Ace in the Hole. The cardshark possesses a compete deck of illusions.
Amphibious. The cardshark can breathe air and water.
Gambler. The cardshark has advantage on Charisma (Deception), Charisma (Intimidation), Charisma (Persuasion), Dexterity (Sleight of Hand), and Wisdom (Insight) ability checks when playing a game.
Smoker. The cardshark must puff smoke from a cigar at least once every two hours or its Intelligence is reduced to 1 and its Charisma is reduced to 5. This effect lasts for 7 days or until the cardshark puffs cigar smoke. If the effect is ended due to exceeding 7 days, the cardshark is restored to normal, but loses this trait.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Blow Smoke (3/day). The cardshark takes a deep draw on its cigar and exhales a cloud of smoke in a 15-foot cone. The area is heavily obscured for 1 minute, although a significant current can disperse the smoke. Additionally, all creatures in the cone, or who enter the cone on subsequent turns, must succeed on a DC 11 Constitution saving throw or be blinded for 1 minute. A creature may use an action to rub the smoke clear from their eyes, ending the effect.
After blowing smoke, the cardshark can use the Dash action as a bonus action.
Draw. The cardshark draws a card from its deck of illusions.
Jabber Jaws. The cardshark makes Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion) check.
Bait and Switch. When an attack is made against the cardshark, it can make a Strength (Athletics) or Dexterity (Acrobatics) check (cardshark's choice) against 1 other creature within 5 feet of it that is not the attacker, opposed by that creature's own Strength (Athletics) or Dexterity (Acrobatics) check (creature's choice). If the cardshark is successful, it switches places with the creature. That creature then becomes the target of the attack instead of the cardshark.
Trap Card. When an attack requiring an attack roll is made against the cardshark, it can use its reaction to draw and use a card from its deck of illusions. The illusionary creature leaps out at the attacker, distracting them, causing them to have disadvantage on the attack roll.
Description
A cardshark is a shark that has developed not only the ability to survive on land, walking up right on its tail fins, but humanoid intelligence. They are a recent breed, having only begun to appear in the past few decades. As such, much about them is still unknown, and information gathered from the cardsharks themselves has not been particularly useful in explaining their existence.
One ridiculous and yet oddly valid theory is that cardsharks either are or evolved from captive sharks kept in tanks on display in gambling parlors in the Feywild. Exposed the the life-filled magic of the Feywild, the sharks then adapted to their environment, becoming extremely specialized "predators" unique to their habitat.
Cardsharks are renowned for their poker face. After all, when confronted with the toothy-jawed face of a shark, the last thing a humanoid is like to think about is whether or not the other player is bluffing, and are for more likely to ponder how to avoid becoming lunch. Interestingly, cardsharks have similar diets to most other humanoids, apart from seals, turtles, and fish, which they still prefer not only raw, but live. They have also been known to bite dolphins to death, though they usually do not eat the carcass: they just hate dolphins.
Cardsharks can and do speak, and are surprisingly eloquent and charming, if somewhat gruff at times. They have a gift for gab, jabbering on to put humanoids at their ease, talk their way out of difficulty, or distract marks. In general, cardsharks prefer to avoid combat, preferring instead to settle conflict with words, or, better yet, a game. However, a hesitance for violence is not the absence of capability. After all, civilized or no, a cardshark is still a shark.
They have a taste for the finer things in life. Tobacco, in particular, as the addictive plant has become a substitute for their more primal craving for flesh and blood. If a cardshark is deprived of nicotine, as part of its withdrawal symptoms, it become savage, and feral, temporarily losing its mind and wit and reverting to nothing more than a shark that can walk.
To supply themselves with the tobacco they crave as well as any other fineries they may desire, cardsharks often engage in games of chance against other creatures to earn the gold to obtain what they desire. Lawfully aligned cardsharks will often make their earnings through fairly acquired gambling winnings, and are often expert players of their chosen game. Neutrally aligned cardsharks gamble in a manner that is usually in accordance with the rules, but not actually fair; such as card counting. Chaotically aligned Cardshark just plain cheat and hustle, often setting themselves up as confidence tricksters.
Cardsharks are also frequently hired on as dealers in gambling parlors or casinos. First, because they are incredibly skilled in games of chance. Second, they are sharks, and therefore ideal employees for deterring theft and disruptive behavior.
Comments