Fighter
Base Class: Fighter

 With this subclass, you gain acess to a magical deck of cards you can use as 52 ranged throwing weapons, with a set of abilities per level related to a different gambling game. roll well, and reap the benefits, but be prepared to lose it all and suffer the consequences, as you play with dice, cards and fate itself to battle your opponents in the ultimate gambit.

Hot-Handed Deck

A deck of playing cards becomes deadly in your hands. You can transform a card into a light, finesse, thrown (range 30/90) weapon. You are proficient with this weapon and it deals 2d4 slashing damage. The card you throw counts as a magical weapon to overcome resistance and immunities.

To use your Deck of Blades you will need a 54-card deck with 13 cards of 4 suits and 2 jokers. Upon your turn in initiative, draw a card for each attack, and place it into a discard pile once used. Discarded cards cannot be used again until after a short rest, upon which your cards completely regenerate inside their deck.

Card Table
Suit Effect
Diamond Slashing
Club Bludgeoning
Hearts Piercing
Spades Force
 Jokers Jokers can be played as any of the 4 suites of your choosing.

 

Full House Fighter

When you choose this archetype at 3rd level, you also learn card hands that are fueled by special dice called Fate's Fool Dice. You can use only one card hand  per attack. You have four Fate's Fool, which are d8s. A Fate's Fool is expended when you use it. You regain all of your expended Fate's Fool dice when you finish a short or long rest. You gain another Fate's Fool at 7th level and one more at 15th level.

Bluff

You draw a card which appears to shimmer, blur and distort to anyone other than you. You may bluff a humanoid target within 30 feet that you can see and they must make a Wisdom saving throw. On a failed save, you gain advantage on Deception checks made against them for the next minute.

This trick allows you to target an extra humanoid within 30 feet at 9th, 13th and 17th level. 

Fold

You place a slight bend in a card, causing it to curve around objects as you make a ranged card attack. The attack ignores the effects of half and three quarters cover and has advantage against creatures who are not behind cover, also adding a Fate's Fool dice to the damage.

Hot Hand

You channel any heat around you into a card, which begins to glow faintly as you throw it, making a ranged card attack. On a hit, the card ignites, and the target takes an additional 1d6 fire damage. A flammable object hit by this card ignites if it isn't being worn or carried.

The fire damage increases by 1d6 at 9th (2d6), 13th (3d6) and 17th level (4d6).

Ace up your Sleeve

You draw a card and slip it up your sleeve, ready to use in a sticky situation. For the next minute, w hen you miss an attack, you can retrieve this card with a flick of your wrist, allowing you to roll an additional d20. if the attack hits, you add a Fate's Fool dice to the damage.

You may choose to use this after you roll the die, but before the outcome is determined. 

At 13th level you can pass this card to someone else, allowing them to gain it's effect instead.

Finger up your Spine 

At 7th level, you throw a card up to 30 feet to an unoccupied space you can see. The second the card hits the ground, you dissolve into mist, and reappear at the card's location.

At 15th level, when you teleport, you turn invisible until the start of your next turn, unless you make an attack or cast a spell. Anything you are wearing or carrying is also invisible.

Blind Bet

You draw a card, which begins to shine with radiant energy as you throw it, making a ranged card attack. On a hit, the target takes an additional 1d6 radiant damage and must succeed on a Constitution saving throw or be blinded until the start of your next turn. The DC is 8 +  your proficiency + your Charisma modifier.

The radiant damage increases by 1d6 at 9th (2d6), 13th (3d6) and 17th level (4d6).

Check
With a flurry of cards, you distract your opponent with your held hand. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Cold Call
You call moisture in the air and freeze your thrown card. Upon hitting an enemy, make the target roll a constitution saving throw or have it's speed reduced by half and take 1D8 cold damage.

The cold damage increases by 1d6 at 9th (2d6), 13th (3d6) and 17th level (4d6).

