Gambler (5e Class)
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"Two Pair!", affirms the confident halfling gent, turning his hand over on the table, to the sound of a crowd's mild awe. The halfling's expression shrinks from a smile to a concerned frown as the half-orc barbarian chuckles, turning his own hand over, and declaring, "Threeovakind." The audience picks up in interest, scanning the table over at the cards, before their attention is swung away from the half-orc as a small laugh from an elven woman catches the eye of the many. "Flush," She says, turning over her cards with a single finger, the crowd on their toes, along with the half-orc grumbling curses in orcish and coming to a stand, reaching for his weapon. He doesn't get a chance as a card suddenly zings across the table, and strikes his hand, the audience gasping as the half-orc recoils, gripping his now-bleeding hand, and looks to the card-thrower; the dealer, a shark-grinning and well-dressed kobold, flipping a gold piece over and over, their other hand outstretched from flinging the card, before turning over their own hand of cards. The audience collectively "ooh"s in shock before the kobold proclaims with total confidence: "Straight Flush!"
Charming and ever deceptive, the gambler has an uncanny way of always having Lady Luck in their corner. They like to roll against the odds, and sometimes even put a little “extra” into the game to make sure the odds are ever in the favor of the gambler. Your quick wits and steady will never fail you, even with a losing hand. This nature extends even to the realms of magic, as the gambler calls upon a chaotic arcane force that's just as random as the games they obsess over, to infuse into a deck of playing cards and weaponize a pastime to their advantage.
While the gambler likes to try their luck, which ends up leading them to the form of magic they use, not all gamblers necessary gamble with normal tavern games. Some gamble on life and death, with fingers and teeth, and others just like the random unstable nature of their own magic, but most find their love of luck before the magical nature behind it makes itself known.
Creating a Gambler
When creating a gambler, think about why they enjoy gambling. Is it a hobby? An addiction? Perhaps its a coping method? What brought your character to a life of risk-and-reward in the first place? Maybe they're paying off a debt, or just don't like the thought of authority or of following society's rules. Or, maybe they find some thrill in taking a chance.
Debt is considered a big part of a gambler and their backstory. Even the best gamblers have been known to rack up hefty debts in many places and to many powerful people, and no one is below the tempting hand of just one more round. Think of if your character may owe anyone a debt, and if so, how much is it? Who is it to? Perhaps a wealthy noble of Neverwinter, or maybe the proprietors of Tymora's Fancy in Waterdeep, or maybe even a more powerful entity, like a demon who now hunts for its pay, whether in gold or in blood.
- Quick Build
As a Gambler you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) diplomat's pack or (b) explorer's pack
- (a) thieves' tools or (b) disguise kit or (c) forgery kit
- Leather armor, one simple weapon, a dagger, and a playing card set
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Deck Die||Deck Points||Features|
|1st||+2||1d6||2||Card Shark, Stacked Deck|
|2nd||+2||1d6||4||Know When to Hold 'em, Know When to Fold 'em|
|3rd||+2||1d6||6||Archetype, Tip the Scales|
|4th||+2||1d6||8||Ability Score Improvement|
|6th||+3||1d8||10||Archetype Feature, Expertise|
|7th||+3||1d8||11||Tip the Scales|
|8th||+3||1d8||12||Ability Score Improvement|
|9th||+4||1d10||13||Full House, Tip the Scales|
|11th||+4||1d10||15||Pocket Aces, Big Deck Energy|
|12th||+4||1d10||16||Ability Score Improvement|
|13th||+5||1d10||16||Tip the Scales, Quick Draw|
|16th||+5||1d12||18||Ability Score Improvement|
|19th||+6||1d12||19||Ability Score Improvement|
|20th||+6||1d12||20||Hand of Fate|
Cards aren't just a hobby. They are also a form of defense, if you know how to use them. At 1st Level, playing cards count as a weapon, with the following properties:
You have proficiency with playing cards as a weapon, and use Dexterity for your attack and damage roll modifiers for throwing cards.
Cards deal one Deck Die (1d6 at 1st level) of slashing damage, along with having the light property and a fixed range of 30 ft.
Card damage increases as you take levels in the Gambler class, as shown on the Gambler table under Deck Dice.
