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+mod) or you pick which roll they use.
Level two
Down card: it'll do good to discard cards sometime. As an action 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 DEX save or take 1D4 damage and fall prone.
Luck be in the air: it permeates the very air around you. Expend 5 chips to add or subtract d6 from any roll and burn 5 chips to add 1 more d6
Level three
At level three you may pick a subclass from the included list
Level four
Ability score improvement
Level five
Call: the right number can win the game, let's see if you pick it. 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
Winning streak: if you've gained chips from your previous two bet rolls you may take a bonus action to roll 1D20 if its an even number gain full pot value
Fast deal: faster still the cards move. You may attack twice while taking the attack action.
Level six
Bluff: One better have a good poker face for this. 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.
Perceptive play: you have advantage on checks against deception and persuasion as well as gaining proficiency or expertise in both.
Level seven
Level eight
Ability score improvement
Level nine
parlay: stay your hand and gain the spoils. 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: always keep your chips close or you might lose them. 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
Greed in your eyes: You gain a bonus to rolls to find money equal to your charisma modifier.
Wild card: the joker is known for not appearing as only one card; this ability reflects that nature. expend 5 chips to add an effect to your attack save for the effect is 10+charisma mod
Effects include
Advantage on next attack to that target
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: Why die when there's still dice to roll. when you hit 0 hit points you may bring yourself back up to 1 hp as well as gain 20 chips to your bag.
House always wins: after spending a day in a town you get an idea who's corrupt and might take a bribe or two to "look the other way". as well as gaining advantage on rolls to convince others to take bribes
Level fourteen
Faster deal: your cards are barely visible; they move faster than one can perceive. At level 14 you can pick between gaining another attack or picking two pair as an ability.
Two pair: a fine hand, it might win the game. 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
Level fifteen
Level sixteen
Ability score improvement
Level seventeen
High risk High reward: fate sometimes burns those who wield it one can hope not too much. as a bonus action you may 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.
Silver tongue: Gamblings about more than just the dice my friend use that tip well: You can expend ten chips to reroll a persuasion check an amount equal to one+cha mod per long rest on a long rest replenish uses
Level eighteen
Level nineteen
Ability score improvement
Level twenty
Jackpot: you've done it, fate bends to your whims and allows near limitless power if you can roll for it. 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 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: a strategic move one moves faster with luck at the side. 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: "got to know when to fold em" 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: a choice not everyone can make. take an action burn 10 chips to heal two teammates by 2D6
Lvl 15
Queen of cups: a ruler's boon your allies will revel. take an action to 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; take an action 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
gain proficiency with rapiers
Lvl 3
High roller: lets hope your chips back your talk. burn 5 chips to add 1 D4 to an attack as many times as you have chips to spend
Lvl 7
High stakes: one is often stronger during distress. 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: slicing cards sing through the air. burn 10 chips to attack again as many times as you have chips to spend
Lvl 15
Knight of swords: the bane of enemies, a well trained knight. 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 20 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: a divine burn from one's weapons. you can burn 5 chips to cast divine smite on a card or dice attack
Level 7
Fate's favor: a lucky streak means nothing without fate's help. take an action to 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: a hand fit for a god. take an action and burn 20 chips to add one D8 radiant damage to all attacks you and your allies make this round
God's fate: once per long rest burn 30 chips to cast guidance
Level 15
King of pentacles:As a fate gods chosen ruler you can channel their power to create magic cards or dice: use an action to burn 10 chips to use these conjured weapons they 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 or your allies make against an enemy and subtract half of that number from enemy attacks for one round
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: the magic in your chips now flows in your veins. 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. Cantrips have no cost as usual
Lvl 7
Pick two leveled spells from spell list
Expert toss: a keen eye can influence the roll. When casting spells you may add your dex mod to hit with spells
Lvl 10
Pick two spells from spell list
Arcane deal: a hand dealt by arcane power. 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: a card none hold in high regard prove them wrong. 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 and deal 1D6 of an element from arcane deal as a reaction.
Lvl 18
Pick two spells from spell list
The magician: The boon of the magician card allows one near mastery over arcane fate; as a bonus action Burn 30 chips afterwards until combat ends spells don't burn chips merely expends them from your bag as well as having advantage to hit with spell attack rolls.
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 spell-casting 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 every turn once per round 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
Gained chips have a limit you cant gain more than your current pot x2 per day on short or long rest you may still replenish burned chips but if the gain limit has been hit do not gain bag chips.
Out of combat it works a little differently. When you take a short rest roll a D20 and add or subtract depending on the result as well as restoring half of burned chips. Long rests restore your maximum pot fully if chips have been burned as well as gaining half of your max pot to a daily limit of 2X your maximum pot
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.
I don't really understand the logic with actual chips during combat. I mean I understand the gameplay logic of it being a unique resource for the class, but I don't see how The character would be fumbling with actual chips in the middle of the fight. Thus, I would remove the bag of chips from starting equipment or call "chips" something else.
You're missing proficiency to simple weapons. All classes have that proficiency.
The initial chip count is static and only affects combat. I would rather have it scale with level and refresh at short/long rest (like spell slots, focus/ki points, superiority dice, and all other unique class resources). There might be class feature at some level that guarantees toi begin combat with at least X chips, but that wouldn't be level 1.
What are the primary stats? I can see why dexterity, intelligence, wisdom, charisma, and constitution could all be, but none of the class features scale with primary stats. Saving throw proficiencies doesn't automatically mean those to are the primary stats.
How about skill proficiencies and expertise? I would guess a gambler would have proficiency on Insight, Perception, Deception and/or Investigation.