Ante
You curse your target with a card, the pain distracting them momentarily. When you hit a target, you can expend one Fate's Fool die to distract the creature, giving your allies an opening. You add the dice's roll to the damage if you hit. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Snake-Eyed Opportunist

At 3rd level, you can up the ante on your attacks, though with a risk. roll 2D6 and use the effect given in the table below. You can do this 3 times per long rest. This increases to 4 times at 7th level, 5 times at 11th, 6 at 14th and 7 at 18th. The outcome of this roll determines whether you receive a beneficial buff or a negative debuff:

  • You receive one of the following benefits:
    • 11 - Your AC increases by half your proficiency bonus for one minute.
    • 9 - Heal hit points equal to your Fighter level + your Charisma modifier.
    • 7 - Gain advantage on your next attack.
  • : You suffer one of the following penalties:
    • 12 - You take all the damage you deal on that attack.
    • 3 - Disadvantage on your next saving throw.
    • 2 - You take 2D4 slashing damage and lose proficiency bonus on attacks until you heal all damage inflicted.
  • On any other roll, you gain a bonus +2 to the attack.

Bend the rules. Once per long rest, you can roll a D12. On a roll above a 6, you add 1 to your snake eyes roll. On a roll below a 6, you minus 1 from the outcome.

Roulette Roller

Once at the end of a long rest, you can roll the roulette wheel to gain proficiency or a bonus in a certain skill depending on the outcome. If you land on a skill that you already have proficiency in, you instead gain expertise on that skill. These effects wear off when you take your next long rest. Roll a D20 and apply the effects below.

  1. Lower your proficiency bonus by 1
  2. Acrobatics
  3. Animal Handling
  4. Arcana
  5. Athletics
  6. Deception
  7. History
  8. Insight
  9. Intimidation
  10. Investigation
  11. Medicine
  12. Nature
  13. Perception
  14. Performance
  15. Persuasion
  16. Religion
  17. Sleight of Hand
  18. Stealth
  19. Survival
  20. Bonus +2 to saving throws
 

Twenty-one Flaming Cards

As a bonus action, you can add the BlackJack's Curse to your deck, empowering its strength while also giving you the edge in any lucky draw. Draw two cards from your deck and add their score together, face cards count as 10 and you can choose if an ace counts as either 1 or 11. Use the outcomes below, gaining all benefits from the effect you land on anyd of the prior effects, unless you roll above a 20 total in which you only suffer the negative landed upon. You can do this once per long rest. These effects last for one minute.

1 - 10: You gain resistance to a damage type of your choice excluding bludgeoning, piercing, slashing or force. You also double your bonus to your next deception or sleight of hand check.
11 - 17: Your cards explode upon impact dealing 2D10 fire damage to the target, also every creature within 5ft of the target must make a dexterity saving throw or take the same amount of fire damage, or half on a success. Additionally, you know the next three cards at the top of your deck.
18 - 20: Your card attacks crit on a 19, and on a hit, the target must make a constitution saving throw or be ignited for the curse's duration. An ignited target takes 3D8 fire damage at the start of their turn and can then repeat the save, ending the effect on a success. Also, any skill check you make while playing a game including these cards for the next hour treats a D20 roll of 9 or lower as a 10.
21: Immediately take 1 point of exhaustion.
21+: You take fire damage equal to the score of the two cards + your fighter level. Additionally, you roll all deception checks with disadvantage until the curse ends.

Luck's Lottery

Once per long rest, you can attempt to sleight Luck itself, shifting the odds in your favour by bending fate between your fingers. Roll a D20 without any bonus against the DM, who also rolls a single D20. On a success, you can do one of the options below. On a failure, you cannot use this feature for two days and higher powers of fate (of the DM's choosing) now know you have attempted to meddle with fate itself.

  1. Add an extra D8 to a Card Trick
  2. Double a D8 Fate's Fool dice
  3. Change one snake eye's dice outcome to one of your choosing
  4. Roll the roulette twice and take both rewards
  5. Change one card drawn in the BlackJack to one of your choosing.

 

Previous Versions

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8/7/2025 11:40:17 PM
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