Base Class: Fighter
During your travels, you came across a set of metal serrated playing cards imbued with an unknown source of magic, glistening in light only hidden by the box. The Aces in this deck resemble creatures you have never seen before, both elegant and terrifying. The Jokers appear as eldritch horrors, but they appear differently every time. Perhaps a powerful entity gave you these cards, you stole them, or maybe you discovered them as loot. Regardless, these cards come across your path by fate and twist your fate.
Poker Face
When you choose this archetype at 3rd level, you gain proficiency with the Playing Cards Set and Sleight of Hand. Then add a set of Magical Throwing cards that Deal 1d6 + your Dexterity Modifier magical Slashing damage, that also has the Light, Thrown, and Finesse Properties, with a range of 40 ft.
Aces Up your Sleeve
Starting at 3rd level, once per turn when you throw a card as part of the attack action, you can pull an Ace, and and apply on of your chosen Ace affects. You decide to use the option when the card hits, unless the Ace affects the attack roll. You have four uses of this ability, and you cannot chose the same option more than once. You regain all expended uses of it when you finish a Long Rest.
You may change your Aces whenever you take a Long Rest
Ace of Agility
Using Transmutation Magic, card boosts your agility, increasing your speed by 10ft and prevents you from provoking opportunity attacks for moving out of a creature's range.
Ace of Blindness
On hit, the Creature must pass a Constitution Saving throw or be blinded until the start of your next turn. The DC is 8 + Proficiency Bonus + your Charisma Modifier.
Ace of Cursing
On hit, the Creature has disadvantage on its next Ability Check or Saving Throw.
Ace of Life Siphoning
When you hit a creature you heal hit points equal to the amount of damage dealt. If you are at full Hit Points, you gain Temporary Hp equal to the amount of damage dealt instead.
Ace of Marking
For the next minute, you deal 1d6 additional damage to the marked creature. The marked creature cannot surprise you, and you know the direction of the creature for as long as it's marked.
Ace of Pulling
On hit, the Creature must pass a Constitution Saving throw or be pulled 10ft towards you. The DC is 8 + Proficiency Bonus + your Charisma Modifier.
Ace of Pushing
On hit, the Creature must pass a Constitution Saving throw or be pushed back 10ft. The DC is 8 + Proficiency Bonus + your Charisma Modifier.
Ace of Stunning
The Ace crackles with some sort of magic, forcing the creature to make a Constitution Saving Throw, or be Stunned until your next turn.
Ace of Targeting
Choose a creature you've seen in the last minute. That Creature must pass a Dexterity Saving throw or take 2d6 damage. The DC is 8 + Proficiency Bonus + your Charisma Modifier.
Aces of Magic
You imbue magic from a cantrip into the card, causing it to do extra damage and have its additional affect.
Pesky Joker
Starting at 3rd level, whenever you roll a 1 on an attack roll(you may take the 1 if you want when rolling with advantage), Roll on the Joker table and Apply the effect to your self:
1: Joker of Vulnerability - Until the start of your next turn, you are vulnerable to all damage, and damage dealt to you cannot be reduced or prevented.
2: Joker of War - Summons 1d4 hostile enemies of the DM's Choice that are not CR higher than your level that only target you.
3: Joker of Snakes - Deal 2d6 + your Dexterity Modifier, Necrotic Damage to yourself. This damage cannot be prevented or reduced.
4: Pair of Jokers - Roll 2 more times on this table, and they cannot be the same effect; If you roll a 4 again apply affects 1-3 all at once.
5: Russian Roulette - roll a d6, on a 1 set your Hit Points to 0 and make a death saving throw, on a 6 your next attack does an additional 6d6 damage. on a 2-5 it does nothing.
6: 52 Card Pickup - Regain all Aces, and make an additional attack.
Level 7: Rigged Deck
Starting at 7th level, whenever you roll a 20 on the die for an attack roll you can pull an Ace randomly without expending an Ace. This effect is applied instead of a Critical Hit.
Regain all aces on a short rest.
Level 10: Gambler's Resolve
Starting at 10th level, you gain a bonus to your Initiative and Armor Class equal to your Charisma modifier, as long as you aren't wearing heavy armor or using a shield.
You gain Resistance to Psychic Damage.
Level 15: Self-Shuffling Deck
Starting at 15th level, your deck shuffles it self whenever battle starts. If you roll initiative with no Aces remaining, you regain one Ace of your choice.
Level 18: Snap Call
Starting at 18th level, your are always ready to snap into action. If you take the Attack Action with your cards on your first turn of combat, you can make one additional attack as a part of that action.
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