Base Class: Rogue
Card fighting is an ancient and dangerous art that involves sealing one’s soul within a powerful set of enchanted playing cards. A card master is a true master of luck. They use bladed and enchanted throwing cards to attack enemies, and use mystical betting chips to control the odds. As a card master, you may be a reckless, daring gambler who throws caution to the wind, or a dangerous warrior who makes their own luck and leaves nothing to fate.
Card Fighting
At 3rd level, you gain the Lucky feat, you may also shuffle your deck and draw again instead of rerolling dice. You also gain proficiency in throwing cards, playing cards, Three-Dragon Ante and the Deception and Insight skills. Choose another skill if you are already proficient in either.
Deck
At 3rd level, you gain an enchanted magic deck that you use as a weapon. You need a deck of standard playing cards for this. Every turn, you draw a card. You shuffle your deck when you roll initiative. As an action, you may either throw one of your cards or play a hand to gain power. You may also charge a card as a bonus action.
If you throw a card, place one card from your hand onto the bottom of the deck. Make a ranged weapon attack that you are proficient in, dealing 1d4 slashing damage +DEX modifier on a hit. If the card is charged, it deals damage equal to its number (joker 0, jack 11, queen 12, king 13, ace 14)+DEX modifier+1d4. The damage type depends on the suit- hearts-cold, diamonds-poison, clubs-fire, spades-lightning. If the card is a special card (not a number), you also give the target a condition, unless they succeed on a Charisma save equal to 10+CHA modifier. Joker-paralyzed, jack-poisoned, queen-charmed, king-frightened, ace-stunned.
When you choose to play a hand, you must consult a poker hand sheet. Each hand has a special effect. High Card- nothing. Pair/Two Pair/Three of a Kind- bonus to AC equal to the level (1,2,3). Straight- advantage on the next attack roll, ability check and saving throw. Flush- the effects of the card happen, but you attack 5 targets. Four of a Kind- Attack with a card in you hand four times and charge it. Straight Flush- attack a creature and teleport an item on their person to you. It’s yours now. Royal Flush- The target loses half of their hit points, is paralyzed and you gain one proficiency, language, or sense that they have as you steal a portion of their soul and trap it in your deck. It’s also yours now.
Betting
Starting at 9th level, can bet arcane “chips” that you will succeed on an action. You have “chips” equal to half your current hit points, which manifest as glowing, ethereal poker chips floating around your person. Before you make an attack roll, ability check or saving throw or draw a card, you can bet any number of chips that you will succeed. If you succeed, you gain betting chips equal to the amount you bet. If you fail, you lose betting chips equal to that amount. At any time, you can subtract betting chips from your stash to regain hit points equal to the chips lost, add those chips to your damage roll, or add that number to an ability check. If you go below zero betting chips, your hit point maximum is reduced by that number until you have at least zero chips.
Fortune’s Favor
By 13th level, Lady Luck smiles upon you and grants you protection. If you are below half of your hit points, foes gain disadvantage on attack rolls against you. Also, once per combat, you can count one card in your hand as a Wild Card, treating it as any card of your choice.
Ultimate Card Master
When you reach 17th level, you have become a master in the art of the draw. You can expend one betting chip to search your deck for a card, place it in your hand and shuffle it. Your card attacks deal 1d8 damage instead of 1d4. You can unleash a barrage of cards as an action, attacking each creature within 30 ft. once per short rest.
Comments