The Card Dealer The Card Dealer is a master of deceptive combat. Through nothing more than the use of a simple deck of cards, they may easily disrupt the flow of combat to their favor, and destroy their enemies. Enemies to the left. Enemies to the right. There is nowhere for the elvish man to run. As it is with any gamble, he will have to take his chances. The first opponent readies to fire his crossbow. Without warning, a razor-edged card is thrown in his face, making him miss his target completely. The second opponent swings his sword, and the elf's quick reflexes allow him to jump out of the way. Drawing two cards at once, the elvish man cuts both of his opponents at once. Before they can recover, they are blinded by a flurry of cards thrown into the air. When the cards settle, the elf is gone from sight. During an unfriendly game of cards, a tiefling woman is accused of cheating. The eyes of her game partners glint with malice. Violence is sure to follow. The tiefling flips the table and lets her cards fly. The first opponent finds himself burned, as if by fire. The second is hit by the sudden darkness of a necrotic attack. The third tries to cast a damaging spell on the tiefling. The tiefling slams a card on the table, and the spell being cast is negated completely. Finally, she flips a card through her fingers and teleports out of the danger zone, escaping with her winnings. A band of barbarians battles with a human man. The human fans out a hand of five cards, and throws them all at once, striking each of his opponents. The human senses another enemy behind him. he throws a card at the barbarian in front of him, and ducks as it ricochets off his target, flies over his head, and strikes the opponent behind him. Suddenly, the barbarians find themselves struck by an onslaught of projectiles, somehow more powerful than the ones before. It is only a matter of seconds before they are all dead on the ground. The Card Dealer Level Proficiency Bonus Features Gambit Dice Gambit Dice Size Gambit Features 1st +2 Casino Combat, Dealer's Gambit 4 d6 3 2nd +2 Expertise 4 d6 3 3rd +2 Card Dealer Archetype, Stacking the Deck 4 d6 4 4th +2 Ability Score Improvement 5 d6 4 5th +3 Dealer's Gambit(d8), Extra Attack 5 d8 4 6th +3 Ability Score Increase 5 d8 5 7th +3 Tricked Deck 6 d8 5 8th +3 Ability Score Improvement 6 d8 5 9th +4 Card Dealer Archetype Feature 6 d8 5 10th +4 Card Dealer Archetype Feature 7 d8 6 11th +4 Dealer's Gambit(d10), Expertise 7 d10 6 12th +4 Ability Score Improvement 7 d10 6 13th +5 Tricked Deck 8 d10 6 14th +5 Card Dealer Archetype Feature 8 d10 7 15th +5 Gambler's Intuition 8 d10 7 16th +5 Ability Score Improvement 9 d10 7 17th +6 Dealer's Gambit (d12) 9 d12 7 18th +6 Card Dealer Archetype Feature 9 d12 8 19th +6 Ability Score Improvement 10 d12 8 20th +6 Gambler's Determination 10 d12 8

Creating a Card Dealer Quick Build You can make a Card Dealer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by wisdom or charisma. Second, choose the charlatan background. 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 armor.

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.

Leather armor, a dagger, and a deck of playing cards. 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 ammunition for you.



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 ranged weapon with the light, finesse, thrown (20/60) properties, and it deals 1d6 slashing damage on a hit. It also requires two hands to use. One hand for throwing, one hand for holding the deck.

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. Dealer's Gambit Gambit is not only your profession but also your style of life. You have a certain number of gambit dice that represent your wits and resolves that you can utilize to overcome a tight corner. At 1st level, you have four gambit dice. You gain additional gambit dice when you reach 4th level, 7th level, 10th level, 13th level, 16th level, and 19th 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 three such features. Select three features from the following list. You may learn additional gambit features as you gain levels in this class, gaining one feature at 3rd level, 6th level, 10th level, 14th level and 18th level. Whenever you learn new features, you may exchange an old feature for a new one. You regain all expended gambit dice upon completing a short rest or long rest. Gambit Features The features are listed below: 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 1 gambit die to hinder its attempt. Roll a gambit dice 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 DM determines whether the attack roll, the ability check, or the saving throw succeeds or fails. Flourish. When you take the attack action on your turn, you may flourish your deck of cards before you draw. If you do this, spend one gambit die and add it's result to your damage roll. Beggining at the 3rd level, you also add the gambit die to your attack roll. Dancing Cards. As an action, you can expend 1 gambit die to perform a flamboyant card trick that dazzles spectators. Each hostile creature within 10 feet of you is immediately distracted by your performance, and must succeed an Intelligence saving throw of DC 8 + the gambit die's rolled number, or they have disadvantage on all ability checks until your next turn, and the next attack against the creature has advantage. Deck Turnover. (Requires level 7) As an action, you can expend 1 gambit die to make a combat card attack against any number of creatures within 10 feet of you. You must make a separate attack roll for each target, with a separate combat card. Magic Fold. As a bonus action, you can expend 1 gambit die to take the disengage action. Rogue Ace. As a bonus action, you can expend 1 gambit die to take the dodge action. Quick Feet. As a bonus action, you can expend 1 gambit die to take the dash action Mucked Deck. You may throw a minimum of 26 combat cards into the air to distract your target and make a hide roll as a free action. As a action, expend one gambit dice to throw cards into the air. You must throw a minimum of 26 cards, but if you throw 39 or more, add the gambit dice on your hide roll. The cards thrown this way are lost, and may not be used as ammunition unless collected after combat.

