Cardslinger | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Cardslinger


Hit Points

Hit Dice: d6 per Cardslinger level
Hit Points at first Level: see Sorcerer
Hit Points at Higher Levels: see Sorcerer

Proficiences

Armor: see Sorcerer
Weapons: see Sorcerer
Tools: see Sorcerer
Saving Throws: see Sorcerer
Skills: see Sorcerer

Overview & Creation

By chance, you met an elemental, visited an elemental plane, or were hit by the elemental chaos as it broke through into the world. Your innate magic draws from your connection to earth, flame, sky, and sea. Now elemental energy courses through you, each element battling to enter the world. As a Cardslinger, your expertise with playing cards goes beyond sleight of hand tricks and beating fools at the poker table. Through experience and experimentation, you've found that cards allow you to channel the chaotic energies coursing through you. you've also discovered that your skill with playing cards is uncanny, allowing you to throw cards with deadly accuracy. The random act of drawing a card connects you with the forces of chaos, unleashing the extraordinary and unexpected. With each shuffle of your deck, you come closer to understanding your gift and realizing your true potential.


Class Features

Sorcerer Level Feature
1st Magical Cards, Cardshark
6th Enhanced Cardslinging
14th Luck of the Draw
18th Wild Card
 

Magical Cards

When you choose this origin at first level, you can empower one standard set of playing cards which become magical with the following properties:  

Spellcasting focus.

You can set your deck of cards as your spellcasting focus  

Shuffle.

During a long rest, if you spend at least 15 minutes of the rest shuffling your deck of magical cards, any lost or damaged cards are restored. Starting at 10th level, you can shuffle your cards during a short or long rest.  

Jokers.

Before you shuffle your cards, remove the two Joker cards from the deck and set them aside. Whenever you draw a card, you can spend one of your joker cards to draw another card from the deck, using the new card. Once played, a Joker card is consumed by magical energy and cant be used again until it reappears when you shuffle the deck.  

Lucky Card.

When you shuffle your magical cards, draw a card from the top of the deck. Set this card aside, it is your lucky card, which is active until you shuffle your cards again.  

Card Magic.

When casting a spell attack that inflicts damage to a target you can draw a card. when drawn, the card is consumed by Chaotic energy and you can gain one of the following effects:
  • If the drawn card is the same face value as your Lucky Card (Ace, Two, Jack, etc), the spell deals an extra 2d6 damage. The extra damage increases to 3d6 at 6th level, 4d6 at 14th level, and 5d6 at 18th level. If the spell does ongoing damage, this benefit only applies to the initial damage from the spell attack.
  • If the drawn card share the same suit (Clubs, Diamonds, Hearts, Spades) as your Lucky Card, you can change the damage of the spell attack to match the damage type of the suit, found in the table below. if you do so, add your charisma modifier to the spell's damage.
d4 Suit Damage Type
1 Club Lightning or Thunder
2 Diamond Ice
3 Heart Fire
4 Spade Acid
 

Cardshark

Starting at 1st level, you gain proficiency with all gaming sets and expertise with the playing card set. You also have advantage on Sleight of Hand checks made while using playing cards. Also, cards are deadly weapons in your hands. You can use playing cards from your magical deck of cards with the following properties:
  • Thrown cards are treated as simple ranged weapons with the finesse, light, thrown (20/60) properties that deal 1d6 slashing damage.
  • you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls when throwing playing cards.
  • To throw a card you must first draw a card from the top of your deck. If the suit of the drawn card matches the suit of your Lucky Card, add half your Sorcerer level (minimum 1) to the damage on a hit
  • When you make a ranged attack with a playing card, you can draw an additional card and make a second ranged attack as a bonus action. you do not add your Charisma modifier to the damage of the second attack.
  • At the end of a battle, any cards you have thrown are damaged and can not be thrown again until your cards are restored through shuffling.

Enhanced Cardslinging

At 6th level, your innate magical abilities are enhanced and you gain the following benefits:
  • When you're the target of a ranged attack by a creature you can see, you can spend a sorcery point to make a ranged attack with a playing card as a reaction.
  • Ranged attacks made with playing cards are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
  • When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can make a ranged attack with a playing card as a bonus action. On a hit, if the suit of the thrown card matches the damage type of the spell (see table above), you can spend 1 sorcery point and the card will deal an additional 2d6 damage of that type. This increases to 3d6 at 14th level, and 4d6 at 18th level.

Luck of the Draw

Starting at 14th level, you regain 1 sorcery point anytime you draw an Ace from your deck or roll a natural 1 on an attack roll, saving throw, or ability check. The 1 must be the rolls final result; for example if you rolled a natural 1 and a natural 15 while you had advantage, you would not regain a sorcery point. In addition, when the result of an attack roll, saving throw, or ability check that you make is a natural 9 or lower; you can spend 5 sorcery points to draw a card and add the face value to the result (Ace, Jack, Queen, and King are worth 10).  

Wild Card

Beginning at 18th level, as a free action you can play a joker to have a card of your choice appear on the top of the deck of cards (whether magical or mundane) even if that card has already been discarded or destroyed. The card is the actual card and vanishes from its previous location. This excludes Jokers and your lucky card when using your magical deck of cards.  

Using Playing Cards

This subclass works best when you have a standard deck of playing cards in addition to your normal set of dice. a standard deck of playing cards includes:
  • 52 cards in each of the four suits (Clubs, Diamonds, Hearts, Spades). Each suit contains 13 cards: Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, and King.
  • Two Joker cards
If you do not have a set of playing cards, you can use dice instead. Use a d4 to determine the suit (1 to 4 alphabetically) and a d12 to determine your card, treating 1 as an Ace, 11 as a Jack, and 12 as your choice of King or Queen. You'll need a couple of tokens or a record on your Character Sheet to count your Jokers.
 


Starting Equipment

see Sorcerer


Spellcasting

see Sorcerer


Created by

Houdini26.

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