And I would really really like to see features that work outside of combat. It's easy to get stuck in the combat "zone" when homebrewing stuff, but it's just one part of gameplay. The class desperately needs features that allows it to do stuff outside combat. And there are a plethora of suitable features for a gambler. For example, having a natural talent recognize who can be bribed, fumbling ability checks with chips, bargaining, etc. But of course since The class has availability to a unique resource, it could capitalize on that and have features to expend that resource, so it would also make using chips bit More strategic.
thanks for the heads up on simple weapons proficiency no one else mentioned that on the other post I made lol
Chips are physical objects but outside of flavor the character doesn't usually mess with them them during combat they just leave or enter the bag , but they could if they wanted to like throwing them in the air for flair to activate abilities.
Chips do scale with level you get 2 max pot per level along with getting chips on long and short rest and replenishing max pot. The starting with chips part makes sense I'll adjust that it might be an ability for level six or somewhere around there.
the main stats stats are used mostly for the saving throws enemies make or weapons/spellcasting.
If you have any ideas for things to scale with skills that would be cool I always like new ideas.
added two small abilities for out of combat like the bribable people one, along with the greed in your eyes allowing more luck finding funds
I agree with the above that I don't really understand the mechanics of the chips. Why is there both a "pot" and a "bag"? What gets replenished and when? Why are chips in multiples of 5? could it not be simplified by dividing all of it by 5 and have things cost 1 or 2 chips?
Having a class with a unique resource as chips & based around luck is fine and could work, it's just really confusing right now. I also don't understand what the exploding dice are??
Since almost everything the class can do requires chips, is it really a good idea to have that as a limited resource? what happens when they run out? They just can't do any of their unique stuff?
Overall I think the class is probably too weak, but it's hard to tell because a lot of things don't have action costs associated with them, and it's really hard to know how quickly they will run out of chips.
I like the suits ideas for the subclasses, but just the mechanics need a lot more balancing & finessing.
I must admit I didn't read the chips explanation in the morning when I wrote my feedback. I'm not sure whether you had the out-of-combat portion explained then or did you add them later.
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
This makes no sense. You roll a d20 at the start of every turn or at the beginning of combat? Does it cost an Action or Bonus Action? Also, you cannot round a single d20 result. The only place you do rounding is when you divide a number (like a creature having resistance to specific damage type). There definitely needs to be a limit how many chips can be obtained in a day or you will end up with a highly unbalanced class. For example the Hearts subclass at level 10 could provide infinite healing just by using a few chips they can add to their pot at will. That's one of the reasons I would encourage to use a daily balance. You gain chips after a long rest, which you can spend throughout the day for skill checks, combat, etc. You could have a few refresh abilities (like Hit Die for short rests) to add chips.
I would love features like Luck be in the air, where you expend your resources to add something to your roll and potentially turn a failure into success. Just like Bend Luck with Wild Magic Sorcerer. I just think expeding 10 chips for a single d4 might be a bit underwhelming. At level 2, the maximum pot is 24. At level 6 (that's when Sorcerers gain Bend Luck) the maximum pot is 32. You need to spend a third of your resource for a single d4 (compared to 1/6 of a Sorcerer's Sorcery Points). Either decrease the cost or have the d4 scale with class level, like with Monk Unarmed Strikes. First to d6, then d8, d10, etc.
I would also like to see additional ways of gaining chips other than just a Bonus Action at level 1. Some ideas:
Similar to Call you could use a Bonus Action to place a bet on a result of the next d20 roll. Use 1-X chips to place a bet. You can use this feature equal to your proficiency bonus and regain all spent uses after finishing a long rest.
Guess the exact number: If you hit it right on the nose, you gain loads of chips based on your bet, if you land within +-3 (or similar) you gain less chips.
Alternatively, you can bet on odd or even, higher or lower then 10, or something similar and gain chips accordingly.
I would also say the subclasses could provide additional proficiencies. "Spades/swords:damage" really sounds like the character could use a sword proficiency.
The out-of-combat explanation was always there no worries it's a lot to read
the round down was a relic from a previous iteration I'll change that, this has gone through a lot of adjustment over a while now so mistakes happen thanks for pointing that out
you roll it at the start of your turn once a round, and add or subtract depending its not an action or anything I'll try to make it clearer.
The swords part is just the card suit I didn't think of that but it would make sense I think I'll add rapier proficiency I think it fits the vibe of the class.
any ideas for the other suits maybe medicine skill for hearts or religion for diamonds arcana for clubs
Edit 1: I made a change to gaining chips there's a daily limit as you suggested as well as some minor grammar adjustment overall
I also don't understand what the exploding dice are??
mechanically they are darts with a new damage type
Flavor wise they are just like the pop-it fireworks where when you throw them at the ground they make a snap sound
sorry if it wasn't clear
as for your thoughts on the chips there's an explanation at the bottom that as clearly as I can explains how they function (when you get them what they are etc.)
I probably could divide it the way you said but that would require a lot of editing for a change that does next to nothing mechanically, so maybe in the future I'll change that but its not high priority.
thanks for your thoughts help is always appreciated
spell slots and ki point and the like are limited that's the point they aren't ment to be unlimited wizards run out they are stuck beating things with a spell book. a dealer runs out they are stuck throwing things at the opponents.
also you said that the chips are limited they weren't as Scruvy stated they were kind of unlimited having no limit to how many you could gain thats been fixed
Because I think this is a really interesting idea, I want to take a shot at translating it into more standard 5e mechanics.
The Dealer (class)
Time spent in the casinos has paid off granting you a seemingly supernatural control over your luck while playing games of chance. You've spent your whole life at the tables of gambling halls and over time you've felt the call of fate. Or you might have travelled from place to place challenging all comers at inns and taverns across the land. Still others might have scrambled through the dark dingy underground gambling to buy food and shelter for the night until one day your luck turned. You have learned the whims of lady luck you use that power for yourself to aid your endeavors, or cripple others, represented by a stack of chips you always have at your fingertips to win or lose your life, fortune, or happiness.