Cards do not have ammo for as long as you have a deck of playing cards in your inventory.
You can store the cards within your clothes, and taking a card from your pocket, coat, sleeve or any other immediate area to attack is part of the attack action.
Cards don't make you look openly armed, as long as you are not carrying another weapon, and you have advantage on sleight of hand checks to hide playing cards on your person.
This deck isn't just a game - it's your life.
At 1st level you gain access to the chaotic magic that is imbued within your cards in the form of a magic deck of cards allowing you to perform magic corresponding to the cards you draw randomly.
- The Deck
You have a deck consisting of 20 cards, each of which can be assigned to any number on a d20, with the exceptions of 1 always being The Joker, and 20 always being an ace of your choosing. You can only have one ace in your deck at a time, and no repeated cards can be placed in your deck.
You can change or modify your deck whenever you take a long rest.
- Deck Points and Card Draw
At 1st level, you gain deck points based on your Gambler level. Once you assemble your deck, you can spend a bonus action and one deck point to remove all remaining cards from your hand and fill your whole hand (no matter how many cards). Roll a d20 Depending on your roll, you gain access to a magic card that corresponds to the number rolled and put it into your hand. If you roll and land on a number you have already in your hand, roll again until you get a card you haven't drawn. Do this once for every empty space in your hand. If you choose to draw despite still having cards in hand, these cards will be discarded and you draw an entirely new hand.
Your hand consists of two cards total. The number of spaces in your hand is increased to 3 at 9th level in the form of the ability Full House.
You regain your deck points after finishing a long rest.
- Playing Cards
Unless specified otherwise, playing a card is an action and will consume the card, removing it from your hand and back into your deck. The effects of a played card are described in the Gambler Card List.
Your spell casting ability Charisma and your spell attack modifier is equal to your proficiency bonus + your Charisma modifier. The maximum range of your spells is equal to your attack range of 30 ft. Your spell save DC on your magic cards is equal to 8 + your proficiency bonus + your Charisma modifier. Your played card's effects are treated as level 1 spells, therefore a counterspell can counter them, for example.
If you do not wish to play a certain card, you can instead throw that card as a attack action, thereby consuming it. Attacking with a magic card counts as a ranged spell attack, deals force damage equal to one Deck Dice and uses your Charisma modifier for the attack and damage roll.
Know When to Hold 'em, Know When to Fold 'em
Even the best gamblers know when to walk away from a losing table, before they lose it all.
Starting at 2nd level, you may take the disengage, dodge or hide action as a bonus action on your turn.
Additionally, ranged attacks using cards or magic cards no longer impose disadvantage when attacking within 5ft.
Tip the Scales
When it comes down to it, there's always a little luck involved in gambling.
Starting at 3rd level, after finishing a long rest, roll 1d4 three times and keep each of those numbers recorded until you finish a long rest. These are your "Inherent Luck" dice. Once per roll you may spend one "Inherent Luck Die" to add or subtract its value from any ability check, attack roll, saving throw or card draw you make. You can wait until after the roll of the d20 before deciding to use a luck die, but must decide before the DM says whether the roll succeeds or fails. This action consumes the die until it is regained from a long rest.
After finishing a long rest, you roll for new numbers on your "Inherent Luck" dice.
The number of dice rolled each long rest is increased to four at 7th level and to five at 13th level. The die you roll after a long rest is increased to a d6 at 9th level.
At 3rd level, you choose an archetype. Choose between the one listed in Gambler Archetypes, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 17th level.
Ability Score Improvement
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. As normal, you can't increase an ability score above 20 using this feature.
Whether it's chips on the table, or chum in the water, you know when to move in for the kill.
Starting at 5th level, when you make an attack action or play a card, you can make a second attack or play a second card. Both attacks can use cards from your hand.
The number of cards you can play as one attack action increases to three at 15th level.
Someone who lives by luck can't just be talented; They have to be skilled as well.
At 6th level, you can pick two of the skills or tools you are proficient with and add your proficiency modifier again.
There's always room for more.
Starting at 9th level, your hand is extended to 3 cards at a time. A single deck point can still fill your entire hand.
A good card shark never relies on a one-trick pony.
