Deck Master

Deck Master

"Lady Luck is smilin."

As a Deck Master, you have learned to throw playing cards with deadly accuracy, enhancing them with even deadlier spells. You consider luck to be just as important as skill, and you have developed such a strong connection to the force of luck that you've gained the ability to manipulate fate itself.

Creating a Deck Master

"It's all in the cards!"

Quick Build

You can make a deck master quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the criminal or entertainer background. For weapons, choose a rapier if you're feeling fancy, or two daggers if you're feeling rogue-ish.

Class Features

As a deck master you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor Weapons: Simple weapons, any weapon with the finesse property Tools: Instrument of your choice (if the entertainer background was chosen), thieves' tools (if the criminal background was chosen) Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a rapier or (b) a shortsword (if the entertainer background was chosen)

  • two daggers, thieves' tools (if the criminal background was chosen)

  • leather (armor), two decks of 52 cards each

Level

Proficiency Bonus

Thrown Card Damage

Luck Points

Card Dice

Features

1st

+2

1d6

2

-

Card Trick

2nd

+2

1d6

2

-

Stacked Deck

3rd

+2

1d6

3

-

Hasty Hands

4th

+2

1d8

3

-

Ability Score Improvement

5th

+3

1d8

4

-

Pick a Card

6th

+3

1d8

4

1d4

Card Mastery

7th

+3

1d8

5

1d4

8th

+3

1d10

5

1d4

Ability Score Improvement

9th

+4

1d10

6

1d4

Extra Attack

10th

+4

1d10

6

1d6

Card Mastery

11th

+4

1d12

7

1d6

12th

+4

1d12

7

1d6

Ability Score Improvement

13th

+5

1d12

8

1d6

14th

+5

2d8

8

1d8

Card Mastery

15th

+5

2d8

9

1d8

16th

+5

2d8

9

1d8

Ability Score Improvement

17th

+6

2d10

10

1d8

18th

+6

2d10

10

1d10

Card Mastery

19th

+6

2d10

12

1d10

Ability Score Improvement

20th

+6

2d12

12

1d10

Card Trick

As a deck master, you have learned to throw cards with deadly accuracy at a range of up to 40 ft. Your thrown cards deal 1d6 damage at 1st level, increasing to 1d8 at 3th level, 1d10 at 6th level, 1d12 at 9th level, 2d8 at 12th level, 2d10 at 15th level, 2d12 at 18th level, and 4d20 at 20th level.

Stacked Deck

Beginning at 2nd level, you can spend Luck Points to choose the card color. The effect is chosen before making the attack roll.

Gold Card 3 points

Your thrown card glows with golden brilliance, and upon a successful hit has a chance to Paralyze the target for 1 day. The creature rolls a percentile dice(1d10 + 1d%), if it rolls above [95 - class level] it takes the effect.

Blue Card 2 points

Your thrown card glows with blue energy, and upon a successful hit has a chance to restore half your Luck Points.

Red Card 1 point

Your thrown card glows with red power, and upon a successful hit deals Area Of Effect damage to creatures within 5ft(+5ft per point).

Green Card 1 point

Your thrown card glows with green power, and upon a successful hit deals 1d6 additional damage.

Black Card 2 points

Your thrown card glows with black power, and upon a successful hit it causes a burst black mist that dispels magic for 1d6 turns.

White Card 2 points

Your thrown card glows with white power, upon a successful hit it causes a burst of white mist that doubles the cards potency(double damage, double heal)

Blank Card 4 points

Your card is thrown into your own personal demi-plane. Upon a successful hit the creature must succeed a dc 10 (Intelligence) save or be trapped in the card under the conditions of the player. While trapped the creature can be seen in the card and spoken to assuming it can speak.

Hasty Hands

Beginning at 3rd level, your adeptness at throwing cards allows you to throw in rapid succession. You are able to throw 2 cards per attack action, making separate attack rolls for each one.

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.

Pick a Card

Beginning at 5th level, you gain the ability to imbue your cards with magical effects chosen at random. This roll is done prior to your attack roll for each card thrown.

