The CardSlinger (5e Class)

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The CardSlinger[edit]

Time To Make A Cardslinger![edit]

Creating a CardSlinger[edit]


Quick Build

You can make a CardSlinger quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the charlatan background.

Class Features

As a {{{name}}} you gain the following class features.

Hit Points

Hit Dice: 1d8 per {{{name}}} level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per {{{name}}} level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons
Tools: playing cards
Saving Throws: dexterity, charisma
Skills: Choose three from Arcana, Deception, Insight, Perception, Persuasion, Stealth, and Sleight of Hand.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a diplomat's pack or (b) a Burglar's pack
  • leather armor, a dagger, and a deck of playing cards
  • If you are using starting wealth, you have 2d4x10 gp in funds.

Table: The {{{name}}}

Level Proficiency
Bonus
Features
1st +2 The Deck
2nd +2 Backstab
3rd +2 subclass
4th +2 Ability Score Improvement
5th +3 Card Armor
6th +3 Subclass Feature
7th +3 Multiple Throws
8th +3 Ability Score Improvement, Subclass Feature
9th +4 Curving Card / Increased Distance
10th +4 Subclass Feature
11th +4 Mulligan
12th +4 Ability Score Improvement
13th +5 Card Gambit
14th +5 Protected By Luck
15th +5 Subclass feature
16th +5 Ability Score Improvement
17th +6 Killer Card
18th +6 Royal Flush
19th +6 Ability Score Improvement
20th +6 Stacked Deck

Suits[edit]

Each suit has its own corresponding type of damage it applies along with slashing.
Spades
Fire Damage

This suit symbolizes willpower, courage, strength, and other masculine qualities.

Hearts
Cold Damage

This suit stands for love, emotions, imagination, subconscious, and other feminine qualities.

Clubs
Lightning Damage

This suit represents mind, speech, and words. These are neutral qualities.

Diamonds
Poison Damage

This suit signifies wealth and matter.

Face Cards[edit]

Each face card has its own unique affect to the number cards.
Jack

The Jack card empowers other cards, adding 1d4 damage and 1d4 to the attack role. There is no added effect for the suit of the Jack. The damage die increases at the following levels: 4th level d6, 8th level d8, 12th level d10, and 16th level d12.

Queen

The Queen card is a healing card. It heals you half the amount of damage you dealt that round.

King

Draw another card; the next card now affects an area around the target. The affected area is a 5ft feet radius from where the card hits. At Level 8 this radius increases to 10ft, and at Level 15 it increases to 15ft. If more than one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.

Ace

The Ace card is a lucky card. You gain advantage on attacks with this card.

Joker

The Joker card is weird card, as it seems to magically find the weak spot of the target. If the card(s) hit the they count as critical hit.


Card Damage[edit]

Card Slinger save DC = 8 + your proficiency bonus + your Charisma modifier

2 Card

This card deals 1d6 + Charisma modifier

3 Card

This card deals 1d6 + Charisma modifier

4 Card

This card deals 1d6 + Charisma modifier

5 Card

This card deals 1d8 + Charisma modifier

6 Card

This card deals 1d8 + Charisma modifier

7 Card

This card deals 1d8 + Charisma modifier

8 Card

This card deals 1d10 + Charisma modifier

9 Card

This card deals 1d10 + Charisma modifier

10 Card

This card deals 1d10 + Charisma modifier

At levels 6, 12 and 18 the die for damage will increase (ex. 2d6, 3d6, 4d6).

Backstab 2nd level[edit]

striking unaware targets has become fortuitous for you. Once per turn, you can deal an extra 1d4 damage to one creature you hit with an attack if they cannot see you. The attack must use your cards.

The amount of the extra damage increases to 2d4 at level 8, 3d4 at 14th level, and 4d4 at 18th level.

Card Armor 5th level[edit]

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to draw a single card form your deck. Roll damage for that card and reduce the damage you take by that much. If you draw a face card instead you take 1.2x more damage rounded down.

Multiple Throws 7th level[edit]

Beginning at 7th level, you have learned how to throw multiple sets of cards at once.
While still keeping to half the proficiency bonus cap rounded up, you can target multiple creatures with your cards.
For example at level 7 with a proficiency of +3, you can target two different creatures with one card each, or two creatures with one being hit by two cards the other being hit by one card.

Curving Card / Increased Distance 9th level[edit]

From 9th level onward, you can curve the cards you throw so they can go around corners. You become so good at it you can make a card curve up to 90 degrees. You must be standing within 10 feet of the area you want your card to curve around. The distance the card can travel is halved when using this ability.
You master throwing your cards over long distances. The range of your card attacks is increased to 80 ft, or up to 200 ft with disadvantage.

