Card Dealer The Card Dealer is a card wielding master who can specialize in either channeling magic into their cards granting mobility, damage and control abilities. Or, specializing deeper into card mastery making you a deadly killing machine. "If I learnt anything about life, it's this: always play the hand you're dealt. " Class Features As a Card Dealer you gain the following class features. Hit Points Hit Dice: 1d8 per Card Dealer level Hit Points at 1st Level: 8 # Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Card Dealer level after 1st Proficiencies Armor: Light armors Weapons: Simple weapons Tools: Playing card sets Saving Throws: Dexterity, Charisma Skills: Choose three from Acrobatics, Deception, History, Insight, 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 dagger or (b) a simple weapon (a) a diplomat's pack or (b) an explorer's pack A leather armor, a dagger, and a (1) deck of playing cards Table: The Card Dealer Level Proficiency Bonus Features Gambit Dice Gambit Die Size Gambit Feature 1st +2 Casino Combat, Dealer's Gambit (d6) 3 d6 2 2nd +2 Enchanted Deck 3 d6 2 3rd +2 Card Dealer Archetype 4 d6 3 4th +2 Ability Score Improvement 4 d6 3 5th +3 Dealer's Gambit (d8) 4 d8 3 6th +3 Card Dealer Archetype feature 4 d8 3 7th +3 Expertise 5 d8 4 8th +3 Ability Score Improvement 5 d8 4 9th +4 Enchanted Deck 5 d8 4 10th +4 Card Dealer Archetype feature 5 d8 5 11th +4 Dealer's Gambit (d10) 6 d10 5 12th +4 Ability Score Improvement 6 d10 5 13th +5 Stacking the Decks 6 d10 5 14th +5 Card Dealer Archetype feature 6 d10 6 15th +5 Gambler's Intuition 7 d10 6 16th +5 Ability Score Improvement 7 d10 6 17th +6 Dealer's Gambit (d12) 7 d12 6 18th +6 Card Dealer Archetype feature 7 d12 7 19th +6 Ability Score Improvement 7 d12 7 20th +6 Gambler's Determination 7 d12 7

Casino Combat Not many people can fling a playing card at a straight line while maintaining the appropriate velocity for slashing the target. This is one prominent talent you acquired during your life as a gambler. With an appropriate adjustment on the card beforehand, a deck of playing cards is an ammunition for you. Combat Cards You are proficient with combat cards, a deck of cards with sharpened edges for the purpose of combat weaponry. A combat card is a simple melee weapon with the light, finesse, two-handed, thrown (30/60) properties, and it deals 1d4 slashing damage on a hit. Two hands are required to use combat cards. One hand for throwing, one hand for holding the deck (Or some other similar activity, such as holding open a coat where the cards are stored). You cannot make a weapon attack with a combat card to a target that is within 5 feet from you. Preparing Combat Cards You can spend 1 hour to prepare a deck of playing cards into combat cards. This process can be performed during a short rest or long rest. One deck of playing cards can be prepared into 52 combat cards this way. Credit: AlexGarner Dealer's Gambit Gambit is not only your profession but also your style of life. You have a certain number of gambit dice that represents your wits and resolves that you can utilize to overcome a tight corner. At 1st level, you have three gambit dice. You gain additional gambit dice when you reach 3rd level, 7th level, and again at 11th, and 15th level. At 1st level, your gambit dice are d6s. When you reach 5th level, your gambit dice turn into d8s. They turn into d10s when you reach 11th level, and d12s when you reach 17th level. You can expend gambit dice to fuel various gambit features. You start knowing two such features. Select two features from the following list. You may learn additional gambit features as you gain levels in this class, gaining one feature at 3rd level, 7th level, 10th level, 14th level and 18th level. You regain all expended gambit dice when you finish a short rest or long rest. Gambits (Features) Bad Beat When a creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and expend one gambit die to hinder its attempt. If you do so, make an attack with a combat card on the creature. On hit, roll a gambit die and subtract the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll, the ability check, or the saving throw succeeds or fails. Killing Hand Before you make a weapon attack with a combat card, you can expend one gambit die to enhance the damage it deals. If you expend a gambit die this way, the target takes additional slashing damage equal to the gambit die on a hit. On a miss, the target still takes the damage from your gambit die, but not the card. Deflecting Throw You may use your reaction to throw a card in the way of an attack, making the attacker have disadvantage. Expend one gambit die, and make a attack roll. If you hit, the target has disadvantage on their attack. Double Shot When you make an Attack, you may expend 2 gambit dice to throw two cards at the same time. They share the same attack role, but deal damage separately. Add one gambit die to the damage of the second card. Flourish When you take the attack action, you may flourish your deck of cards before you draw. If you do this, expend one gambit die and add it to your damage. You may take a second non-attack action after your attack. Missdirection When you make an attack, you may choose to instead misdirect your target, to give an ally an opening. Expend one gambit die and make an attack roll. You throw your card past your targets face, causing them to look away, giving the next person to attack your target advantage. Feint When you attack you may choose to make a false attack first to trick your target. Expend one gambit die and make an attack role. If you hit, the target takes the gambit die as damage, and you have advantage on your next attack against that target. Vanish You may throw a minimum of 26 playing cards (half a deck) into the air to distract your target and make a hide role as a free action. As a action, spend one gambit die to throw cards into the air. You must throw a minimum of 26 cards, but if you throw 39 or more, you receive advantage on your hide role. The cards thrown this way are lost, and may not be used as ammunition unless collected after combat.