Trick Shot. If you know the location of a creature that you cannot attack, you can use your action to expend 1 gambit die when you make an attack roll against the creature. The combat card can attack creatures by arching over and under cover, turning around corners at a 90 degree angle, or bouncing off of environment to reach unusual angles.



Trick shots have their range increased by a number of feet equal to 5 x the gambit die's rolled number. You can also use this feature to ignore half or three quarters cover The House Always Wins Whenever you partake in a game where you can cheat, you can expend a gambit die to gain advantage on any Sleight of Hand roll required to do so. If you are the dealer and succed in the roll, you can automatically pick who wins. Expertise At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 11th level, you can choose another two skill proficiencies to gain this benefit. Stacking the Deck Starting at 3rd level, You have learned to easily use your combat cards with one hand. You no longer need one hand to hold the deck and the other to throw. Your combat cards now count as a 1 handed weapon for you. You may also dual wield combat cards if you so choose. Either way, you still follow the normal rules of dual wielding. 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 6th, 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. Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Tricked Deck Starting at 7th level, you can add different effects to your combat cards. Whenever you make a new set of combat cards, you can expend 1 gambit die to make it a Tricked Deck. Whenever you attack with a Tricked Deck, roll a d4 (Or draw a card from an actual deck) And apply the effect described below. You may not have more than 1 tricked deck at a time. When a deck is tricked, your combat cards count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Beggining at the 13th level, roll a second d4 (Reroll if you get the same number) and apply another effect. 1:Flaming Spades ♠ Your cards burn! Whenever you hit a creature, it must make a Dexterity saving throw of DC 8 + a gambit's die rolled number. You do not have to spend a gambit die to determine DC. On a failed save, you light the target on fire for 1d4 rounds. At the beggining of their turn, they take one gambit dice as fire damage (this does not cost you any gambit dice). The condition effect of this feature does not stack. 2:Charmed Hearts ♥ Your cards are infused with a potent pheromone! When you hit a creature, your target must succeed a DC 8 + a gambit dice roll Charisma saving throw or be charmed until your next turn. While charmed, the creature can't attack you or target you with harmful actions or magical effects. You have advantage on any ability check to interact socially with the creature. You may expend 1 gambit die, and subtract the number rolled from the targeted creature's Charisma saving throw. You can only have one charmed target at a time. 3:Poisoned Clubs ♣ Your cards sting! When you hit a creature with a poisoned card, they must make a Constitution saving throw of DC 8 + a gambit die's rolled number. You do not have to spend a gambit die to determine the DC. On a failed save, the targeted creature is poisoned for 1 minute, and receives the poisoned condition. A poisoned creature has disadvantage on attack rolls and ability checks. You may expend 1 gambit die, and subtract the rolled number from the creature's constitution save. 4:Sharpened Diamonds ♦ Ouch! That's sharp! Whenever you hit a creature with a combat card attack, it suffers an extra 1d6 damage. 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. The DC is subtracted by the gambit die's rolled number. Dealer's Determination Starting at 20th level, when you roll for initiative, you regain two gambit die. If you have no gambit dice left, gain two additional gambit dice. Card dealer Archetypes Master of Cards Elegant but lethal, you focus your training on the art of the combat with cards, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. A master of the cards excels in combat using different skills and tricks to flip the results to his advantage and always leave graceful. Fast Hands When you choose this archetype at the 3rd level, you can throw a combat card with increased velocity. Your combat card now deals 1d8 slashing damage on a hit, and its range becomes 60/120. Bonus Proficiencies Also at the 3rd level, you become proficient with medium armor.