At 11th level, you can have two aces in your created deck at a time, with the second ace being reserved for the 19th slot in your deck.
Big Deck Energy
Sometimes, winning is just about having better cards than your opponents.
Starting at 11th level, when you play a card, that causes you to roll a Deck Dice, you may roll one additional Deck Dice to add to the result. This effect does not trigger again for effects that last over multiple rounds.
Your keen wit ensures you're always prepared for a fight.
Starting at 13th level, when you roll for initiative and have no cards in your hand, you may draw a full hand without spending a deck point.
You've become known for your favoritism of a specific card.
At 14th level, you select a non-ace card to be your Calling Card. People may thematically start to associate you with the card, or perhaps even make a nickname for you based around the card. As an action, you can use your selected Calling Card without requiring it in your hand. Once you use this feature, you must finish a long rest before you can use it again. You can only change your choice of calling card during a long rest.
Fortune ever favors the bold.
Starting at 18th level, the number of your "inherent luck" dice is doubled. Additionally, you can expend any number of luck rolls to turn an attack roll, saving throw, or ability check into a natural 20, as long as the total luck rolls equal or exceed 10.
Hand of Fate
It's all in the cards. Your cards, to be specific.
Starting at 20th level, whenever you consume a card from your hand, you can choose to roll a d4. On a roll of a 1, you may return that card to your hand, if there is room, without spending any deck points.
For the high roller, it isn't enough just to gamble. You need to go big, or go home. High rollers live life on the edge of their seats, and seem to get a special kind of rush from risking it all. They're aggressive, and like to always take things to the next level. This archetype specializes in raising the risk of everything, but in turn makes the potential of success all the more rewarding.
- Calculated Risk
Just because you like the risk, doesn't mean you are being reckless.
Starting when you take this archetype at 3rd level, all self-inflicted damage is halved (rounded up). Additionally, any time you take damage, you can choose to spend a deck point to fill your hand (as with a regular draw).
- Reckless Gambit
Raising the stakes is your idea of a good time, and you're always having a good time.
Starting at 6th level, you can take a gamble to overcharge your magic cards. Whenever you would play or throw a card, you can choose to overcharge it before rolling any dice. To do this, roll a d20 without modifiers on a DC of 10. On a success (10 or higher), you add one Deck Die towards the card's effect and if you roll a 20, two Deck Dice are added. On a failed save (9 or lower), instead of adding a Deck Die, a backlash is produced, copying the card at current power. Card effects that target you or your allies will now additionally target the closest enemies, and effects that target an enemy will now also target you or, if unable to be targeted, the closest ally. If the backlash can’t directly target an enemy or ally, it will simply deal psychic damage to you equal to one Deck Die plus the number of Deck Dice added with this feature.
You can repeat the overcharging until you fail your roll.
- Up the Ante
Gambling is a dangerous hobby, especially when you start to gamble your own life.
Starting at 10th level, you can gamble your life for the magic you imbue into your cards. When you would draw a card, you can instead choose to lose one Deck Dice worth of hit points and put a non-ace card of your choice into your hand. The life loss cannot be reduced or negated.
- All In
You're confident enough in your gambling skills to give up everything in pursuit of greatness - even life itself.
Starting at 17th level, you can use "All In" as an action. When you use "All In", discard your hand and draw six cards from your deck. You must play all of these cards on your turn, if possible, regardless of how many actions it takes you to do so. At the end of your turn, discard cards down to your hand size if any are left.
This feature cannot be used again until you finish a short or long rest.
The ability to control "The Tilt" can make or break a player. When people are "on tilt", they try to play harder, and bet bigger to recover what they've already lost. You're no different, putting your skills to work to make a comeback. This archetype focuses on recovering from situations where your back is up against the wall, and Lady Luck seems to deal you a raw hand.
- Loaded Dice
While your game may be lost, you can at least help your friends win or wait for your opponents to make a crucial mistake.
Starting when you take this archetype at 3rd level, you can use your "Inherent Luck" for rolls of creatures other than you within your range.
Everyone deserves a second shot, especially you.
Starting at 6th level, when you draw a card, you can choose to redraw. You have to take the second card.
- Bounce Back
Your time at the table has taught you how to quickly recover from simple mistakes or underestimations.
