Card Dealer, 2nd Variant (5e Class)
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- 1 Card Dealer
- 1.1 Creating a Card Dealer
- 1.2 Class Features
- 1.2.1 Table: The Card Dealer
- 1.2.2 Ring and Necklace
- 1.2.3 Spell Save
- 1.2.4 Unarmored Defense
- 1.2.5 Magic Cards
- 1.2.6 Damaging Card Types
- 1.2.7 Path of Blood or Mind
- 1.2.8 Ability Score Increase
- 1.2.9 Extra Attack
- 1.2.10 Replicate spell
- 1.2.11 Deadly Wisdom
- 1.2.12 Card Reading
- 1.2.13 Carry the Card
- 1.2.14 Glyph Writer
- 1.2.15 Better Spell Replication
- 1.2.16 Gain Proficiency
- 1.3 Path of Blood
- 1.4 Path of Mind
- 1.5 Multiclassing
Creating a Card Dealer
From fortune telling, cheating people out of money, or fighting with magic cards, a strong card dealer is most powerful in the mind over all inferior beings.
- Quick Build
You can make a Card Dealer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity.
As a Card Dealer you gain the following class features.
- Hit Points
Armor: Light and Medium Armor
Weapons: Cards, Simple weapons
Tools: Thieves Tools
Saving Throws: Charisma and Dexterity
Skills: Choose 3 from, Arcana, History, Religion, Sleight of Hand, Investigation, Insight, Perception, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- Explorers Pack
- (a) an Athame or (b) Dagger
- Enchanted Necklace and Ring
|2nd||+2||Damaging Card Types||1d6|
|3rd||+2||Path of Blood or Mind||1d6|
|4th||+2||Ability Score Improvement, -||1d6|
|8th||+3||Ability Score Improvement, -||1d8|
|12th||+4||Ability Score Improvement, -||1d10|
|13th||+5||Carry the Card||2d10|
|16th||+5||Ability Score Improvement, -||2d10|
|17th||+6||Better Spell Replication||3d10|
|19th||+6||Ability Score Improvement, -||4d10|
Ring and Necklace
These are what you get your arcane powers from, you were given at some point in your life.
Use a spell DC of 8 + Proficiency + Wisdom
When not wearing armor, a Card Dealer has an AC of 10 + Dexterity modifier + Intelligence modifier or Wisdom modifier
At level 1 gain throwing cards conjured by arcane powers with a range of 60ft. These cards are considered to do slashing magical damage.
- These Cards do damage based on the table above.
Damaging Card Types
At level 2, choose to do slashing or piercing damage, at the beginning of each day, you will use this damage until your next long rest.
Path of Blood or Mind
at level 3, choose a path, some have advantages or disadvantages compared to the other.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. With this class you can increase an ability score above 20 using this feature.
At level 5, gain an extra attack.
At level 7 you can replicate a spell you have seen, up to a level 3 spell, use a spell DC of 8 + Proficiency + Wisdom
At level 9, the player may use their Wisdom modifier for attack and damage rolls made with cards.
At level 11, gain advantage in 2 skills of your choice involving wisdom or intelligence.
Carry the Card
At level 13, increase the range of the cards by 60 ft.
At level 15, any glyph you have seen you can now read and reproduce it, at the discretion of your DM. Also you can now understand spoken and written Abyssal and Infernal but cannot speak or write it.
Better Spell Replication
At level 17, replicate any spell you have seen, up to 8th level, in the past 24 hours and put it on a real material card, not one you have conjured.
At level 18, gain proficiency in skill checks involving wisdom.
Path of Blood
In exchange for blood you have the ability to do massive damage to enemies.
- Sacrifice of Blood
At level 3, as a bonus action, take 1d6 necrotic damage to infuse the card and deal an extra 1d8 necrotic damage. The card can be increased by an extra 1d8 for each addition d6 necrotic damage the caster chooses to take. The caster cannot roll more dice than they have hit dice divided by 2. For example, a 5th level Card Dealer has 5d8 hit dice, so they cannot roll more than 2 additional d6.
- Dark Card
At level 6, you feel a dark presence inside of you, you can choose to let this out once per long rest, when this ability is used do an extra 2d8 necrotic damage for 1 minute.
- Blood Weapon
At level 10, From a card and 1d6 damage to you, you create a floating, blood weapon within range that lasts for 1 minute or until you use this again. When you cast the weapon once per long rest, you can make a melee Attack against a creature within 5 feet of the weapon. On a hit, the target takes magical force damage equal to 3d6 + your wisdom + your intelligence ability modifier.
As a Bonus Action on Your Turn, you can move the weapon up to 20 feet and repeat the Attack against a creature within 5 feet of it.
- Blood Armor
At level 14, by controlling your own blood, you form a suit of armor made entirely of blood. This suit is considered light armor and has an armor class of 11 + Dexterity modifier. The caster must take 1d6 necrotic damage to form the armor. The armor class can be increased by 2 for each addition d6 necrotic damage the caster chooses to take. The caster cannot roll more dice than they have hit dice divided by 2. For example, a 5th level Card Dealer has 5d8 hit dice, so they cannot roll more than 2 additional d6. This spell lasts for 1 round for each point of damage taken from this spell after resistances and vulnerabilities.If the caster has the class feature "Connection to Blood", the spell lasts for Xd6 turns where X is the number of d6's rolled for this spell.
- Connection to Blood
At level 20, You do not take damage from your blood magic.
Path of Mind
Every time you gain a point in this feature gain +1 to intelligence or wisdom.
- Fierce Mind
At level 3, do an extra 1d4 per 1/2 your hit dice of psychic damage.
- Charm Person
At level 6, you have the ability once per short rest to charm person, to do you have to touch them with a card. They must surpass your spell save DC on a wisdom saving throw to remain un-charmed.
- Intense Mind
At level 10, twice per short rest you gain the ability to apply 2d10 psychic damage and cause the creature to fear you, The creature must surpass your spell save DC on a wisdom saving throw to remain un-fearful of you.
- Dominate Monster
At level 17, you have the ability once per week you can dominate monster, you can dominate only one creature at a time, to do you have to touch them with a card. They must surpass your spell save DC on a wisdom saving throw to remain un-dominated.
- Mastery of the Mind
At level 20, you have the ability to have up to 2 creatures under your control at a time and use intense mind 4 times per short rest.
You can multiclass into this class with an Int. or Wis. & Dex. of 15