Dealer A human man sits at the end of a table, grinning at his winnings. A half-orc, angry at his losses, takes a swing at the human, but his hand just phases through the form of the man. As the form dissipates, the man suddenly appears on the other side of the table, deck in hand. Spreading the deck in his hand, he offers the half-orc a gamble. All or nothing. The half-orc pulls a card from the deck and suddenly finds himself unable to move. The man says his goodbye and floats a card from the deck before disappearing in a puff of smoke. A gnome finds himself surrounded by enemies and seemingly cannot escape. He pulls out a deck and spreads the cards, leaving them floating in midair. As one enemy comes in for an attack, the cards move, becoming a shield to block the attack. The sword hits the cards and breaks in two. The gnome smiles and flicks his hand. The cards fly towards the enemy, striking and burying into his flesh. The dealer is not one that will take kindly to unfair play, though he is not afraid to do it himself, just so long as he isn’t caught. Dealers are defined by the cards they wield. While some use their cards for tricks and illusions, some prefer to be in the course of battle – but they all are connected by the hands of fate after a dealing gone wrong. A Deal Gone Wrong Every dealer is defined by the deal they made. Whether to sell their soul for one more chance at life or just to make a lot of money, all deals go well for the being handing the deal, but it never ends well for the Dealer. You have always thought that you were the one to control your own fate, changing it with every decision you made - but you have now found this to be very wrong. Yours and all other fates are governed by the three fates that tug on the strings of life within one of the thousand outer planes of existence. You have only visited them in your dreams and they seem to have taken a liking to you. They gave you the chance to change your fate, should you truly wish to do so. Think about the deal that you made. What were the consequeces of it and how are you planning to fix it. No dealer has ever been able to break their bargain of any other method than fulfilling their end. Dealers themselves love to gamble, and when they make a deal, you can be sure that there will be hell to pay. When you make a deal with the devil, you are bound to get burned. Heart of the Cards Hearing the sound of the cards moving through your fingers brings you joy in life. Every little nook and cranny of the world is teeming with something interesting, and it's your job to find it. The gamble that is life just keeps on going, so why not have a little fun with it? This feeling - the cards in your hand - is as natural as a waraxe is to a barbarian, or a dagger to an assassin. These cards are the essense of your heart and soul. They are your most prized possession and your most dangerous weapon, so treat them with respect. Creating a Dealer When you create your dealer, take a moment to think about what their deal was exactly; why did they need that deal so badly? Were they in the battlefield on the cusp of death, making a deal to stay alive and overcome their enemies? Or did they make a deal to bring their long-lost loved one back from the grave, only to find that they had created a monster? Talk with your DM about which backstory would best fit your character. Are you a handsome man that would ride into town and sweep the ladies off their feet? Or are you a devilish trickster who makes people gamble their lives away for a little fun. Quick Build You can make a dealer quickly by following the suggestions listed here. First, put your highest ability score in Charisma, followed by Dexterity. Second, take the Minor Illusion and Fire Bolt cantrips. Third, choose the charlatan background. Class Features As a dealer, you gain the following class features Hit Points Hit Dice: 1d8 per dealer level

1d8 per dealer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dealer level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Deck of cards, one simple melee weapon of your choice

Deck of cards, one simple melee weapon of your choice Tools: Thieve's tools, two tools of your choice Saving Throws: Charisma, Dexterity

Charisma, Dexterity Skills: Choose three from Arcana, Deception, Investigation, Perception, Performance, Persuasion, and Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: a deck of cards and any simple weapon

studded leather armor

(a) thieve's tools or (b) dungeoneer's pack

one gaming set of your choice The Deck As a dealer, your deck is your life and you must protect it at all costs. This deck looks just like a normal deck of playing cards, with four suits of 13 cards plus the joker cards – for a total of 54 cards. 1

