Card Master

by KingofDeceit

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The Card Master

The Card Master is someone who has been blessed with luck. Maybe a luck goddess gave you a blessing, maybe you made a deal with a fiend, maybe you were just born with luck beyond measure, or maybe you have great luck only until it truly matters. Whatever the case may be you have decided to see how much you can test your luck.

Gamblers, grifters, swindlers, and card sharks

Luck favors those who make their own and only a fool plays the hand he is dealt. Card Masters are infamous for their ability to cheat and deceive their way to a hefty coin purse.

Attracters of Scorn

Your uncanny nack to make a man's payday disappear and reappear on your side of the table has earned you much scorn, and surprise meeting in dark alleys. This common conflict leads many Card Masters knowing how to handle themselves, even if their methods of self-defence can be a little unconventional.

Card Master Table

Level Prof. Bonus Class Features Luck Points Cards Prepared
1 +2 Deck Dealer, Quick Draw - -
2 +2 “Lucky” Game, Luck of the Draw, Draw a Card 4 3
3 +2 Ace up the Sleeve, Deck Dealer (2) 5 3
4 +2 Ability score improvement 6 4
5 +3 Extra Attack (1) 7 4
6 +3 Card Magic, Deck Dealer (3) 8 5
7 +3 Wild Cards 9 5
8 +3 Ability score Improvement 9 6
9 +4 Lucky Dice 10 6
10 +4 Muck the Deck 10 6
11 +4 Extra attack Improvement 11 7
12 +4 Ability Score Improvement 11 7
13 +5 Pick a Card (2) 12 7
14 +5 Deck Dealer (4) 12 8
15 +5 Destiny 13 8
16 +5 Ability Score Improvement 13 8
17 +6 Deck Dealer (5) 14 8
18 +6 Pick a Card (3) 15 9
19 +6 Ability Score Improvement 15 9
20 +6 Loaded Dice 15 10

Creating a Card Master

quick build

  • You can make a Card Master quickly by following these suggestions. First, Dexterity should be your highest ability score followed Charisma. Second, choose the Charlatan background.

Class Features

As a Card Master you gain the following class features

hit points

  • Hit Points at first level: 8 + Constitution Mod
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Card Master level after 1st
  • Hit Dice: 1d8 per Card Master level

Proficiencies

  • Armor: Light Armor
  • Weapons: simple weapons and throwing cards
  • Tools: One instrument of your choice and thieves tools
  • Saving Throws: Dexterity and Charisma
  • Skills: Choose Three: Acrobatics, Athletics, Arcana, Deception, Insight, Sleight of Hand, Stealth, or Persuasion.

Equipment

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

  • Leather Armor
  • One simple Weapon
  • One deck of cards
  • Thieves tools
  • a) Explorers pack b) Burglar’s pack c) Entertainer’s pack

Deck Dealer

At level 1, you have learned how to strike with cards with deadly precision. You can now use cards to attack enemies as a light finesse melee weapon that deals slashing damage and has the thrown property with a range of 30/90 ft. Damage scales according to Card Master table.

At level 3, You now get a critical hit on a 19-20 when attacking with a card, and you restore luck points with non-colored cards on a roll of 19-20 now.

At level 6, You get +1 to hit when making attack roll with a card.

At level 13, You get +2 to hit when making an attack roll with a card.

At level 17, You now get a critical hit on a 18-20 when attacking with a card, and you restore luck points with non-colored cards on a roll of 18-20 now.

Quickdraw

At level 1, you have practiced how to draw cards at lightning speed. Whenever you throw a card you may draw another card if another one is on your person (no action required).

Lucky game

Starting at level 2, you have advantage on any checks regarding a game of chance and you gain proficiency in sleight of hand. If you already have proficiency in sleight of hand or you later gain proficiency you gain expertise instead.

Luck of the Draw

At level 2, you gain access to luck* points. Luck points are used to fuel many of your class abilities. You can never have more luck points then stated in the Card Master chart for your level. You regain all your luck points after a short or long rest.

If you roll a 20 on an attack roll against a creature with a non-colored card then you regain luck points equal to half your proficiency bonus (rounded down).

*these points are different from the points from the Lucky feat.

Pick a Card

At level 2, you become able to imbue your thrown cards with innate magic. You gain different card colors. Before you make an attack roll with a card, you can spend luck point(s) and imbue the card with a color that grants certain magical effects.