Mulligan 11th level[edit]

Beginning at 11th level, after you draw a card, you may, as a bonus action, place the card back in the deck, re-shuffle, and draw again. You can only do this once a battle.

Card Gambit 13th level[edit]

Beginning at 13th level, when an enemy misses you or an ally with a melee or ranged attack, you may use your reaction to throw a card at the enemy that missed an attack.

Protected By Luck 14th level[edit]

At 14th level, you can add half your proficiency rounded up to every saving throw you do not already add your proficiency to.

Killer Card 17th level[edit]

Starting 17th level, your cards become even deadlier. They gain the following benefits
They score a critical on a roll of 18 or higher
You may reroll any 1 or 2 on the damage die for your cards. You must use the new result, even if it is a 1 or 2.

Royal Flush 18th[edit]

At the 18th level you can pull out a royal flush of any suit, as long as you have all the cards of the same suit still in the deck, and apply all the effects of the face cards to the 10.

Stacked Deck[edit]

At 20th level, you learn the intricacies of your deck and now you can draw the card you want. As a bonus action, you search your deck for the card you want and draw it. You may use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all uses after a long rest.


CardMaster[edit]

Discard 3rd level[edit]

At 3rd level, as a bonus action you may discard the top card of your deck to gain advantage on your next attack.
Also, when you draw a card, you may draw 2 cards and discard 1 instead of drawing just one card. Discarding a card removes it from the deck until you complete a long rest. You cannot discard more than 1 card per turn.
You can discard cards a number of times equal to your proficiency bonus.

Poker Hand 6th level[edit]

At 6th level, as an action you can draw the top 5 cards of your deck. Depending on your poker hand it does different affects. (Discard may be used and Jokers are wild).

Royal Straight Flush: Three uses of the wish spell.

Straight Flush: chain lightning (clubs), Delayed blast fireball (Spades), Simulacrum (Hearts) Finger of Death (diamonds).

Four of a kind: Summon a creature up to half your level rounded up.

Full House: Summon a creature up to one third of your level rounded up.

Flush: lightning bolt (clubs), fire ball (spades), hunger of hagar (hearts), stinking cloud (diamonds).

Straight: Throw all 5 cards, face cards are treated as 10s with the effect of the face card.

Three of a kind: Throw all three cards, If the cards are face cards treat the cards as 10s and apply the face effect to each throw.

Two Pair: Throw the higher ranked set of cards, If the cards are face cards treat the cards as 10s and apply the face effect to each throw.

Pair: Throw the two cards, If the cards are face cards treat the cards as 10s and apply the face effect to each throw.

Nothing: The cards explode and you take 1d6 damage.

Elemental Statuses 8th level[edit]

Spades

Starting at the 8th level a creature hit with a card with the suit of spades will have a cone effect of 15ft around the target. You will roll an attack for each creature hit inside the cone. The cone increases to 20ft at level 12, 25ft at 16, and 30ft at 20.

Hearts

Starting at the 8th level a creature hit with a card with the suit of hearts it must make a constitution saving throw or have its movement speed halved. If they pass it after failing once at least their movement speed is still halved for three turns. At 16th level it freezes the enemy in place as long as they fail the constitution check. However, if they succeed their movement speed is still halved for 5 turns.

Clubs

Starting at the 8th level a creature hit with a card with the suit of clubs will chain lightning off to up to 2 creatures 10 ft between each other dealing 1d4 to each creature. At the 16th level it increases to 3 creatures and do 2d4, and 4 creatures at level 20 with 3d4.

Diamonds

Starting at the 8th levels a creature hit with a card with the suit of Diamonds must make a constitution saving throw or be poisoned dealing 1d4 each turn. The damage will increase at 12th level for 2d4, 16th level 3d4, 20th level 4d4.

Wild Card 10th level[edit]

At 10th level, you can make personal touches to the deck, so to speak. During a long rest, and while bonding with the deck, choose a number card (2-10) to be considered wild. When a wild card is drawn, you can choose a face card or number card and use that card as if that was the card drawn. Suits can be altered. The wild card cannot be changed until you spend time during a long rest bonding with the deck again.

Protective Card 15th level[edit]

At 15th level you can consume the Face Cards of a particular suit if you have them to gain resistance to that damage type. This last until the end of a long rest at which point the consumed face cards go come back to you.

Ability Score Improvement[edit]

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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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