Fighter
Base Class: Fighter

"In the Nest of gambling, hundreds of games take place every day, people leaving as winners or losers..."
- Book of Hanafuda, a Jeong Office Representative, The Library.

Jeong Office members work as Mediators between games of chance in certain large-scale businesses, making sure no foul play happens, confirming the outcome of the game with the payout clerk, and, if anyone's a sore loser, ending physical conflicts. Due to their close involvement with games of chance, its natural that it has bled into their fighting style to some extent.

This subclass uses a Standard 52 card deck of playing cards, with no Jokers.

Hwatu [화투] - Level 3

"Some admit their defeat, while others try to make a scene and escalate it into a violent mess..."
- Book of Hanafuda

Stacking the Deck
When you take this subclass, get a physical deck of 52 playing cards (no jokers), which this subclass uses. When discarding a card through one of this subclass' features, put it into a discard pile, cards are not moved from the discard pile until after a long rest, after which all cards in hand and in the discard pile are returned to the deck, which is then shuffled. If no cards remain in the deck, you do not add cards back to the deck until finishing a long rest.

Whenever you have fewer than three cards in your hand, immediately draw until you have three. Before you make a d20 Test, but before the DM determines whether it succeeds or fails, you may discard a card from your hand. Add one-third of the discarded card's value (rounded down, minimum of 1) to the roll. Jacks are worth 11, Queens are worth 12, Kings are worth 13, and Aces are worth 15.
If you do not have an active Suit card, reveal the top card of your deck and place it face up. This card becomes your active Suit card. When you discard a card that matches the suit of the active Suit card, you form a Hand, gaining 1 "Bright" stack, and a special effect happens depending on the matched suit, then the Suit card is discarded.
Bright has a max stack of 5, once per turn, when you hit with a melee attack, deal additional force damage equal to your Bright stacks x half your proficiency bonus (rounded down). All stacks of Bright are lost when initiative ends.
If a feature triggered by discarding a card requires a saving throw, the save DC equals 8 + your proficiency bonus + half the discarded card's value (maximum +6).

Forming a Hand bonuses:
Spades: If the roll is an attack roll, on a hit, the target must make a Strength saving throw or be knocked prone. Otherwise, your movement speed increases by 10 feet until the end of your next turn.
Clubs: If the roll is an attack roll, on a hit, the target must make a Constitution saving throw or become Dazed until the end of your next turn. Otherwise, your armor class increases by 1 until the end of your next turn.
Diamonds: Gain Temporary hit points equal to the value on the discarded card. If you already have temporary hit points equal to or greater than you would gain from this effect, your next attack that hits deals an additional 1d6 force damage.
Hearts: Heal hit points equal to the value on the discarded card. If you are at maximum hit points, your next attack that hits deals an additional 1d6 Radiant damage.
Aces can be used to match any suit of the same color, regardless of their actual suit. When using an Ace to form a Hand, choose which eligible suit it counts as.

 - Dazed. A dazed creature can take only one of the following on its turn: an Action, a Bonus Action, or Movement. It can't take reactions.

Shuffle Hands
As a bonus action, you may shuffle your hand, your active Suit card, or both into the deck. Then draw until you have three cards in hand and one active Suit card. You can use this feature a number of times equal to twice your proficiency bonus each short rest.

Jeong Office Rep.
Your exposure to games of chance through your line of work has taught you how to detect someone cheating, play better, and let you cheat easier as well.
You gain proficiency in the Perception and Deception skills. If you are already proficient in either skill, you instead gain proficiency in another skill of your choice from the Fighter skill list.  You also have advantage on ability checks made to detect cheating, conceal cheating, or participate in games of chance.

Tsuru-giri [鶴斬り] - Level 7

"It’s the job of Offices like ours to monitor the gaming between individuals or organizations, verify the results, and prevent situations from turning violent..."
- Book of Hanafuda.