The Dealer Level Proficiency Bonus Features Fate Dice Cantrips Known 1st +2 The Deck, Hands of Fate, Card Casting 2 1 2nd +2 Master of Games, Debt Collection 2 1 3rd +2 Dealer Archetype 3 1 4th +2 Ability Score Improvement 4 2 5th +3 The Deck, Extra Attack 5 2 6th +3 Dealer Archetype Feature 6 2 7th +3 Mulligan 7 2 8th +3 Ability Score Improvement 8 2 9th +4 House of Cards 9 2 10th +4 The Deck 10 3 11th +4 Dealer Archetype Feature 11 3 12th +4 Ability Score Improvement 12 3 13th +5 House of Cards 13 3 14th +5 Dealer Archetype Feature 14 3 15th +5 The Deck 15 3 16th +5 Ability Score Improvement 16 4 17th +6 The Deck 17 4 18th +6 Dealer Archetype Feature 18 4 19th +6 Ability Score Improvement 19 4 20th +6 True Fate 20 4 During Combat The deck, as an item, is a ranged weapon with a 30/60ft range. It deals 1d4 slashing damage on a hit and has the finesse property. While in combat, you – the player – have three choices you can make with your deck. You can draw a magical card from the deck as an action in order to attack your enemy, use your action to attack with a non-magical card, or you can use a bonus action in order to throw a normal playing card with no modifiers When you use an action to throw a magically enhanced card, roll a normal attack with the deck. Upon hitting the target, you then draw a card from the deck. Look at the card that you have drawn and find its corresponding damage types and area of effect in the Suits and Cards sections. Deal the damage in the type and area provided. If you use an action to throw a normal card, roll an attack with your deck and add normal damage modifiers. If you decide to use a bonus action to throw a normal playing card, you roll a normal attack with your deck, however you get no damage modifiers. At the end of your turn, if you drew a card from the deck, you must shuffle it. Suits Depending on the suit of the card that you draw, you will have an additional effect, whether it be healing an ally, or setting an enemy on fire. Whenever you draw a card for an attack, make sure to also activate the suit's ability. This ability is only for the card that hits the target, so face cards do not count. Hearts: Radiant Damage When dealing damage with a card of the hearts, roll 1d6. On a 5 or 6, you gain 5 temporary hit points. Diamonds: Lightning Damage When dealing damage with a card of diamonds, the target feels an electrical surge rush through their body and must make a Constitution saving throw against your spell DC or else they become paralyzed until your next turn. While paralyzed, the target cannot take reactions or bonus actions, nor can they move. Clubs: Fire Damage When damage is dealt with a card of clubs, there is an overwhelming sense of warmth that rushes over the target, which then turns into a burning sensation. The target must make a Constitution saving throw against your spell DC or else be caught on fire. Enemies on fire take 1d10 fire damage at the beginning of each of their turns, unless they take an action to douse the flames. Spades: Cold Damage When damage is dealt with a card of spades, the chilling aura of the king or frost envelops the target, chilling them to the bone. Then, the target must make a Constitution saving throw against your spell DC or else be chilled until your next turn. A chilled enemy's speed is reduced to zero and they cannot take reactions. Cards The suit of the card that you draw when attacking determines what elemental damage you are doing, but the number itself represents how powerful the attack is and the area it affects, as indicated below. The effects of face cards do not stack, and only apply to the card drawn directly after them. So, if you drew a King and then a Jack, the King's effects would go away and you would then draw another and use the Jack as the modifier. Anyone in the area listed takes the effect of the damage, including allies. You may spend 1 Fate Dice in order to change the area of effect for a card to a single target. You may use your Charisma modifier in place of your Dexterity modifier for calculating damage if you so choose. 2 Card: This card deals 1d8 + Dexterity modifier elemental damage to a single target. 2