Jump Back As a reaction, when an enemy makes an attack against you with a melee weapon, you may expend one gambit die to take an imediate move action. The enemy trying to attack you has disadvantage to attack you for the remainder of his turn. Enchanted Deck Starting at 2nd level, Your deck becomes enchanted. Select one Deck Enchantment from below to imbue your cards. Whenever you make a new set of combat cards, you may select a different Deck Enchantment. You may not have more than one deck enchanted at a time, and you must expend one gambit die to enchant your deck. Your total number of gambit dice decreases by 1 for having an enchanted deck. At 9th level, you may have two enchantments on a deck at the same time. This does not cost an extra gambit die. Deck Enchantments Starting at 2nd level, you may choose one Deck Enchantment from the following list: Sharp Ouch! That's sharp! When you hit a creature, you do an additional 1d4 slashing damage.

Ouch! That's sharp! When you hit a creature, you do an additional 1d4 slashing damage. Poisoned Your cards leave a sting! When you hit a creature, they must succeed a DC 13 Constitution save, or they receive the poisoned condition for 1d4 rounds.

Your cards leave a sting! When you hit a creature, they must succeed a DC 13 Constitution save, or they receive the poisoned condition for 1d4 rounds. Booming Your cards make a slight bang! When you hit a target, they must succeed a DC 13 Constitution save, or be deafened until your next turn. At 3rd level, you may choose one of these Deck Enchantments: Guided Cards Find that chink! Your cards count as +1 for all attack rolls and damage rolls.

Find that chink! Your cards +1 for all attack rolls and damage rolls. Flashing Your cards shine! When you hit a target, they must succeed a DC 13 Constitution save, or be blinded until your next turn. At 6th level, you may choose one of these Deck Enchantments: Flaming Your cards burn! When you hit a creature, they must succeed a DC 13 Dexterity save, or you light the target on fire for 1d4 rounds taking 1d6 fire damage.

Your cards burn! When you hit a creature, they must succeed a DC 13 Dexterity save, or you light the target on fire for 1d4 rounds taking 1d6 fire damage. Magical Cards Your cards sparkle with magic Your combat cards count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 9th level, you may choose one of these Deck Enchantments: Swirling Your cards have a swirling rune on the back that hypnotizes! When you make an attack, your target must succeed a DC 16 Charisma check or be charmed until your next turn. While charmed, the creature may not make any attacks, and their speed drops to zero. They may not cast spells either. At 12th level, you may choose one of these Deck Enchantments: Wham Wham! When you hit a creature, they must succeed a DC 15 Dexterity Save, or be knocked back 10ft and prone. Creatures knocked by this way do NOT provoke attacks of opportunity. At 15th level, you may choose one of these Deck Enchantments: Power Overwhelming Build up de charge! Your cards glow with a colored radiance. Any creature within 5ft of your target take your gambit die as extra damage Card Dealer Archetype When you reach 3rd level, choose one of the following archetype: the Arcane Ace or the Master of Cards. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th level. 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. As normal, you can't increase an ability score above 20 using this feature. Expertise Starting at 7th level, choose two of your skills with proficiency. Your proficiency bonus is doubled for any abilities checks you make that use that skill. (If you choose Slight of Hand, it will affect the Master of Magic Archetype. Stacking the Decks Starting at 13th level, you have learned to hold a deck of cards in one hand and throw with the same hand. Your Combat cards now count as a 1 handed weapon for you. You may also dual wield combat cards if you so choose. You may make a second deck of cards to hold or just split your current one. (If you split it, remember to watch your ammunition.) Either way, you still follow the normal rules of dual wielding. You may also enchant both decks of cards using your enchanted deck ability, but it will cost you another gambit die for the day. Gambler's Intuition Starting at 15th level, your wits as a gambler are enhanced to the point that your mind cannot be easily swayed by tricks, optical illusions, and spells. When you make an Intelligence, Wisdom, or Charisma saving throw, you can expend one gambit die to lower the DC for you and any allies that can hear you, if you tell them. Dealer's Determination Starting at 20th level, when you roll for initiative and have no gambit dice left, you regain one gambit die.