Suggested background: charlatan, urchin Hit points: 8+ CON modifier Hit dice: 1D8 per Dealer level Hit points at higher level: 1D8 (or 5)+CON modifier
Proficiencies Saving Throws: Dexterity and Charisma Skills: choose two from Sleight of Hand, Acrobatics, Persuasion, Deception, Performance, Insight, Perception. Tools: All games of chance (cards, dice) Weapons: Improvised Weapons (game pieces), Simple Weapons, Darts* Armour: Light armour
Starting equipment: bag of chips, 20x darts, dagger, leather armour, standard set of 52 cards, set of 10 dice, 12 gp
You are proficient in using playing cards and dice as thrown weapons (use Darts stats), your cards deal slashing damage and your dice deal force damage.
Slashing Cards. When you roll an Even number on the attack roll with one of your playing cards it deals an extra 1d4 damage if it hit.
Exploding Dice. When you roll damage for your exploding dice, if you roll a 4 on the 1d4 your die explodes and deals 1d4 force damage to each creature within 5 ft of your target.
Level 1: Chips
You have a pool of three (3) magical poker chips, which you regain when you finish a long rest. The number of chips you can have increases with your level in this class as shown in the Dealer class table. You use these chips to power your abilities, if one of your chip-based abilities requires the target to make a saving throw it is against your Chip DC:
Chip DC = 8 + your Charisma modifier + your proficiency bonus.
Place your bets: When you roll initiative, choose a number of chips to wager. You can use these chips during the combat, but not the chips you did not wager. When the encounter ends you regain double the number of chips that you did not wager up to your maximum number of chips as shown in the Dealer Table.
Beginners luck: You can burn your chips to alter your luck. When you or a creature you can see within 60 ft of you makes a d20 roll, you can use your Reaction to burn one chip to impose Advantage on Disadvantage on the roll. If the target is unwilling to accept your twisted luck it makes a CHA save against your Chip DC on a success they are unaffected.
Level 2: Discard
You can throw down either your dice or your cards to cover the ground in a 5ft radius area within 30 ft of you.You cannot use the special attack : Slashing Cards or Exploding Dice associated with the item you threw down until you spend an Action to call them back to yourself.
Slippery Cards. You throw down your deck of cards and the area becomes slippery and any creature that enters the area or starts their turn there must make a DEX save against your Chip DC or fall prone.
Sharp Dice. You throw down your bag of dice and the area becomes difficult terrain and any creature that moves into or within the area takes 1d4 piercing damage (a creature can only take this damage once per turn).
Level 3: Suit Specialty
Choose your specialty suit and gain the first associated ability.
Level 4: ASI
Level 5: Fast Deal
You make two attacks when you take the Attack action instead of one.
Level 5: Winning Streak
When you hit with a weapon attack, you have advantage on the next attack you make with the same weapon before the end of your next turn.
Level 6: Bluff
You gain Expertise in one skill that you are proficient in, when you succeed on a check using the skill you chose, you regain one burned chip. If you roll a 1 on a check using this skill you burn one chip.
Level 7: Suit Benefit
Level 8: ASI
Level 9: Renegotiate
At the start of your turn, you can change the number of chips you have wagered on this combat. You can use this ability once per short or long rest.
Level 9: Call your number
When you roll a d20, you can pick a number from 2-20. If at least one d20 shows that number you immediately regain one chip.
Level 10: Suit Benefit
Level 11: Wild Card
When you make an attack, you can spend one Chip to add one of the following effects:
Distract. Immediately following the resolution of the attack you can use a Bonus Action to move up to your speed and take the Hide action.
Finger Shot. The target makes a STR save against your Chip DC or drops one object they are holding.
Ricochet. You make one attack against a different target within range using the same weapon as a Bonus Action.
Level 11: Greedy Eyes
When you roll to find gold or non-magical treasure you gain a bonus equal to your Charisma modifier.
Level 12: ASI
Level 13: Fastest Deal
You make three attacks when you take the Attack Action
Level 14: All In
If you wager all of your remaining chips at the start of combat, then the first time you are reduced to 0 hit points during that combat you immediately bounce back regaining 1 hp and 5 Chips.
Level 14: House always wins
When you finish a Long Rest, you learn which if any character you met since your last long rest are corrupt and/or bribable.
Level 15: Suit Benefit
Level 16: ASI
Level 17: Double Down
When you Renegotiate to increase the number of chips you have wagered, you add a 1d4 to all attacks, saving throws, and damage rolls you make during this combat.
Level 18: Suit Benefit
Level 19: ASI
Level 20: Jackpot
As a Bonus Action, you can spend one or more chips. Roll a 1d6 for each chip spent, you gain the following benefits that match any of the values on the d6s:
d6 = 1 : You have advantage on all saving throws. d6 = 2 : You gain resistance to one damage type of your choice. d6 = 3 : You gain a Fly speed equal to your Speed. d6 = 4 : You gain 40 temporary hit points. d6 = 5 : Your movement Speed is doubled. d6 = 6 : Enemies have disadvantage on attacks to hit you.
These benefits last for 1 minute or until you are reduced to 0 hit points or die.
The cup of life depicted on your cards inspires you to heal and protect your allies.
Level 3: Cup of Life
As a Bonus Action, you can burn one chip to infuse one of your Hearts/Cups cards with the magic of the Cup of Life and throw it to your ally. Choose one creature you can see within the long range (40 feet) of your cards, the target regains 1d6 hit points. You can spend additional Chips to increase the number of hit points restored by 1d6 for each Chip spent.
Level 7: Pass
When you spend your Action to Dodge or Disengage, roll a 1d4, you regain burned Chips equal to the number rolled and choose one ally or one enemy they add or subtract the number you rolled to every d20 roll they make before the start of your next turn. You can use this ability a number of times equal to your Charisma modifier, regaining all uses when you finish a Long Rest.
Level 10: Redeal
As an Action, you can burn 3 Chips to remove one of the following conditions from one creature you can see within 20 feet of you (if the creature is unwilling you must make a Card attack roll and hit them to apply this ability). Conditions: charmed, frightened, paralyzed, stunned, poisoned, blinded, restrained.