3 Card: This card deals 1d4 + Dexterity modifier elemental damage in a 10ft. cylinder. (Diameter) 4 Card: This card deals 1d6 + Dexterity modifier elemental damage to a single target. 5 Card: This card deals 1d4 + Dexterity modifier elemental damage in a 10 ft. sphere. (Diameter) 6 Card: This card deals 1d6 + Dexterity modifier elemental damage in a 15ft. line. 7 Card: This card deals 1d6 + Dexterity modifier elemental damage in a 10ft. cone. 8 Card: This card deals 1d8 + Dexterity modifier elemental damage to a single target. 9 Card: This card deals 1d4 + Dexterity modifier elemental damage in a 10 ft. circle. (Diameter) 10 Card: This card deals 1d10 + Dexterity modifier elemental damage to a single target. Jack Card: Draw another card. The next creature that you hit has disadvantage on saving throws and attack rolls until the end of their next turn. Queen Card: Draw another card. Add an aditional 1d4 damage to the next card. King Card: Draw another card. Double the area of effect for the next card. Ace Card: Draw another card. Your next card crits. Roll double damage dice. For example, if you drew a 7 card, you would roll 2d6 instead of 1d6. Criticals do not stack, so if you rolled a critical on your attack roll and drew the ace, you would still only double your dice once. Joker Cards: When you draw the joker, you are allowed to stack a single card on the top of the deck for the next round. Take the card you wish to stack and place it to the side as you shuffle the rest of the cards. Place the stacked card on top and proceed as normal. This takes your action and you do not draw another card to attack. Taking Care of the Cards The dealer must take care of the cards he holds so dear in order to keep them imbued with magical properties. Once per day, the dealer must spend at least 30 minutes tending to their deck. If this does not happen, the cards loose their magical properties and become normal playing cards that deal 1d4 slashing damage with every attack. The magical properties can be returned to the deck when the dealer tends to the cards during a long rest. Hands of Fate The three sisters that govern the lives of the many and thread the strings of life throughout all the planes of existence have a bit of a crush on you. Though not the being that you have made your deal with, they govern the very fate of your existence itself, and thus have blessed you with dice that can change fate Fate Dice Fate Dice are the gambling of life itself. You only have a certain amount, and to replenish them are a lengthy and very dangerous process. You can use Fate Dice in order to modify any roll that you would like to increase by a certain amount as indicated in the Fate Dice Check Increases table. You spend the Fate Dice needed, roll the additional die, and add that number to your roll, much like a bardic inspiration die You may do this as many times as you have dice for it, but you can only use Fate Dice once per roll. So, you can't modify a Strength saving throw another time if your first roll doesn't help you enough. Fate Dice Check Increases Fate Dice Dice Rolled 2 1d4 3 1d6 4 1d8 5 1d10 Replenishing Fate Dice In order to replenish your Fate Dice, you must plead to the fates themselves in the form of a gamble of life. During a long rest, roll 1d20 + your Charisma modifier. If the result is a 12 or higher, you regain all of your Fate Dice. If the result is lower, you enter the Cursed Fate stage. If you enter the Cursed Fate stage, you may try again during a differen rest, short or long, to regain your Fate Dice. Cursed Fate Your pleas to the fates have only come back as curses and chants. You are now cursed until you regain all of your Fate Dice back. During your Cursed State, you only have half of your normal Fate Dice (round up to the nearest whole number). When you would like to use your Fate Dice, you must roll 1d20 with no modifiers and a DC of 10. If your result is higher than the DC, then your Fate Dice work properly. If not, your Fate Dice do not activate. If you roll to regain all your Fate Dice and sucsessfully do so, you will lose your Cursed Fate status. Card Casting Beginning at 1st level, you have the ability to cast low level spells with the very cards that you use to channel your own arcane energy. Although, due to the nature of the fates, everything is a gamble. Cantrips At 1st level, you know one cantrip of your choice from the Dealer Ppell List. You learn additional dealer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the dealer table. These spells can be cast at any time that a normal cantrip would be cast. Lucky Casting If you so desire, you may expend 2 of your Fate Dice in order to cast a leveled spell from the Dealer Spell List detailed at the bottom of this class description. Alternitavely, you may spend 4 Fate Dice in order to cast a spell at whatever level you choose, granted that you are of high enough level to cast the spell. 3