Starting at 10th level, the maximum number of "Inherent Luck" dice you can have is increased by 2. However, the number of dice rolled after a long rest is not increased. If you roll a 1 on a d20 (disregarding rerolls and inherent luck), you get back one Luck dice.
- Fired Up
The thought of losing haunts you, and instills you with a fury to try harder.
Starting at 17th level, when you fail an ability check, an attack roll, or a saving throw, or a creature succeeds on a saving throw you caused it to make, you gain temporary hit points equal to one Deck Die, gain 5 feet of movement (Up to a maximum of 30 feet of extra movement), and you regain one deck point. Additionally you have advantage on any roll that you have already failed once within 1 minute. Succeeding on any action or saving throw removes the advantage you may have from this feature and 5 feet of movement (Down to your base movement) per successful roll. The temporary hit points are gained before any damage is applied from any failed roll or save.
The Rock is a type of player who doesn't play too many hands, and the few they do play, they do not bet or raise much. They are a safe player who likes to examine the table, and move in at the right moment. They wait until they are two steps ahead, and they always step away from a table without suckers - because if they don't, they become the sucker. This archetype makes rolls and card draws safer, so that you are more likely to get the right card for the right situation, allowing you to pick and choose your battles, and play cards at just the right time.
Reading the table is important for knowing when to make a move.
- Counting Cards
Your understanding of deck structure gives you a good idea of what cards may be coming next.
Starting at 6th level, when you draw a card, you can draw twice and choose which of the two you want to take. The card you don't choose goes back to your deck.
- Cut The Deck
Half a deck means only half the risk involved.
Starting at 10th level, when you draw a card, you can decide to cut the deck. This will allow you to split the deck-table in half and roll a d10 rather than a d20 to draw a card. Using the bottom half will use the cards at numbers 1-10, while using the top half will use the cards at numbers 11-20.
- Wild Card
In most other card games, The Joker has more uses than you might think. This game and your cards are no different.
Starting at 17th level, The Joker can be in any position in your deck, not just on number 1. When you draw The Joker, it no longer immediately plays itself for its active effect, and instead can be used as a Wild Card. The Wild Card can be consumed to produce the effect of any other card within your current deck.
Gambler Card List
You have a choice between all the cards below to put into your custom deck.
From The Ashes: When this card is played, a creature within your range regains hit points equal to two Deck Dice plus your Charisma modifier. Whenever you drop to zero hit points, this card is played from your hand automatically and you instantly regain the hit points, thereby not being knocked unconscious.
One In The Chamber: Perform a ranged spell attack with this card. It is thrown with extreme velocity, doubling its range and dealing 4 Deck Dice of force damage. The attack will travel its full distance, regardless of how many enemies it travels through, until it hits a solid wall or object. Any creature behind the first must make a Dexterity saving throw or take the damage as well.
Pull Them In: When this card is played, each creature within a 15 foot radius centered around a point within your range takes one Deck Die of force damage and must make a Strength saving throw. On a fail, they are pulled towards the center in a straight line as the card crumples and pulls everything in. Unsecured objects are also pulled toward the center and unprotected flames are extinguished. If a creature collides with solid objects or other creatures this way, it takes an additional Deck Die of bludgeoning damage and is stunned until the end of its next turn.
It's All Luck: When this card is played, you regain two expended "inherent luck dice" of the Tip the Scales feature and you regain expended deck points equal to your proficiency modifier. Additionally, for the next 8 hours, you can re-roll any natural 1 on a d20 and treat every natural 19 as if it was a 20.
Heavy Handed: Perform a ranged spell attack to deal bludgeoning damage equal to one Deck Dice plus your Charisma modifier. The attacked creature has to succeed on a Strength saving throw or be knocked prone.
Dead Man's Hand: This card can be played as an action or as a reaction when you can make an opportunity attack. Perform a ranged spell attack to deal force damage equal to one Deck Die plus your Charisma modifier. The target has to succeed on a Strength saving throw or its movement is reduced to 0 until the end of its turn.
Foresight: When this card is played, Your range is doubled for one minute. You may throw or play another card (magical or physical) after this one as part of the same action.
Split-Hand: When this card is played, you perform three separate attacks against up to three separate creatures within range (one attack per creature). You throw nonmagical, physical cards as described in Card Shark.