Level 15: Pair of Queens
When you use your Cup of Life or Pass ability you can grant the benefits to two allies rather than one.
Lvl 18: Full House
You choose to have your Cup of Life target yourself and all friendly creatures within 60 feet of you, and increase the dice to d10s. Once you have used this ability you cannot use it again until you finish a Long Rest.
Spades / Swords
The swords depicted on your cards inspires you pick up a sword and fight on the front lines.
Level 3: Bonus Proficiencies
You gain proficiency with Shortswords, Scimitars, Rapiers, Longswords, and Greatswords, Medium Armour, and Shields. You can also use any Weapon Masteries associated with these weapons.
Level 7: Lucky Hit
You get a critical hit on a 19-20, when you roll a critical hit you regain 1 Chip, and deal an additional 2d8 damage (this is not doubled by the critical hit).
Level 10: Confidence
When you fail a saving throw, you can spend 1 Chip to reroll it. If this reroll changes the result to a success you gain 2d10 temporary hit points.
Level 15: Knight of Swords
When you hit a creature with a melee weapon attack, you can burn 3 chips to deal an additional 4d8 damage and the target must make a Constitution save against your Chip DC or be stunned until the start of your next turn. You can only use this ability once on your turn.
Level 18: Four Jacks
When you use your Knight of Swords, you can target 4 creature you can see within 60 feet of you by conjuring 3 additional copies of yourself. Compare your attack roll to AC of each target, on a hit it deals your normal damage and all the bonuses from Knight of Swords. Once you use this ability you cannot use it again until you finish a Long Rest.
Diamonds / pentacles
The Diamonds infuse yourself and your weapons with the power of the gods of chance and luck.
Level 3: Fate's Scorn
When you hit a target with your Card or Dice attack, you can immediately use a Bonus Action to spend 1 Chip to add 2d8 radiant damage to that attack.
Level 7: Divine Burst
You can take the Magic Action to call down a beam of radiant light around yourself. Each hostile creature within 40 feet of you makes a Constitution saving throw against your Chip DC. On a failure they take radiant damage equal to a number of d10s equal to the number of Chips you spent on this ability (up to a maximum number of Chips equal to your proficiency bonus), or half as much on a success. In addition, all your allies in the area have Advantage on the next d20 roll they make.
Once you use this ability you cannot use it again until you finish a Short or Long rest.
Level 10: Cursed Luck
When an enemy you can see misses with an attack, they have disadvantage on the next attack they make before the end of their next turn.
Level 15: King of Pentacles
When you use your Fate's Scorn ability the target must make a Wisdom saving throw against your Chip DC or be frightened of you until the end of your next turn.
Level 18: Diamond Flush
When you use your Divine Burst ability, each creature that fails the save become haloed in light until the start of your turn. All attacks against the haloed creatures are made at advantage and deal an additional 1d8 radiant damage on a hit.
Clubs / Wands
The wands on your cards teach you some minor spellcasting.
Level 3: Spellcasting
You can spend your Chips to create spell slots (no action required). The maximum level of the spellslot you can create is equal to half your level rounded up.
In addition, you learn two 1st level spells from the Wizard spell list. Each time you gain a level in this class you learn one additional Wizard spell of a level equal to or lower than your Dealer Level divided by two (rounded up). You use your Charisma modifier for your spell attack roll and spell save DC.
Level 3: Spell Card
When you finish a Long Rest, you can inscribe one spell with a casting time of 1 Action that you know onto one of your cards. As a Magic Action, you can cast the spell from this card without spending any Chips.
Level 7: Spell Strike
You learn two cantrips of your choice from the Wizard spell list. You can replace one attack you make with the Attack Action with casting one of these cantrips.
Level 10: Streaming Magic
When you take the Magic Action to cast a spell using a spellslot, you can stream some of that magic into your cards and dice. Your card and dice attacks deal an additional 1d4 Force damage for the next 1 minute.
Level 15: Club Straight
When you create Spell Cards you can instead inscribe one spell that you know of each spell level onto cards.
Level 18: Flurry of Cards
You can replace one attack you make as part of the Attack Action with casting any spell from one of your Spell Cards.
I don't even have the words. the better mechanical clarity Is something... but it genuinely looks like you ran my creation through chatgpt or something half of the abilities are nothing like the original, most of the flavor and interesting lore I hand wrote is either removed or chopped up into the single intro block. And slashing cards REALLY is it that hard to suspend your disbelief and IMAGINE that the DARTS statblock that is publicly available to literally everyone is an interesting HOMEBREW weapon that I explained to you in simple terms. I have not worked on this for nearly 3 months for someone to ask chatgpt to "do it better". I'm sure you mean well but this isn't what I asked for I asked for a few suggestions to balance it not...whatever this is. I'm blocking you and I implore you never do this to others.
yea the suits just showed up on the page thanks for butchering those too I went through the process of making a cool spell list with utility and lore and then you just removed it entirely thank for you "advise" you could have spared yourself some prompts if you had just told me some more things that might work better if they were different not blatantly changing almost everything and acting like you helped I take back my previous thanks from earlier you don't deserve it.
I hope you take my "constructive criticism" to heart not everyone could just continue making stuff like this after someone does something like this
Dealer class
Time spent in the casinos paid off but lets see if your luck holds. You've spent your whole life at the tables of gambling halls and over time you've felt the call of fate. Learning the whims of lady luck you use that power for yourself to aid your endeavors, or cripple others. The chips you wield are yours alone the price of power you've yet to hone.
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, light 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 simple weapons, 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; it's a separate proficiency for the case of this class.
Saving throws: DEX CHA
Pick two skills from this list: sleight of hand, acrobatics, persuasion, deception, performance, insight, perception.
Level one
Place your bets: the move that starts the game lets see if you can buy in. When combat begins you can take a bonus action to add 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: some think it's fake, you prove it real. 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+mod) or you pick which roll they use.