Casting a spell with Lucky Casting uses the normal requirements for the spell such as activation time and duration, but you ignore the components of the spell. When you spend the Fate Dice to cast a spell roll 1d6. Depending on the roll, you may cast a spell from that level as listed in the Lucky Casting Levels table below. In order to cast 2nd-level spells, you must be of 3rd level or higher, and 5th level or higher to cast 3rd-level spells. If you would roll a higher spell level than you can currently cast, you may cast a spell of a level that you can cast. So, if you rolled a 6 but you cant cast a 3rd-level spell, you can cast a 2nd-level spell instead. If you roll a higher level than the spell you wish to cast, you may cast it at the level you roll. For example, if you were to cast the first level Burning Hands spell and you rolled a 6, you would then cast Burning Hands at 3rd level. Spell Save DC = 8 + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier Lucky Casting Levels d6 Roll Spell Level 1 Fail to Cast a Spell 2 1st level 3 1st level 4 2nd level 5 2nd level 6 3rd level Master of Games By 2nd level - being the swift dealer you are - you have learned how to win at most any game. Even those that you have never played can become easy with a few sleights of the hand. You become proficient in the sleight of hand skill. If you are already proficient from other means, you double your proficiency bonus. You may also spend 1 Fate Dice in order to give yourself advantage to all rolls made during a game for 1 minute. If you win a game against a person who volunteers to play the game (knowing of the consequences or not), then they are now indebted to you and must pay that back whenever you choose, giving them a debt counter. Debt counters do not stack on individual people, but last until the debt is repaied. Keep track of your debt counters, as it will become important later. Debt Collection At 2nd level, you have the power to take those indebted to you and cause them to do your bidding in order to repay that debt. Whenever someone is indebted to a dealer, there is a purple playing card marked on their right hand that only dealers and celestials can see. The spell detect magic can let a user see the mark - the same of similar effects. While a person is marked with the dealer's sign, they owe the dealer one favor. When the dealer feels like it is time, they may activate the mark and collect their debt as an action. The target then becomes under the impression of a charm person spell with no way of breaking it unless they are immune to charms. This charm person spell lasts for one order. After the order is carried out, the charm person fades away and the person is no longer indebted. If the order given to a person is out of reason for that character to do (like casting a spell for a bararian or making an NPC give up all their gold), or would put them in any sort of danger (jumping off a cliff), the spell breaks and the debt will go away. The dealer may set a parameter to the deal and give specific things to do later rather than when he gives the deal. If this is the case, the charm person effect only activates when the parameters are met. Fools Gold For every day that a person is indebted to the dealer, 3 enchanted gold pieces appear inside of the dealer's pouch. These gold pieces look and feel like normal gold. There is no way of telling that they are not gold unless detect magic is cast on them. To you and other dealers, the coins glow with a blue aura, which can be seen by celestials and detect magic. The dealer may spend the gold as normal gold, but the vendor may be surprised when his gold disapears later. At six every day, whatever gold you gained from this effect suddenly disapears, whether in your possession or not. You regain the gold at the beginning of the next day. This effect stacks with the number of people indebted to you. For example, if you had 2 people indebted to you at the same time, you would get 6 gold per day. Dealer Archetype When you reach 3rd level, you are given a choice by the hands of fate. Each of the three fates holds out a deck before you - you must choose your path between the Deck of Many Banes, the Deck of Many Vigors, or the Deck of Many Tricks. Your choice grants you features at 3rd level, and again at 6th, 11th, 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take a bonus action on your turn to throw a non enhanced card. You are not able to attack twice with a magically enhanced card. You may expend 4 Fate Dice in order to give yourself another action that turn. 4