Some of your Pick a Card features require your target to make a saving throw to resist the cards effects. The saving throw DC is equal to 8 + Charisma mod + Proficiency bonus On a critical hit, if the creature would make a saving throw against the card, it makes the saving throw with disadvantage.

Instead of immediately making an attack with a colored card you may hold on to it, set it down, etcetera. This counts as concentration. The card triggers its normal affects after 10 minutes, as a bonus action you trigger it, you or someone else throws it, or the card experiences some form of substantial impact. The card's magic is dismissed as a free action or if you lose concentration.

You can only have so many card types prepared for use at a time. The number of card colors you can have prepared shown in the Card Master Table. At the end of a long rest you may change what colored cards you have prepared.

Cards of Yellow

Upon choosing a yellow card, you spend 3 luck points your cards deal lightning damage. Also, enemies must make a Constitution saving throw against your card save DC or be stunned for one turn. Creatures stunned in this way have advantage on saving throws against being stunned by Card of Yellow for 1 minute.

At level 13 and above, you can cause the lightning from your yellow cards to jump and chain to other creatures. After you hit with a yellow card you can spend 2x luck points where x is the number of targets the lightning jumps to. Each additional target must be within 15ft of the original target and each additional target requires its own attack roll.

At level 18, before you make your attack roll, you may spend 5 extra luck points to cause a yellow card to cause paralysis instead of stun and the DC for the constitution saving throw is increased by 2. This effect only effects the initial target of the card and none of the lightning chained targets.

Cards of Blue

When choosing a blue card, you expend 1 luck point and your cards deal cold damage. Also, blue cards reduces the movement speed of the creature hit by 10ft once per turn. On a critical hit the creature's speed is reduced to 0 until the end of its next turn.

At level 13, your blue cards reduce movement speed by 15ft and you may spend an additional luck point so that if the blue card strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 15 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your card save DC to break free.

At level 18, your blue cards reduce movement speed by 20ft.

Cards of Red

When choosing a red card, you spend 2 luck points and your card deals fire damage. An attack with this card causes a spherical explosion with a radius of 10ft at the point it hits. This explosion can critically strike. When you throw a red card roll a d20 if the number would crit for an attack roll then the red card crits. If the d20 lands on a 1 then all creatures have advantage on any saving throws against the card and and you minimize all damage dice for this card. A dexterity saving throw against your ability save DC can be made for half damage.

At level 13 and above, your red cards deal an additional card damage die and the sphere's radius increases to 15ft.

At level 18, you can spend an extra 3 luck points to double the number of card damage die and/or radius of one red card.

Cards of White

When choosing a white card, you spend 2 luck points and your card deals thunder damage. When the card activates wave of thunderous force sweeps forward from it. Each creature in a 30ft cone originating from the card must make a Constitution saving throw. On a failed save, a creature takes full card damage and is pushed 10 feet away from the card. On a successful save, the creature takes half as much damage and isn’t pushed. This thunderous force can critically strike. When you throw a white card roll a d20 if the number would crit for an attack roll then the card crits. If the d20 lands on a 1 then all creatures have advantage on any saving throws against the card and and you minimize all damage dice for this card.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the card by the card’s effect, and the card emits a thunderous boom audible out to 300 feet.

At level 13, your cards of white deal an additional card damage die and push an additional 10 feet.

At level 18, you can spend x extra luck points to increase the push back effect by +5x ft.

Cards of Green

When choosing a green card, you spend 2 luck points and your card deals acid damage. This card damages all creatures in a 5ft wide line that travels up to 60 feet. A dexterity saving throw can be made for half damage. The initial acid damage can critically strike. When you throw a green card roll a d20, if the number would crit for an attack roll then the initial damage of the green card crits. If the d20 lands on a 1 then all creatures have advantage on any saving throws against the card and you minimize all damage dice for this card.

When this card is thrown it leaves a 5ft wide trail of acid on the ground below it as it flies through the air. This trail of acid deals one card damage die when a creature starts its turn in it or enters the trail for the first time on its turn, and the trail evaporates at the start of your next turn. A dexterity saving throw can be made to half the acid pool damage. Overlapping trails of acid do not stack damage.

At level 13, your cards of green deal an additional card damage die on the initial damage and the acid trail damage. You may also spend 1 extra luck point to cause the trail to linger for 1 minute.