Damage Type

Roll 1d4 to determine what the damage type of the card will be:

  1. Slashing

  2. Bludgening

  3. Piercing

  4. Force

Effect

Roll 1d12 to determine the random effect of the chosen card:

  1. Necrotic - You heal for half the damage you deal

  2. Radiant - The creature must succeed a (Wisdom) save DC [10 + proficiency bonus + Wisdom] or be blinded, also undead take double

  3. Dark - The creature must succeed a (Wisdom) save DC [10 + proficiency bonus + Wisdom] or be blinded

  4. Fire - The creature must succeed a (Dexterity) save DC [10 + proficiency bonus + Dexterity] or be ignited

  5. Water/Ice - The creature must succeed a (Dexterity) save DC [10 + proficiency bonus + Dexterity] or slip and fall prone

  6. Earth - The creature must succeed a (Dexterity) save DC [10 + proficiency bonus + Dexterity] or be immobilized

  7. Air - The creature must succeed a (Dexterity) save DC [10 + proficiency bonus + Dexterity] or be pushed 15ft and knocked prone

  8. Poison - The creature must succeed a (Constitution) save DC [10 + proficiency bonus + Constitution] or be poisoned for 1d4 turns

  9. Lightning- The creature must succeed a (Dexterity) save DC [10 + proficiency bonus + Dexterity] or be disarmed and stunned

  10. Thunder - The creature must succeed a (Dexterity) save DC [10 + proficiency bonus + Dexterity] or be disarmed and deafened

  11. Heal - The creature is healed for the full damage of the card

  12. Void - The creature must succeed a (Intelligence) save DC [10 + proficiency bonus + Intelligence] or be Banished to another plane of existence for 2d4 turns

Extra Attack

Thrown Cards

Beginning at 5th level, you can throw three cards, instead of two, when you take the attack action on your turn, making separate attack rolls for each one.

Card Mastery

At 6th level, your mastery over your deck has grown to new heights. You must choose one of the following type of cards to gain mastery:

Support CardsHealing CardsTanking CardsFighting CardsSpell Cards

Card Mastery

Support

Deck Type

All of the cards in your possession change to match your Mastery.

When throwing cards at your allies use this chart instead:

1-2) Resist Blades - resistance to damage done with blades3-4) Resist Magic - resistance to damage done with magic

Effect: Roll 1d12 to determine the random effect of the chosen card:

  1. Necrotic - The target creature now heals the damage it deals for half 1 [card dice] turns

  2. Radiant - The target creature now deals an additional [card dice] radiant damage for half a [card dice] turns

  3. Dark - The target creature now deals an additional [card dice] dark damage for half a [card dice] turns

  4. Fire - The target creature now gains an additional [card dice] to any Charisma roll(except damage)

  5. Water/Ice - The target creature now gains an additional [card dice] to any Dexterity roll(except damage)

  6. Earth - The target creature now gains an additional [card dice] to any Strength roll(except damage)

  7. Air - The target creature now gains an additional [card dice] to any Wisdom roll(except damage)

  8. Poison - The target creature now gains an additional [card dice] to any Intelligence roll(except damage)

  9. Lightning - The target creature gains 1 attack action as a reaction for half [card dice] turns

  10. Thunder - All allies that can hear the card gain advantage on the next half [card dice] attacks

  11. Heal - The target creature now heals for the [card dice]

  12. Void - The target creature now gains an additional [card dice] to any constitution roll(except damage)

Healing

All of the cards in your possession change to match your Mastery.

You can only be targeted by creatures with (Intelligence) of less than 7

  1. Heals 1d4 allies for [card dice] times 1d4

  2. On a successful hit revive a dead ally with [card dice] hit points

  3. On a successful hit cure an ally of any disease

  4. Reincarnate a soul in a new body as specified in the reincarnate spell

Tanking

All of the cards in your possession change to match your Mastery.

All non-ally creatures must roll a dc 13 (Intelligence) save or attack your Card summon(summons a thing of your choice(without stats except the following)).

Roll 1d4 to determine AC

  1. AC 10

  2. AC 12

  3. AC 14

  4. AC 16

Roll 1d6 to determine HP

  1. 2 times [Card Dice]

  2. 5 times [Card Dice]

  3. 10 times [Card Dice]

  4. Half your Max HP

  5. Same as your Max HP

  6. Double your Max HP

Fighting

All of the cards in your possession change to match your Mastery.

You can now add your [card dice] to the damage of all cards.

Spell

All of the cards in your possession change to match your Mastery.

Roll a [card dice] to determine the spell level. On impact the card activates the spell centered on itself.

No spell list as access to any and all spells

Multiclassing

Prerequisites. To qualify for multiclassing into the deck master class, you must meet these prerequisites: Charisma 13, Dexterity 11

Proficiencies. When you multiclass into the deck master class, you gain the following proficiencies: Simple weapons, Acrobatics, Perception

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