Mulligan At 7th level, you learn to give yourself a helping hand. During combat, when you draw a card from the deck, you may spend a bonus action and 2 Fate Dice in order to put the card back into the deck - shuffle - and draw again. House of Cards Given by the fates themselves - at 9th level - you gain the card of the house, which allows you to transport yourself into the House of Cards. Throwing the card requires an action and creates a door which you can step through into the House of Cards. This door will disapear after 2 minutes - or whenever you dispell it. Ayone inside of the house without you can exit and will fall out of a portal 5ft from you. When you exit the house, you will be in the same place as you entered it. House of Cards The House of Cards was created by yourself as it is an extension of your imagination. The house looks however you like it, much akin to the Magnificent Mansion spell. While in the house, taking a short rest will reset your Fate Dice and rid you of the Cursed Fate state. Anyone else that takes a short rest in the house will regain their hit dice and all of their hit points. At 13th level, anyone resting in the house may regain half of their spell slots. You gain half of each level's spell slots. So if you have four 1st-level spell slots and three 2nd-level spell slots, you would regain two 1st-level and one 2nd-level, rounding down. The house can be used as a storage space for items and can hold any items you wish as long as you can imagine where it would be stored and there is space for it. You can either place the object in the house or use the card of storage in order to send it to a place of your choice. Card of Storage The card of storage sends whatever it hits into the House of Cards - to a place of your choosing as long as the object will fit into the room you are sending it to. You must spend 1 Fate Dice to do this and you cannot be in combat. True Fate At 20th level, you become the true master of fate. Each of the three sisters that have governed your life have given you free rein to creature your own destiny. You are now able to weave into the world as if you are a being that controls the strings of time. As an action you gain advantage on all rolls for 1 hour. If you gain disadvantage while this effect is in place, it negates your disadvantage, but you do not have advantage. You may use this ability an amount of times equal to your Charisma modifier (mimimum of 1). Recharging your True Fate You regain all expended uses of True Fate after a long rest. This is not affected by the House of Cards. You may also spend 10 Fate Dice in order to give yourself a charge of True Fate. Dealer Archetype Your dealer archetype determines what role you will play and how you will go about your game. As you have made a deal with a powerful being, but they do not care how you use their powers, so long as their side of the deal is fufilled. The fates, however, have given you the option to choose the path that your powers will take and have presented you with three different decks to evolve yours. Your choice grants you features at 3rd level, and again at 6th, 11th, 14th, and 18th level. Deck of Many Banes The Deck of Many Banes grants the user power over many potent curses and hexes that will mess with the enemy and give the user a boon against them. Expanded Spell List The Deck of Many Banes gives you many new spells to choose from the list below when you use a new dealer spell. The following spells are added to the dealer spell list for you. Deck of Many Banes Expanded Spells Level Spells 1st Charm Person, Command, Hex 2nd Blindness/Deafness, Crown of Madness, Darkness 3rd Bestow Curse, Fear, Hypnotic Pattern Bane of Your Existence At 3rd level, you are able to cast Bane at will as a 1st-level spell as an action, however, you must make a DC 15 Charisma saving throw or else the spell fails. You may cast Bane at a higher level (at a maximum of 3rd-level), but for each level above 1st you must spend 1 Fate Dice. Wild Card At 6th level, the Wild Card gets put inside of your deck. There is no actual card inside of the deck, but whenever making an attack with your magically enhanced card, you roll 1d20. On a natural 1 or 20, you have drawn the Wild Card. This is separate from your attack roll. When you draw the Wild Card, the forces of the card burst forth with an excess of energy. You may choose between three different effects. Give 'em Back You regain half of your Fate Dice rounded up. Switcheroo The next numerical card you draw becomes whatever number you deem it to be. You go through with combat as if it is that card. Standoff One target enters a duel with you. They are not allowed to attack anyone other than you until they can make a Charisma saving throw against your spell save DC. They may make this saving throw at the beginning of each of their turns. 5