Level two
Down card: it'll do good to discard cards sometime. As an action 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 DEX save or take 1D4 damage and fall prone.
Luck be in the air: it permeates the very air around you. Expend 5 chips to add or subtract d6 from any roll and burn 5 chips to add 1 more d6
Level three
At level three you may pick a subclass from the included list
Level four
Ability score improvement
Level five
Call: the right number can win the game, let's see if you pick it. 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
Winning streak: if you've gained chips from your previous two bet rolls you may take a bonus action to roll 1D20 if its an even number gain full pot value
Fast deal: faster still the cards move. You may attack twice while taking the attack action.
Level six
Bluff: One better have a good poker face for this. 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.
Perceptive play: you have advantage on checks against deception and persuasion as well as gaining proficiency or expertise in both.
Level seven
Level eight
Ability score improvement
Level nine
parlay: stay your hand and gain the spoils. 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: always keep your chips close or you might lose them. 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
Greed in your eyes: You gain a bonus to rolls to find money equal to your charisma modifier.
Wild card: the joker is known for not appearing as only one card; this ability reflects that nature. expend 5 chips to add an effect to your attack save for the effect is 10+charisma mod
Effects include
Advantage on next attack to that target
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: Why die when there's still dice to roll. when you hit 0 hit points you may bring yourself back up to 1 hp as well as gain 20 chips to your bag.
House always wins: after spending a day in a town you get an idea who's corrupt and might take a bribe or two to "look the other way". as well as gaining advantage on rolls to convince others to take bribes
Level fourteen
Faster deal: your cards are barely visible; they move faster than one can perceive. At level 14 you can pick between gaining another attack or picking two pair as an ability.
Two pair: a fine hand, it might win the game. 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
Level fifteen
Level sixteen
Ability score improvement
Level seventeen
High risk High reward: fate sometimes burns those who wield it one can hope not too much. as a bonus action you may 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.
Silver tongue: Gamblings about more than just the dice my friend use that tip well: You can expend ten chips to reroll a persuasion check an amount equal to one+cha mod per long rest on a long rest replenish uses
Level eighteen
Level nineteen
Ability score improvement
Level twenty
Jackpot: you've done it, fate bends to your whims and allows near limitless power if you can roll for it. 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 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: a strategic move one moves faster with luck at the side. 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: "got to know when to fold em" 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: a choice not everyone can make. take an action burn 10 chips to heal two teammates by 2D6
Lvl 15
Queen of cups: a ruler's boon your allies will revel. take an action to 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; take an action 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
gain proficiency with rapiers
Lvl 3
High roller: lets hope your chips back your talk. burn 5 chips to add 1 D4 to an attack as many times as you have chips to spend
Lvl 7
High stakes: one is often stronger during distress. 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: slicing cards sing through the air. burn 10 chips to attack again as many times as you have chips to spend
Lvl 15
Knight of swords: the bane of enemies, a well trained knight. 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 20 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: a divine burn from one's weapons. you can burn 5 chips to cast divine smite on a card or dice attack
Level 7
Fate's favor: a lucky streak means nothing without fate's help. take an action to 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: a hand fit for a god. take an action and burn 20 chips to add one D8 radiant damage to all attacks you and your allies make this round
God's fate: once per long rest burn 30 chips to cast guidance
Level 15
King of pentacles:As a fate gods chosen ruler you can channel their power to create magic cards or dice: use an action to burn 10 chips to use these conjured weapons they 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 or your allies make against an enemy and subtract half of that number from enemy attacks for one round
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: the magic in your chips now flows in your veins. 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. Cantrips have no cost as usual
Lvl 7
Pick two leveled spells from spell list
Expert toss: a keen eye can influence the roll. When casting spells you may add your dex mod to hit with spells
Lvl 10
Pick two spells from spell list
Arcane deal: a hand dealt by arcane power. 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: a card none hold in high regard prove them wrong. 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 and deal 1D6 of an element from arcane deal as a reaction.
Lvl 18
Pick two spells from spell list
The magician: The boon of the magician card allows one near mastery over arcane fate; as a bonus action Burn 30 chips afterwards until combat ends spells don't burn chips merely expends them from your bag as well as having advantage to hit with spell attack rolls.
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 spell-casting 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 every turn once per round 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
Gained chips have a limit you cant gain more than your current pot x2 per day on short or long rest you may still replenish burned chips but if the gain limit has been hit do not gain bag chips.
Out of combat it works a little differently. When you take a short rest roll a D20 and add or subtract depending on the result as well as restoring half of burned chips. Long rests restore your maximum pot fully if chips have been burned as well as gaining half of your max pot to a daily limit of 2X your maximum pot
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.
"Ruthlessness is mercy upon ourselves" Poseidon-epic the musical
I don't really understand the logic with actual chips during combat. I mean I understand the gameplay logic of it being a unique resource for the class, but I don't see how The character would be fumbling with actual chips in the middle of the fight. Thus, I would remove the bag of chips from starting equipment or call "chips" something else.
You're missing proficiency to simple weapons. All classes have that proficiency.
The initial chip count is static and only affects combat. I would rather have it scale with level and refresh at short/long rest (like spell slots, focus/ki points, superiority dice, and all other unique class resources). There might be class feature at some level that guarantees toi begin combat with at least X chips, but that wouldn't be level 1.
What are the primary stats? I can see why dexterity, intelligence, wisdom, charisma, and constitution could all be, but none of the class features scale with primary stats. Saving throw proficiencies doesn't automatically mean those to are the primary stats.
How about skill proficiencies and expertise? I would guess a gambler would have proficiency on Insight, Perception, Deception and/or Investigation.