Card Dealer Archetypes Arcane Ace Magical Dealer Starting at 3rd level, you can infuse magic into your combat card. Your combat cards count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Arcane Card Also starting at 3rd level, you learn three Arcane Card options of your choice, as described at the Arcane Cards section below. You gain one additional Arcane Card options of your choice when you reach 6th, and again at 10th, 14th, and 18th level. Some of the Arcane Card options require your target to make a saving throw to resist the feature's effect. The saving throw DC is calculated as follows: Arcane Card save DC = 8 # your proficiency bonus # your Intelligence modifier Arcane Cards The following Arcane Card options are all magical effects. Burned Card. You can channel abjuraton magic through your deck of cards to prevent the magical tricks from spoiling your magical tricks. When you see a creature within 20 feet of you casting a spell, you can expend one gambit die as a reaction to interrupt its spellcasting process. The creature must succeed on a saving throw with its spellcasting ability or its spell fails and has no effect. Cold Deck. As a bonus action, you can expend one gambit die to channel conjuration magic to teleport yourself. With an optical illusion involving flying cards, you teleport up to 20 feet to an unoccupied space that you can see. Dead Man's Hand. As a bonus action, you can expend one gambit die to infuse necromancy magic into one combat card until the end of the turn. When you hit a creature with the card infused with magic this way, the creature must make a Constitution saving throw. On a failed save, the creatures takes necrotic damage equal to the gambit die roll plus your Intelligence modifier (a minimum of 1), and suffers one level of exhaustion. This option has no effect against construsts and undeads. Double Duke. As an action, you can expend one gambit die to infuse transmutation magic into one combat card until the end of the turn. When you hit a creature with the card infused with magic this way, the creature takes extra slashing damage equal to twice the gambit roll die plus your Intelligence modifier (a minimum of 1). Mucked Hand. You can channel illusion magic through your deck of cards for a fast and precise escape. When a creature targets you with an attack or a harmful spell, you can expend one gambit die as a reaction. The attacker must make a Wisdom saving throw. On a failed save, the attacker must choose a new target or lose the attack or spell. This feature does not protect you from area effects. Offsuits. As a bonus action, you can expend one gambit die to infuse evocation magic into one combat card until the end of the turn. When you do so, choose one damage type from the following list: acid, cold, fire, lightning, thunder. When you hit a creature with the card infused with magic this way, the creature takes extra damage of the type chosen equal to the gambit die roll plus your Intelligence modifier (a minimum of 1). Riffle Shuffle. As an action, you can expend one gambit die to perform a flamboyant card trick, laced with subtle enchantment magic that dazzles the spectators. Each creature within 10 feet of you who sees the trick must succeed on a Wisdom saving throw or becomes charmed to you until the end of your next turn or until it takes damage. While charmed this way, the creature has disadvantage on all attack rolls and ability checks, and its speed is reduced to 0. Tinted Hand. As a bonus action, you can expend one gambit die to infuse divination magic into one combat card until the end of the turn. When you hit a creature with the card infused with magic this way, an invisible mark appears on the creature's body until the end of your next turn. The next time the marked creature is targeted with an attack, the attack roll against the creature has advantage, and the mark burns away on hit, dealing radiant damage to the creature equal to the gambit die roll plus your Intelligence modifier (a minimum of 1). Master of Cards Card Sharp Starting at 3rd level, you can throw a combat card with increased velocity. Your combat card now deals 1d6 slashing damage on a hit, and its range becomes 60/120. Wild Card Also starting at 3rd level, you can find wild cards in your deck. When you make an attack with a Combat card, roll a d20. On a 1, you have drawn a wild card. Double your proficiency bonus to hit with this card and, if your attack hits, add your gambit die to the damage. This can stack with any other gambit dice you have used for this attack and does not cost you any gambit dice. This effect will not apply to any other cards you throw this round unless you draw another Wild Card. This feature may only be used on the attack action, and may only work on combat cards. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Card Forcing Starting at 10th level, you can attempt to force a wild card. As an action, you can attempt to force a wild card into your hand to give you the edge in an attack. Roll a d6. On a 4 or higher, you have drawn a wild card. You may attack with it, adding its benefits, or hold on to it for later use. On a 3 or less, you have bent a card and loose it as amunition. You may then make one attack normally with no penalites. You may use this ability a number of times equal to half of your Slight of Hand skill, rounded up. This skill may not be used more than once per round, even if you have extra actions. Any saved wild cards loose their bonus at the end of a combat. Deck Turnover Starting at 14th level, you can use an action to make a weapon attack against any number of creatures within 20 feet of you. You must make a separate attack roll for each target, as normal, with a separate combat card.