Keep A Tab: Perform a melee or ranged spell attack, to stick this card to a creature or object of your choosing. This attack does not appear to be a hostile action against the target. As long as the card remains on its target, you will know its precise location. The card can be found by succeeding on an Intelligence (Investigation) or Wisdom (Perception) (decided by your DM) check against your spell save DC. After one Deck Dice of hours, if the card is found and removed or you and the card are not on the same plane of existence, this effect will stop.
Speak Your Mind: When this card is played, you can read, write and speak one language of your choosing. This effect lasts for 1 hour.
Read Them Like A Book: When this card is played, you become aware of a creature's state of mind, how they are thinking about you and whether they are being manipulated.
Confidence: When this card is played, you can give yourself or another willing creature within range a Deck Die, treating it the same as a die of Bardic Inspiration.
The four following cards are working similar but have different effects:
As you play a four, you choose a point within range. Creatures within a radius of 5 feet of that point must make a Dexterity saving throw. On a failure, they all suffer the card's effects and on a success, they only take half damage and avoid further negative effects.
If thrown on an object or the ground, the card creates or becomes a trap for up to 8 hours, which will detonate if any hostile creature enters within its effect range of 5 feet. Traps can be dismissed as a bonus action.
Cold As Ice: This card deals 3 Deck Dice of cold damage and halves the movement of creatures until the end of their next turn.
Shock Value: This card deals 3 Deck Dice of lightning damage and creatures are unable to make reactions until the end of their next turn.
Devil's Bedpost: This card deals 3 Deck Dice of fire damage to creatures. This card's effect radius is 10 feet instead of 5 feet. The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried.
Familiar Taste of Poison: This card requires creatures to make a Constitution saving throw instead of a Dexterity saving throw. It deals 3 Deck Dice of poison damage to creatures and they are poisoned for 1 minute.
Heartache: When this card is played, a creature you can see must make a Wisdom saving throw, or be sent into a berserk tantrum, and spend its next action to perform a single ranged or melee attack against another creature (your choice) within its range. If no creature is chosen, the target will waste its next action doing nothing.
A Gambler's Best Friend: When this card is played, you create an illusory duplicate of yourself within 30 feet for 1 minute. This duplicate cannot perform any action, and you can not sense anything through it. While you are within 30 feet of the illusion, when an attack targets you, the attacking creature must make a Intelligence saving throw. On a fail, they instead attack the illusion. After attacking the illusion, the saving throw can be repeated. The illusion's hit points are equal to one Deck Die plus your Charisma Modifier. The illusion disappears upon reaching 0 hit points.
Headache: Perform a ranged spell attack to deal psychic damage equal to one Deck Dice plus your Charisma modifier. The next time the hit creature makes an attack roll or saving throw, roll a Deck Dice and subtract half a Deck Dice (rounded up) from its roll. You may choose not to deal damage with this card, thereby the target will not assume this to be an attack.
Cashing Out: When this card is played, you can make yourself or one nearby willing creature invisible for up to one hour. Taking any action other than a movement action or receiving damage will end the invisible effect early.
Seeing Red: Perform a ranged spell attack to deal psychic damage equal to one Deck Dice plus your Charisma modifier. On a hit, the weaknesses of your enemy are exposed. Until your next turn, attacks against creatures hit by this card have advantage.
Collect Your Due: Perform a ranged spell attack to deal one Deck Die of necrotic damage and heal for the damage dealt. The target is marked until the end of your next turn. Any successful attack against the marked target will deal an additional Deck Die of necrotic damage and heal the attacker for the same amount. The mark will trigger only once per turn.
Bleeding hand: Perform a ranged spell attack to deal slashing damage equal to one Deck Dice plus your Charisma modifier. It cuts deep into the target's body, causing an additional Deck Die of necrotic damage at the end of this creature's turn until they receive healing or use their action to stop the bleeding early. The bleeding automatically stops after 1 minute. This effect does not apply to undead or constructs.
Get to the point: Perform a ranged spell attack to deal acid damage equal to one Deck Dice plus your Charisma modifier. The card corrodes the armor of the enemy, reducing its AC by half a Deck Die (rounded up) until the end of your next turn.