And I would really really like to see features that work outside of combat. It's easy to get stuck in the combat "zone" when homebrewing stuff, but it's just one part of gameplay. The class desperately needs features that allows it to do stuff outside combat. And there are a plethora of suitable features for a gambler. For example, having a natural talent recognize who can be bribed, fumbling ability checks with chips, bargaining, etc. But of course since The class has availability to a unique resource, it could capitalize on that and have features to expend that resource, so it would also make using chips bit More strategic.
Thanks for the ideas I appreciate the advice.
thanks for the heads up on simple weapons proficiency no one else mentioned that on the other post I made lol
Chips are physical objects but outside of flavor the character doesn't usually mess with them them during combat they just leave or enter the bag , but they could if they wanted to like throwing them in the air for flair to activate abilities.
Chips do scale with level you get 2 max pot per level along with getting chips on long and short rest and replenishing max pot. The starting with chips part makes sense I'll adjust that it might be an ability for level six or somewhere around there.
the main stats stats are used mostly for the saving throws enemies make or weapons/spellcasting.
If you have any ideas for things to scale with skills that would be cool I always like new ideas.
added two small abilities for out of combat like the bribable people one, along with the greed in your eyes allowing more luck finding funds
"Ruthlessness is mercy upon ourselves" Poseidon-epic the musical
I agree with the above that I don't really understand the mechanics of the chips. Why is there both a "pot" and a "bag"? What gets replenished and when? Why are chips in multiples of 5? could it not be simplified by dividing all of it by 5 and have things cost 1 or 2 chips?
Having a class with a unique resource as chips & based around luck is fine and could work, it's just really confusing right now. I also don't understand what the exploding dice are??
Since almost everything the class can do requires chips, is it really a good idea to have that as a limited resource? what happens when they run out? They just can't do any of their unique stuff?
Overall I think the class is probably too weak, but it's hard to tell because a lot of things don't have action costs associated with them, and it's really hard to know how quickly they will run out of chips.
I like the suits ideas for the subclasses, but just the mechanics need a lot more balancing & finessing.
I must admit I didn't read the chips explanation in the morning when I wrote my feedback. I'm not sure whether you had the out-of-combat portion explained then or did you add them later.
This makes no sense. You roll a d20 at the start of every turn or at the beginning of combat? Does it cost an Action or Bonus Action? Also, you cannot round a single d20 result. The only place you do rounding is when you divide a number (like a creature having resistance to specific damage type). There definitely needs to be a limit how many chips can be obtained in a day or you will end up with a highly unbalanced class. For example the Hearts subclass at level 10 could provide infinite healing just by using a few chips they can add to their pot at will. That's one of the reasons I would encourage to use a daily balance. You gain chips after a long rest, which you can spend throughout the day for skill checks, combat, etc. You could have a few refresh abilities (like Hit Die for short rests) to add chips.
I would love features like Luck be in the air, where you expend your resources to add something to your roll and potentially turn a failure into success. Just like Bend Luck with Wild Magic Sorcerer. I just think expeding 10 chips for a single d4 might be a bit underwhelming. At level 2, the maximum pot is 24. At level 6 (that's when Sorcerers gain Bend Luck) the maximum pot is 32. You need to spend a third of your resource for a single d4 (compared to 1/6 of a Sorcerer's Sorcery Points). Either decrease the cost or have the d4 scale with class level, like with Monk Unarmed Strikes. First to d6, then d8, d10, etc.
I would also like to see additional ways of gaining chips other than just a Bonus Action at level 1. Some ideas:
I would also say the subclasses could provide additional proficiencies. "Spades/swords:damage" really sounds like the character could use a sword proficiency.
The out-of-combat explanation was always there no worries it's a lot to read
the round down was a relic from a previous iteration I'll change that, this has gone through a lot of adjustment over a while now so mistakes happen thanks for pointing that out
you roll it at the start of your turn once a round, and add or subtract depending its not an action or anything I'll try to make it clearer.
The swords part is just the card suit I didn't think of that but it would make sense I think I'll add rapier proficiency I think it fits the vibe of the class.
any ideas for the other suits maybe medicine skill for hearts or religion for diamonds arcana for clubs
Edit 1: I made a change to gaining chips there's a daily limit as you suggested as well as some minor grammar adjustment overall
"Ruthlessness is mercy upon ourselves" Poseidon-epic the musical
mechanically they are darts with a new damage type
Flavor wise they are just like the pop-it fireworks where when you throw them at the ground they make a snap sound
sorry if it wasn't clear
as for your thoughts on the chips there's an explanation at the bottom that as clearly as I can explains how they function (when you get them what they are etc.)
I probably could divide it the way you said but that would require a lot of editing for a change that does next to nothing mechanically, so maybe in the future I'll change that but its not high priority.
thanks for your thoughts help is always appreciated
spell slots and ki point and the like are limited that's the point they aren't ment to be unlimited wizards run out they are stuck beating things with a spell book. a dealer runs out they are stuck throwing things at the opponents.
also you said that the chips are limited they weren't as Scruvy stated they were kind of unlimited having no limit to how many you could gain thats been fixed
"Ruthlessness is mercy upon ourselves" Poseidon-epic the musical
Because I think this is a really interesting idea, I want to take a shot at translating it into more standard 5e mechanics.
The Dealer (class)
Time spent in the casinos has paid off granting you a seemingly supernatural control over your luck while playing games of chance. You've spent your whole life at the tables of gambling halls and over time you've felt the call of fate. Or you might have travelled from place to place challenging all comers at inns and taverns across the land. Still others might have scrambled through the dark dingy underground gambling to buy food and shelter for the night until one day your luck turned. You have learned the whims of lady luck you use that power for yourself to aid your endeavors, or cripple others, represented by a stack of chips you always have at your fingertips to win or lose your life, fortune, or happiness.
Suggested background: charlatan, urchin
Hit points: 8+ CON modifier
Hit dice: 1D8 per Dealer level
Hit points at higher level: 1D8 (or 5)+CON modifier
Proficiencies
Saving Throws: Dexterity and Charisma
Skills: choose two from Sleight of Hand, Acrobatics, Persuasion, Deception, Performance, Insight, Perception.