Susuki Misdirection
When a creature you can see within a distance equal to your speed is targeted by an attack, before the DM determines whether the attack hits, you can use your reaction to move up to your Speed toward the targeted creature to deflect the attack. This movement doesn't provoke opportunity attacks. You must end this movement within 5 feet of that creature.
When using this feature, discard a card. If the triggering attack roll is less than (8 + your proficiency bonus + discarded card's value), the attack is deflected. If the triggering attack roll is a natural 1, the attack automatically misses and is deflected. The deflection attack automatically hits and is considered a critical hit.
If the attack was a melee attack, you make one weapon attack against the attacker. This attack gains the discarded card's bonus to the attack roll, and for the purposes of Forming a Hand, the discarded card is treated as though it was discarded for this attack roll.
If the triggering attack was made with a ranged weapon or a thrown weapon, the projectile is reflected. Make a ranged weapon attack using your normal attack modifier against the attacker. Add the discarded card's bonus to the attack roll. On a hit, the reflected projectile deals its original damage and applies any effects it would normally inflict. If this attack Forms a Hand, apply the appropriate Forming a Hand bonus.
- If you cannot move to a space within 5 feet of the targeted creature, this feature fails and the discarded card is returned to your hand.

Bottom Deal
When you draw cards, you can choose between drawing from the top or drawing from the bottom of the deck. After drawing, if you have no cards above a 5, or if you have no cards eligible for the active suit, gain temporary hit points equal to twice your proficiency bonus. If you have 3+ Bright, you can spend 1 Bright to use your 'Shuffle Hands' feature without expending a use. This feature can only trigger once per turn.
You may look through the discard pile at any time.

Koi-Koi [こいこい] - Level 10

"There are naturally a lot of Offices that handle this kind of work, most of them being affiliated with the Öufi Association, ours included..."
- Book of Hanafuda.

Relay
Once on each turn, when a creature you can see makes a d20 Test, before the DM determines whether the roll succeeds or fails, you may discard a card from your hand. Add or subtract a bonus equal to one-third of the discarded card's value (rounded down, minimum 1) from the roll. If the discarded card forms a Hand and the creature is your ally, that creature gains the corresponding Forming a Hand benefit.
At level 15, you can instead use this feature two times per turn.

Additional Fighting Style
You gain an additional fighting style from the Fighter's Fighting Style List.

Sakura-sen [桜閃] - Level 15

"Whenever a game happens with something at stake, a go-between needs to be there to prove that the results were legitimate..."
 - Book of Hanafuda.

Sakura
Once per turn, when making an attack roll, you can choose to discard every card in hand and the active Suit card to add a +3 bonus to the attack roll and the damage roll. This attack ignores resistance to its damage, and this attack is treated as though it formed a Hand of a suit of your choice.. Forming a Hand bonuses triggered by this feature assume an Ace was used to form the Hand. If this attack reduces a creature to 0 hit points, You gain 1 additional Bright, and you draw 1 card over your maximum hand size, this card is retained even if it exceeds your normal hand size.
You can use this feature a number of times per short rest equal to half your Proficiency bonus (round down).

Counting & Cutting
Whenever you would draw one or more cards, you may apply this feature to one of those drawn cards. Look at the top three cards or the bottom three cards of your deck. Choose one to draw, then shuffle the remaining cards into the deck. If fewer than three cards remain, draw as many as possible. You cannot use this feature again until you Form a Hand.

Flip The Table - Level 18

"Given the sheer number of games, we’re short-handed sometimes."
" 'You know what they say. Sometimes in life, you gotta stop and smell the flowers... Too bad people we often wind up dealing with end up pushing daisies.' "
 - Book of Hanafuda.

Kōzan [光斬]
Once per turn, as an action, you can choose to expend all (minimum 3) of your Bright stacks to make a number of attacks equal to the expended Bright. All attacks from this feature have a bonus to the attack and damage rolls equal to the expended Bright. 
You can use this feature up to 2 times, which resets when Initiative ends.

Ante Up
Your Maximum hand size increases from 3 to 5. When you draw cards, you still only draw until you have 3 cards in your hand, and at the end of each of your turns, draw 1 card if you have less than 5 cards in hand, unless you already have drawn cards that turn.
You also gain access to a new Forming a Hand bonus:

Bright [光] Hand. Requires 1 card of each suit except for the suit of the Active Suit card (Ie: A diamond, heart, and spade in hand, with a Clubs as the active suit card).
Gain 1 Bright, the D20 test that triggers this Forming a Hand bonus gains a bonus equal to the number of Bright stacks you have after gaining the Bright stack from this feature. You also gain the Forming a Hand bonus of 1 other suit of your choice.

Jeong Office Representative Image

Comments

Posts Quoted:
Reply
Clear All Quotes