Magic Resistance. The Cardslinger has advantage on Saving Throws against spells and other magical effects.
Throwing Cards. RangedWeapon Attack: +12 to hit, range 60/120 ft., 1 target. Hit: (1d4 + # on card d6) piercing damage. If it is a face card, it has advantage on the attack roll and deals 1d4+ 7d6 damage. Thrown cards are discarded.
Spellcasting. Flip a card and place it in the discard pile. Your card save DC is 18.
(Clubs- buff, Diamonds- debuff, Hearts- single-target damage, Spades- AOE)
- Clubs Diamonds Hearts Spades
- 2: Blur, Hold Person, Mind Spike, Shatter
- 3: Haste, Bestow Curse, Vampiric Touch, Tidal Wave
- 4: Greater Invisibility, Compulsion, Blight, Ice Storm
- 5: Circle of Power, Dominate Person, Enervation, Steel Wind Strike
- 6: Heal, Otto's Irresistible Dance, Disintegrate, Chain Lightning
- 7: Teleport, Power Word Pain, Finger of Death, Prismatic Spray
- Jacks: Throw the top 2 cards at 2 different targets.
- Queens: Throw the top card and look at the next one.
- Kings: Rearrange the next 3 cards, playing the top one.
- Aces: Heal the damage taken from the next spell or attack.
Card Shark/Teleport. Look at the next card and place it at the bottom of the deck. You may teleport a number of feet equal to 10 times the number on the card. If the card is a face card, you may teleport up to 120 feet.
Blindness. With your dazzling card tricks, you create a brilliant flash of light in an attempt to blind a target within 30 feet of you. The target must make a DC 18 Constitution saving throw or be blinded until the end of their next turn.
Throw a Card (Costs 2 Actions).
Flip a Card (Cast a spell) (Costs 3 Actions).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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4/20/2023 5:47:48 PM
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17
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9
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Coming Soon
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