Tools: All games of chance (cards, dice)
Weapons: Improvised Weapons (game pieces), Simple Weapons, Darts*
Armour: Light armour
Starting equipment: bag of chips, 20x darts, dagger, leather armour, standard set of 52 cards, set of 10 dice, 12 gp
Dealer class Table
Level 1: 3 Chips
Level 2: 4 Chips
Level 4: 5 Chips
Level 6: 6 Chips
Level 8: 7 Chips
Level 10: 8 Chips
Level 12: 9 Chips
Level 14: 10 Chips
Level 16: 11 Chips
Level 18: 12 Chips
Level 20: 13 Chips
Level 1: Throwing Cards & Exploding Dice
You are proficient in using playing cards and dice as thrown weapons (use Darts stats), your cards deal slashing damage and your dice deal force damage.
Slashing Cards. When you roll an Even number on the attack roll with one of your playing cards it deals an extra 1d4 damage if it hit.
Exploding Dice. When you roll damage for your exploding dice, if you roll a 4 on the 1d4 your die explodes and deals 1d4 force damage to each creature within 5 ft of your target.
Level 1: Chips
You have a pool of three (3) magical poker chips, which you regain when you finish a long rest. The number of chips you can have increases with your level in this class as shown in the Dealer class table. You use these chips to power your abilities, if one of your chip-based abilities requires the target to make a saving throw it is against your Chip DC:
Chip DC = 8 + your Charisma modifier + your proficiency bonus.
Place your bets: When you roll initiative, choose a number of chips to wager. You can use these chips during the combat, but not the chips you did not wager. When the encounter ends you regain double the number of chips that you did not wager up to your maximum number of chips as shown in the Dealer Table.
Beginners luck: You can burn your chips to alter your luck. When you or a creature you can see within 60 ft of you makes a d20 roll, you can use your Reaction to burn one chip to impose Advantage on Disadvantage on the roll. If the target is unwilling to accept your twisted luck it makes a CHA save against your Chip DC on a success they are unaffected.
Level 2: Discard
You can throw down either your dice or your cards to cover the ground in a 5ft radius area within 30 ft of you.You cannot use the special attack : Slashing Cards or Exploding Dice associated with the item you threw down until you spend an Action to call them back to yourself.
Slippery Cards. You throw down your deck of cards and the area becomes slippery and any creature that enters the area or starts their turn there must make a DEX save against your Chip DC or fall prone.
Sharp Dice. You throw down your bag of dice and the area becomes difficult terrain and any creature that moves into or within the area takes 1d4 piercing damage (a creature can only take this damage once per turn).
Level 3: Suit Specialty
Choose your specialty suit and gain the first associated ability.
Level 4: ASI
Level 5: Fast Deal
You make two attacks when you take the Attack action instead of one.
Level 5: Winning Streak
When you hit with a weapon attack, you have advantage on the next attack you make with the same weapon before the end of your next turn.
Level 6: Bluff
You gain Expertise in one skill that you are proficient in, when you succeed on a check using the skill you chose, you regain one burned chip. If you roll a 1 on a check using this skill you burn one chip.
Level 7: Suit Benefit
Level 8: ASI
Level 9: Renegotiate
At the start of your turn, you can change the number of chips you have wagered on this combat. You can use this ability once per short or long rest.
Level 9: Call your number
When you roll a d20, you can pick a number from 2-20. If at least one d20 shows that number you immediately regain one chip.
Level 10: Suit Benefit
Level 11: Wild Card
When you make an attack, you can spend one Chip to add one of the following effects:
Distract. Immediately following the resolution of the attack you can use a Bonus Action to move up to your speed and take the Hide action.
Finger Shot. The target makes a STR save against your Chip DC or drops one object they are holding.
Ricochet. You make one attack against a different target within range using the same weapon as a Bonus Action.
Level 11: Greedy Eyes
When you roll to find gold or non-magical treasure you gain a bonus equal to your Charisma modifier.
Level 12: ASI
Level 13: Fastest Deal
You make three attacks when you take the Attack Action
Level 14: All In
If you wager all of your remaining chips at the start of combat, then the first time you are reduced to 0 hit points during that combat you immediately bounce back regaining 1 hp and 5 Chips.
Level 14: House always wins
When you finish a Long Rest, you learn which if any character you met since your last long rest are corrupt and/or bribable.
Level 15: Suit Benefit
Level 16: ASI
Level 17: Double Down
When you Renegotiate to increase the number of chips you have wagered, you add a 1d4 to all attacks, saving throws, and damage rolls you make during this combat.
Level 18: Suit Benefit
Level 19: ASI
Level 20: Jackpot
As a Bonus Action, you can spend one or more chips. Roll a 1d6 for each chip spent, you gain the following benefits that match any of the values on the d6s:
d6 = 1 : You have advantage on all saving throws.
d6 = 2 : You gain resistance to one damage type of your choice.
d6 = 3 : You gain a Fly speed equal to your Speed.
d6 = 4 : You gain 40 temporary hit points.
d6 = 5 : Your movement Speed is doubled.
d6 = 6 : Enemies have disadvantage on attacks to hit you.
These benefits last for 1 minute or until you are reduced to 0 hit points or die.
Suits (Subclasses)
Hearts / Cups
The cup of life depicted on your cards inspires you to heal and protect your allies.
Level 3: Cup of Life
As a Bonus Action, you can burn one chip to infuse one of your Hearts/Cups cards with the magic of the Cup of Life and throw it to your ally. Choose one creature you can see within the long range (40 feet) of your cards, the target regains 1d6 hit points. You can spend additional Chips to increase the number of hit points restored by 1d6 for each Chip spent.