At level 18, the acid produced becomes so potent that it can eat through almost any non-magical material. Your green cards deal triple damage to structures and objects and constructs have disadvantage on saving throws against green cards. Additionally, while concentrating on a green card you may cause it to burn through any non-creature material it is touching. (the intention here is to be able to 'paint' with the card to burn through a stationary object such as a window, lock, wall, etc.)

Cards of Crystal

Prerequisite: level 5

When choosing a crystal card, you spend 2 luck points and your card deals no damage. When hits a creature or you choose to activate its ability, you switch places with the card. If the card targets a willing creature, you switch places with the creature. If the card targets a non-willing creature, the creature makes a charisma saving throw. On a fail the creature switches places with you. This only works if the card is within 60 ft of you.

At level 13, you may spend an additional luck point when you choose this card to turn invisible after teleporting until the end of your next turn. This invisibility ends if you attack or cast a spell.

at level 18, you may choose to turn invisible after teleporting at no additional cost.

Cards of Iron

When choosing an iron card, you spend 2 luck points and your card deals no damage. Where ever the card lands a one foot thick slab of iron with the dimensions of up to 20 by 10 feet sprouts from the surface. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). The wall is an object made of iron that can be damaged and thus breached. Each panel has AC 20 and 50 hit points. Reducing the wall to 0 Hit Points destroys it. At the end of one minute the wall disappears. You may only have one instance of this card active at a time

At level 13, The wall's health increases to 100 hit points and you may have 2 instances of this card active at a time.

At level 18, The wall's health increase to 200 hit points and you may have 3 instances of this card active at a time.

Cards of Platinum

Prerequisite: level 5

When choosing a platinum card spend 1 luck points and your card does radiant damage. When a creature is hit by this card they begin to shimmer and glow causing the next attack roll against that creature, before the start of your next turn, to have advantage. On a critical hit this card causes the creature to have disadvantage on the next saving throw it makes till the start of your next turn.

At level 13, you may spend an additional luck point to give the platinum card advantage to hit.

At level 18, you no longer need to spend an additional luck point to give the platinum card advantage to hit.

Cards of Gray

When choosing a gray card, spend 1 luck point. The card does not deal damage but creates the affects of the Darkness spell, at its lowest level, where it lands. This card does count as concentration

At level 13, you are able to see through the magical darkness created by this card.

At level 18, the darkness counts as a 5th level spell and you may spend another 2 luck points to recreate the effects of the silence spell inside the darkness created by this card.

Cards of Black

When choosing a card of black, you spend 1 luck points and your card deals necrotic damage. When a black card hits a creature you gain temporary hit points equal to half of the damage dealt by the card. You don't gain any temporary hit points if you hit an undead or a construct.

At level 13, you may spend an additional luck point to gain temporary hit points equal to all of the damage of the card instead of half.

At level 18, you no longer have to spend an additional luck point to gain temporary hit points equal to all of the damage of the card instead of half.

Ace up the Sleeve

At level 3, as an action you can restore to half of your missing luck points (rounded down). Once you use this feature you cannot use it again till you finish a long rest.

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.

Extra Attack

At level 5, when you take the attack action you can make two attacks.

This increases to three attacks at level 11.

Card Magic

At level 6, any card you attack with acts as a magical weapon for overcoming damage resistance.

Wild Card

At level 7, you can use your bonus action and 1 luck point to throw three cards. The three cards must all have separate targets. Cards thrown this way cannot have a color. These cards do not restore luck points on a critical hit.

Lucky Dice

At level 9, if you fail a saving throw you can instead reroll the save and must take the new roll. This feature can only be used once per long rest.

Muck the Deck

At level 10, as a bonus action you can switch the damage types of two color cards for 1 minute, and you don't need to have both cards prepared to switch the damage types. This feature can only be used once per long rest.

Destiny

At level 15, you can cast teleport targeting only yourself with a max range of 1000 miles. You may use a friendly creature as a destination. Upon using a creature as a destination you teleport to the nearest unoccupied space next to the creature. If the creature is not within 1000 miles the use of this feature is wasted and teleport fails. This feature can be used once per long rest.

Loaded Dice

At level 20, before you roll an attack roll using a card, you can choose to automatically treat the attack roll as a critical success. Once you use this feature you cannot use it again till you finish a long rest.

Multi-classing

Prerequisites

Requires at least 13 dexterity and 13 charisma to multi-class into a Card Master.

Proficiencies Gained

Throwing Cards and one Card Master skill

Orignal work of user KingofDeceit

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Part 2 | Your Introduction
 

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