Critical Ace At 11th level, you have learned to stack the deck perfectly. While taking a short or long rest, you may take 5 cards from the deck and stack them on top before you rest. The only exception to this is that you cannot stack aces on top of one another. While in combat, if you draw two aces in a row, you will have a true critical. Draw cards until you draw 2 non-face cards. Roll the dice and add all modifiers. This becomes the damage that you deal for the attack. All face cards drawn during this are nullified. Luck of the Draw At 14th level, luck is on your side. You have learned the uncanny art of gaining and losing lucky streaks. Whenever you score a critical hit, you gain a stack of luck. Each stack onto your luck lowers the number needed to crit by one. So, if you were to have 1 luck counter, you would need to roll a 19 or 20 to crit. You can only have 5 luck counters at one time. If you roll and do not crit, you lose all of your luck counters. When rolling, if you roll a 1, you take 1d6 damage per luck counter and you still lose all your counters. If you roll a 1 and have no luck in the stack, you take no damage. Rolling a 1 still activates your Wild Card. All or Nothing At 18th level, you may use All or Nothing. This ability takes your entire turn, and you cannot make reactions until your next turn due to the fatigue of using such a powerful ability. Roll 1d10. Draw an amount of cards equal to the result. You must use those cards in some form this turn during your action. You may stack them however you wish. Each card does its damage in the order that you place them. Face cards to not cause you to draw another card, and you cannot have a true critical with this ability, as you are not drawing cards, so keep that in mind when stacking. You may only use All or Nothing as many times equal to your Charisma modifier (minimum of 1). All expended uses reset after a long rest. Reminder: Unless specified in the Cards section, face cards do not stack on top each other. For example, you will not be able to have an order of ace, king, eight, and nine. You could, however, move the king to be after the eight. Then the ace would trigger the eight and the king would trigger the nine. Deck of Many Vigors The Deck of Many Vigors gives the user power and control of blessings and virtues that will help strengthen their own resolve as well as those of their teammates. Being a team player can help in times of crisis. Expanded Spell List The Deck of Many Vigors gives you many new spells to choose from the list below when you use a new dealer spell. The following spells are added to the dealer spell list for you. Deck of Many Vigors Expanded Spells Level Spells 1st Cure Wounds, Divine Favor, Protection from Evil/Good 2nd Aid, Lesser Restoration, Protection from Poison 3rd Create Food and Water, Magic Circle, Remove Curse Blessings for All At 3rd level, you are able to cast Bless at will as a 1st-level spell as an action, however, you must make a DC 15 Charisma saving throw or else the spell fails. You may cast Bless at a higher level (to a maximum of 3rd-level), but for each level above 1st you must spend 1 Fate Dice Wild Card At 6th level, the Wild Card gets put inside of your deck. There is no actual card inside of the deck, but whenever making an attack wtih your magically enhanced card, you roll 1d20. On a natural 1 or 20, you have drawn the Wild Card. When you draw the Wild Card, the forces of the card burst forth with an exess of energy. You may choose between three different effects. Have Some Help All allies within 20ft of you get 1 hit dice + Consitution modifier worth of temporary hit points. For example, a barbarian would roll 1d12 + their Constitution modifier and get that many temporary hit points. If an ally has multiplte types of hit dice, use the highest of them. Suit My Needs The card you have drawn becomes whatever suit you would like it to be. You go through combat with that new card suit. What're You Lookin' At One target becomes blinded for a round of combat or 1 minute if surprised. While blinded, you cannot see and fail all ability checks that require sight. Their attack rolls have disadvantage and all attack rolls at them gain advantage. Critical Heal At 11th level, the blessings that you have given have taught you how to better understand the divine energy that flows through your deck. Whenever you draw the hearts suit, your healing die goes from 1d4 to 1d10. You are now also able to give these hit points to your allies. You may divide the hit points up and give them out how you wish, so you may give one ally 4 and the other 6. Palidian Armor At 14th level, your cards have given you the power to bless yourself and others with an armor of divine energy. As a bonus action, you may throw a card at an ally and give them a boost. The cards swirl around them to form a weightless suit of armor that glows with holy light and lasts for 1 hour. 6