Level 7: Pass
When you spend your Action to Dodge or Disengage, roll a 1d4, you regain burned Chips equal to the number rolled and choose one ally or one enemy they add or subtract the number you rolled to every d20 roll they make before the start of your next turn. You can use this ability a number of times equal to your Charisma modifier, regaining all uses when you finish a Long Rest.
Level 10: Redeal
As an Action, you can burn 3 Chips to remove one of the following conditions from one creature you can see within 20 feet of you (if the creature is unwilling you must make a Card attack roll and hit them to apply this ability). Conditions: charmed, frightened, paralyzed, stunned, poisoned, blinded, restrained.
Level 15: Pair of Queens
When you use your Cup of Life or Pass ability you can grant the benefits to two allies rather than one.
Lvl 18: Full House
You choose to have your Cup of Life target yourself and all friendly creatures within 60 feet of you, and increase the dice to d10s. Once you have used this ability you cannot use it again until you finish a Long Rest.
Spades / Swords
The swords depicted on your cards inspires you pick up a sword and fight on the front lines.
Level 3: Bonus Proficiencies
You gain proficiency with Shortswords, Scimitars, Rapiers, Longswords, and Greatswords, Medium Armour, and Shields. You can also use any Weapon Masteries associated with these weapons.
Level 7: Lucky Hit
You get a critical hit on a 19-20, when you roll a critical hit you regain 1 Chip, and deal an additional 2d8 damage (this is not doubled by the critical hit).
Level 10: Confidence
When you fail a saving throw, you can spend 1 Chip to reroll it. If this reroll changes the result to a success you gain 2d10 temporary hit points.
Level 15: Knight of Swords
When you hit a creature with a melee weapon attack, you can burn 3 chips to deal an additional 4d8 damage and the target must make a Constitution save against your Chip DC or be stunned until the start of your next turn. You can only use this ability once on your turn.
Level 18: Four Jacks
When you use your Knight of Swords, you can target 4 creature you can see within 60 feet of you by conjuring 3 additional copies of yourself. Compare your attack roll to AC of each target, on a hit it deals your normal damage and all the bonuses from Knight of Swords. Once you use this ability you cannot use it again until you finish a Long Rest.
Diamonds / pentacles
The Diamonds infuse yourself and your weapons with the power of the gods of chance and luck.
Level 3: Fate's Scorn
When you hit a target with your Card or Dice attack, you can immediately use a Bonus Action to spend 1 Chip to add 2d8 radiant damage to that attack.
Level 7: Divine Burst
You can take the Magic Action to call down a beam of radiant light around yourself. Each hostile creature within 40 feet of you makes a Constitution saving throw against your Chip DC. On a failure they take radiant damage equal to a number of d10s equal to the number of Chips you spent on this ability (up to a maximum number of Chips equal to your proficiency bonus), or half as much on a success. In addition, all your allies in the area have Advantage on the next d20 roll they make.
Once you use this ability you cannot use it again until you finish a Short or Long rest.
Level 10: Cursed Luck
When an enemy you can see misses with an attack, they have disadvantage on the next attack they make before the end of their next turn.
Level 15: King of Pentacles
When you use your Fate's Scorn ability the target must make a Wisdom saving throw against your Chip DC or be frightened of you until the end of your next turn.
Level 18: Diamond Flush
When you use your Divine Burst ability, each creature that fails the save become haloed in light until the start of your turn. All attacks against the haloed creatures are made at advantage and deal an additional 1d8 radiant damage on a hit.
Clubs / Wands
The wands on your cards teach you some minor spellcasting.
Level 3: Spellcasting
You can spend your Chips to create spell slots (no action required). The maximum level of the spellslot you can create is equal to half your level rounded up.
Spellslot Level | Chip Cost
1 | 2
2 | 3
3 | 5
4 | 6
5 | 7
In addition, you learn two 1st level spells from the Wizard spell list. Each time you gain a level in this class you learn one additional Wizard spell of a level equal to or lower than your Dealer Level divided by two (rounded up). You use your Charisma modifier for your spell attack roll and spell save DC.
Level 3: Spell Card
When you finish a Long Rest, you can inscribe one spell with a casting time of 1 Action that you know onto one of your cards. As a Magic Action, you can cast the spell from this card without spending any Chips.
Level 7: Spell Strike
You learn two cantrips of your choice from the Wizard spell list. You can replace one attack you make with the Attack Action with casting one of these cantrips.
Level 10: Streaming Magic
When you take the Magic Action to cast a spell using a spellslot, you can stream some of that magic into your cards and dice. Your card and dice attacks deal an additional 1d4 Force damage for the next 1 minute.
Level 15: Club Straight
When you create Spell Cards you can instead inscribe one spell that you know of each spell level onto cards.
Level 18: Flurry of Cards
You can replace one attack you make as part of the Attack Action with casting any spell from one of your Spell Cards.
I don't even have the words. the better mechanical clarity Is something... but it genuinely looks like you ran my creation through chatgpt or something half of the abilities are nothing like the original, most of the flavor and interesting lore I hand wrote is either removed or chopped up into the single intro block. And slashing cards REALLY is it that hard to suspend your disbelief and IMAGINE that the DARTS statblock that is publicly available to literally everyone is an interesting HOMEBREW weapon that I explained to you in simple terms. I have not worked on this for nearly 3 months for someone to ask chatgpt to "do it better". I'm sure you mean well but this isn't what I asked for I asked for a few suggestions to balance it not...whatever this is. I'm blocking you and I implore you never do this to others.
yea the suits just showed up on the page thanks for butchering those too I went through the process of making a cool spell list with utility and lore and then you just removed it entirely thank for you "advise" you could have spared yourself some prompts if you had just told me some more things that might work better if they were different not blatantly changing almost everything and acting like you helped I take back my previous thanks from earlier you don't deserve it.
I hope you take my "constructive criticism" to heart not everyone could just continue making stuff like this after someone does something like this
"Ruthlessness is mercy upon ourselves" Poseidon-epic the musical
Okay I just saw the new version and what the hell happened over here?