Turn Them Over: This card can only be played as a reaction, which you take when you or a creature in your range is targeted by an attack. Make a Charisma check. If your roll is higher than the attacker's roll, the damage is reduced by 2 Deck Dice. If you roll the same number as the attacker, you negate the attack and reflect the attack's damage back at the attacking creature.
Raise The Stakes: When this card is played, roll 4 Deck Dice and bank the total damage. Then you may target a creature you can see and both you and the target creature must roll a d20. If your roll beats the creature's roll, the creature takes the banked amount as psychic damage. However, if the creature's roll beats your own, you take the banked damage instead.
Questionable Aid: When you play this card, choose a creature (including yourself) and roll a d20. On a 20 or 19 you deal 4 Deck Dice worth of necrotic damage to the chosen creature. This damage is reduced by one dice on a 18 or 17, by two dice on 16 to 14 and it only deals one Deck Dice of damage on 13 to 11. On a 10 to 8, the creature is healed by one Deck Dice. This healing is increased by one Deck Dice on a 7 to 5 and increased again by one on a 4 or 3 up to 4 Deck Dice worth of healing on a 2 or 1.
Pick your Poison: When you play this card, you choose a creature within range that must make a Constitution saving throw. On a failure, roll a d20. That creature suffers the effects corresponding to your roll: On a 1, the creature becomes invisible, on a 2 to 9, it is deafened, on a 10, it is petrified, on a 11 to 19, it is restrained and on a 20, it is paralyzed. All these effects last for one minute and at the beginning of its turn and whenever it takes damage, the affected creature repeats its saving throw against the effect.
As Fast As You Can: When this card is played, you gain immunity to the effects of magic and non-magic rough terrain, and gain 10ft of movement speed. This effect lasts for 1 hour.
Can't Hit What Isn't There: Perform a ranged spell attack to deal thunder damage equal to one Deck Dice plus your Charisma modifier. If you hit, your speed is doubled until the end of your turn and your movement does not trigger opportunity attacks.
Across The Board: Perform a ranged spell attack to deal thunder damage equal to one Deck Dice plus your Charisma modifier and teleport to an open space within 5ft of the target if you hit. If the target was no creature, no damage is dealt but you can still teleport if you hit.
I Raise: When this card is played, you or a creature within range regains hit points equal to one Deck Dice plus your Charisma modifier.
Short Stack: When this card is played, you regain 1 Deck Die worth of hit points. If you are below half of your maximum hit points, regain 2 Deck Dice. If you are below one-quarter of your maximum hit points, regain 3 Deck Dice.
Share The Wealth: When you play this card, roll for 3 Deck Dice worth of hit points, but you must spread them evenly among your allies (excluding yourself) within 30ft, even if they are at full hit points.
Tough Love: Perform a ranged spell attack. This attack deals force damage equal to one Deck Dice plus your Charisma modifier and you regain hit points equal half to the damage dealt, rounded down.
House of Cards: When this card is played, your armor is enhanced with spectral cards. Your armor class becomes 13 + your Charisma modifier (minimum of +1) for one hour.
Poker Face: When this card is played, you or a creature within range gains temporary hit points equal to one Deck Die plus your Charisma modifier for 1 hour.
I'm Rubber, You're Glue: This card can only be played as a reaction, which you take when a spell is cast by a creature within attack range that you can see. Make a ranged spell attack with this card against that creature. If the attack hits, the creature must succeed on a Wisdom saving throw, or the spell they were casting fails. If a spell targeting only you is countered this way, this card absorbs it, allowing it to be consumed on your turn for a single use of that spell at the lowest level. The card can store the absorbed spell for up to one hour.
Backdoor: When this card is played, you enter a magic stasis until the start of your next turn. While in the stasis, Time for you is frozen and nothing happens on your turn.(You can't take any actions, and are immune to all conditions, damage, and healing. Death saves do not happen in stasis.) When leaving stasis, you gain temporary hit points equal to your Charisma modifier.
Jacks (Crowd control)
Prince Charming: When this card is played, choose a creature. This creature must make a Wisdom saving throw as you talk to it soothingly. On a failed save, the it is charmed for 1 minute, and regards you as a friendly acquaintance. The affected creature can repeat the saving throw at the end of each of its turns and each time it takes damage from you or a creature friendly to you. On a success, the effect ends. A deafened creature automatically succeeds on the save.