When throwing the card at the ally, you must roll to see if you hit them. If you do, then they get the armor but still take the slashing damage as if the card was not magically enhanced. You do not have to draw a card from your deck for this effect. If you use this effect on yourself, you must sacrifice 2 Fate Dice, but you do not take damage. While wearing the armor, they get a +2 bonus to their AC and have resistance against poison and necrotic damage. They are also immune to diseases while wearing the armor. You can use this ability a number of times equal to your Charisma modifier (minimum of 1). Only one person can be under the effect of Palidian Armor at a time. You regain all uses of the ablility after a long rest. Sun's Glory At 18th level, you may use Sun's Glory. This ability takes your entire turn, and you cannot make reactions until your next turn due to the fatigue of using such a powerful ability. Bursting forth from your card comes a large blast of white divine energy with a radius of 25ft. All allies caught within the circle are healed by one hit dice. All enemies are dealt 6d8 radiant damage and are blinded for 1 minute. They may make a saving throw against your spell DC at the end of each of their turns to dispel this effect. You may only use Sun's Glory as many times equal to your Charisma modifier (minimum of 1). All expended uses reset after a long rest. Deck of Many Tricks The Deck of Many Tricks gives the user power and control of many different sleights of hand and magical illusions. Whenever there is a trickster in the room, you'd best watch your pockets. Expanded Spell List The Deck of Many Tricks gives you many new spells to choose from the list below when you use a new dealer spell. The following spells are added to the dealer spell list for you. Deck of Many Tricks Expanded Spells Level Spells 1st Grease, Hideous Laughter, Silent Image 2nd Heat Metal, Invisibility, Mirror Image 3rd Blink, Major Image, Tiny Hut Now You See Me At 3rd level, you have learned the art of disguise and dissapearing. You are now able to cast Disguise Self at will using a bonus action. You may also cast Misty Step as many times equal to your Charisma modifier (minimum of 1) per short rest. When you cast misty step, you can choose make a DC 20 Charisma saving throw. If you succeed, you do not expend a use of this ability. Wild Card At 6th level, the Wild Card gets put inside of your deck. There is no actual card inside of the deck, but whenever making an attack wtih your magically enhanced card, you roll 1d20. On a natural 1 or 20, you have drawn the Wild Card. When you draw the Wild Card, the forces of the card burst forth with an exess of energy. You may choose between three different effects. Hit Me With Your Best Shot You become half within the mortal plane and half within another plane of existence for 1 round. While in this state you cannot be hit, but you also cannot hit anything and cannot attack. You are still allowed to move around and talk but cannot interact with anything in the mortal plane. You can still be seen while under this effect and can still be effected by spells that are not physical such as Mind Spike. I'm the Joker, Baby The next card you draw disapears for a turn and is held in a temporary state of flux. You do not get to attack with the card, but as a reaction or bonus action, you can use the card as an extra attack whenever you would be able to attack normally. For example, if you drew a 6 of hearts, you could choose to set it to the side and use the effect of the hearts and damage later. This effect will dissapate after combat and the set aside card will go away. Wait for Me One target makes a Wisdom saving throw against your spell DC. On a failure, they cannot move on their next turn. Sneaky Little Me At 11th level, you have learned to stay in the shadows and keep to yourself by all means possible. You become proficient in the stealth skill. If you are already proficient from other means, you double your proficiency bonus. You also cannot roll below a 5 on any stealth roll. If you do roll below a 5, you may re-roll your check. Additionally, if you surpsise a creature with an attack, you can choose to use 4 Fate Dice and deal an additional 6d6 damage on top of your normal attack. Rabbit From a Hat At 14th level, you gain have infused the Bag of Tricks within your very cards. You may use an action to throw a card and act as if it is using the Bag of Tricks. You roll 1d20 and summon the creature you rolled based on the table below. You can only pull three summons out of the bag per day, and it resets every day. 7