Crack-Up: When this card is played, choose a creature. This creature must make a Wisdom saving throw as you show it this card. On a failed save, the creature is charmed and falls prone, becoming incapacitated and unable to stand up for 1 minute as they deflate into a fit of uncontrollable laughter. The affected creature can repeat the saving throw at the end of each of its turns and each time it takes damage. The target has advantage on the saving throw if it's triggered by damage. On a success, the effect ends. A blinded creature automatically succeeds on the save.
Lead The Blind: When this card is played, choose a creature. This creature must make a Constitution saving throw as its eyesight starts to dwindle. On a failed save, the creature is blinded for 1 minute. The affected creature can repeat the saving throw a the end of each of its turns. On a success, the effect ends.
Authority: When this card is played, choose a creature. This creature must make a Wisdom saving throw as you scream at it menacingly. On a failed save, the creature becomes frightened of you for 1 minute. Each turn it has to use its movement to move as far away from you as possible. It can take its action before it moves. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, and will avoid provoking opportunity attacks. The affected creature can repeat the saving throw at the end of each of its turns. On a success, the effect ends. A deafened creature automatically succeeds on the save.
Calling In A Favor: When this card is played, you summon a spectral skeleton for one minute that will listen to your every command. The spectral skeleton has its own initiative which is rolled when it is summoned and has the statistics of a normal skeleton, with the exceptions that its hit points are equal to one Deck Dice and it rolls a Deck Dice for its damage rolls.
A Moment Of Silence: When playing this card, you may cast a level 1 ritual spell of your choosing from the wizard spell list. The rules of ritual casting still apply. This card will act as your spellcasting focus for the duration of the ritual.
Killer Queen: This card has effects that change depending on use. If you perform a spell attack with this card, you learn the resistances and vulnerabilities of the target creature on a successful hit. When you place this card on the ground or on an object, it creates a magical sensor for 8 hours, which will notify you if any creature passes within 10 ft of it. Eating the card provides enough nourishment to sustain you for one day. When this card is played normally, it creates 20 feet of bright light in a radius centered on you, and dim light for an additional 20 feet.
Draw-Out: Perform a ranged spell attack. Your range for this attack is doubled and it deals force damage equal to one Deck Dice plus your Charisma modifier and ignores cover or any disadvantage imposed on the attack. Additionally, you can hit enemies you can no longer see, as long as you know the general area in which they are.
Kings (Combat Tricks)
Martyrdom: Perform a ranged spell attack. It deals force damage equal to the maximum value of one Deck Dice, as well as two additional Deck Dice of bonus damage. You take half of the total damage (rounded down).
Even Out: Perform a ranged spell attack. If the attacked creature has above half of their maximum hit points, it takes two Deck Dice as necrotic damage. This damage cannot bring the target creature below half of their maximum hit points. If the target creature is below half of their maximum hit points, the attack and the bonus Deck Die will heal the target creature instead. The healing received may not put the target creature above half of its maximum hit points.
Final Orbit: When this card is played, select a creature. You and your target enter a "stand-off" state in the astral plane and become immune to all damage, effects, and healing from sources outside the stand-off since time for everyone else is frozen. Conditions are suspended until the stand-off ends, at which point both are returned to your starting positions. The stand-off lasts for 3 rounds of combat and ends early if either of the parties involved in the stand-off is reduced to 0 hit points. The winner of the stand-off gains temporary hit points equal to the loser's hit points when the stand-off started.
Spare the Rod: Perform a ranged spell attack. It deals radiant damage equal to three Deck Dice. If the potential damage of the attack is equal to or greater than the target creature's remaining hit points, its hit points are reduced to 1 instead.
The Fool: This card is played instantly on draw, rather than as an action or reaction. When this card is played, all magical effects and spells of 2nd level and lower are dispelled in a 20 ft radius centered on you. For 1 minute, all creatures within the 20 ft radius, including yourself, are unable to cast spells.
Proficiencies. When you multiclass into the gambler class, you gain the following proficiencies: playing cards.