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# Spellthief A man sits in a crowded tavern, playing a game of poker at a full table. After a losing hand he tosses his hand into the air, disgruntled. One single card happens to land upon the rafters. He grins inside himself, making sure not to ruin his Poker Face, that card on the rafters is all that was needed to ensure he wins the pot. A woman runs down the street being chased by a group of thugs. Ducking into a nearby crowd, she runs her hands across her face, changing her facial features. Exiting the crowd, she non-chalantly walks away while the thugs fight amongst themselves for having lost her. An adventuring party are in the middle of the forest surrounded by Goblins. The Card Slinger pulls out the deck and shuffles it before pulling the top card. As the Card Slinger throws the card, it begins to resonate with the sounds of battle. A brief moment later, a thin red line forms along the neck of one of the Goblins. Spellthieves are well known around gambling dens and poker tables. Using the art of deception, they always seem to have Lady Luck on their side; though it's really just a matter of a well-trained Poker Face and a bit of Sleight of Hand. Most Spellthieves have some innate magical ability, and have learned to use this to maximize their winnings, in all aspects of their lives.. ### The Power In Your Hand What motivates your character to choose this occupation instead of continuing to gamble? Is it fame, money, a realization of some sort, or something else? Think about what goals your character has in mind when creating a Spellthief, and whether you were forced into this occupation or chose to be a Spellthief. #### Quick Build You can make a Spellthief quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Gambler background. Third, choose a way of life you'd like to dedicate yourself to. ## Class Features As a Spellthief, you gain the following class features #### Hit Points **Hit Dice:** 1d8 per Spellthief level
**Hit Points at 1st Level:** 8 + Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + Constitution modifier per Spellthief level after 1st
#### Proficiencies **Armor:** Light Armor and medium armor
**Weapons:** Playing Cards and Simple melee weapons
**Tools:** Set of Gaming Cards and Set of Gaming Dice
**Saving Throws:** Dexterity, Charisma
**Skills:** Choose three from Acrobatics, Athletics, Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
\columnbreak #### Equipment You start with the following equipment, in addtion to the equipment granted by your background: * a belt case with one full deck of 54 playing cards, already attuned to you * One simple weapon * *(a)* hide armor or *(b)* leather armor * *(a)* an entertainer's pack *(b)* an explorer's pack or *(c)* a gaming set ### Cards The Spellthief uses normal playing cards as their weapon, imparting a portion of their inner magic into their deck of cards enabling them to become effective weapons. The card's damage coordinates with the Card Damage chart found on the table below and deals slashing damage. Spellthieves can also imbue their cards with greater magical power by using Gambit Dice to allow their cards to have extra effects, as detailed in the Gambling feature. In addition, a Spellthief must attune to their deck of cards during or after a long rest, failure to do so prevents them from being able to use the cards as weapons. ### Spellcasting Spellthieves cannot cast any spells themselves, however they are capable of applying their knowledge of thievery to the Arcane. A Spellthief can sometimes *borrow* spells from others and make use of them for a time.
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
\pagebreakNum ### The House Always Wins As part of an action that requires d20 check, you may expend one of your Gambit Dice and add that number to your d20 result. You may use this before or after you have rolled but before the results have been announced. You may not use this ability in conjunction with Bardic Inspiration.
######
##### Spellthief | Level | Proficiency Bonus | Features | Card Damage | Gambit Dice | Gambit Die Size | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | The House Always Wins | 1d4 | 3 | 1d4 | | 2nd | +2 | Gambling | 1d4 | 4 | 1d4 | | 3rd | +2 | Deck Type and Feature | 1d4 | 5 | 1d4 | | 4th | +2 | Ability Score Improvement | 1d4 | 6 | 1d4 | | 5th | +3 | Extra Attack | 1d6 | 8 | 1d6 | | 6th | +3 | Deck Type Feature | 1d6 | 9 | 1d6 | | 7th | +3 | Spell Mimic | 1d6 | 10 | 1d6 | | 8th | +3 | Ability Score Improvement | 1d6 | 11 | 1d6 | | 9th | +4 | Enchanted Body | 1d8 | 13 | 1d8 | | 10th | +4 | Deck Type Feature | 1d8 | 14 | 1d8 | | 11th | +4 | Spell Shield | 1d8 | 15 | 1d8 | | 12th | +4 | Ability Score Improvement | 1d8 | 16 | 1d8 | | 13th | +5 | Great Spell Mimic | 2d4 | 18 | 1d10 | | 14th | +5 | Deck Type Feature | 2d4 | 19 | 1d10 | | 15th | +5 | Resolute Mind | 2d4 | 20 | 1d10 | | 16th | +5 | Ability Score Improvement | 2d4 | 21 | 1d10 | | 17th | +6 | Stone Faced | 2d6 | 23 | 1d12 | | 18th | +6 | Deck Type Feature | 2d6 | 24 | 1d12 | | 19th | +6 | Ability Score Improvement | 2d6 | 25 | 1d12 | | 20th | +6 | Magic Absorption | 2d6 | 26 | 1d12 |
\columnbreak ### Gambling The Spellthief gains Gambit Points at 2nd level, and gains another every level as shown in the Gambit Points column on the table to the left. You regain half of your max number of Gambit Points on a short rest, your max number on a long rest, and 1 Gambit Point on a Critical Hit. These points can be used to imbue cards with certain effects. You gain more effects the higher the level you are, the effects are as follow: * Level 2: Ensanre ─ As an action, you may expend one Gambit point and throw a special card at a creature that deals no damage. On a successful hit, difficult terrain, matching the surrounding land, forms around the creature as though the *Entangle* spell were cast centered on it's location. * Level 4: Elemental Strike ─ You may expend one Gambit Die to empower your next attack. Upon hitting a creature with a weapon attack, your attack can deal additional cold, lightning, fire, or acid damage of your choice. Your Gambit Die Size is used for this damage. * Level 6: Card Shatter ─ As an action, you may expend 2 Gambit Dice and throw a special card at a creature that deals your Normal damage + Gambit Die. On a hit, the card then explodes using only the Gambit die to every creature within 5ft. * Level 8: Spell Store ─ When you successfully make a saving throw against a 3rd level or lower spell, you may expend 4 Gambit Dice and store that spell in a card for 1 hour as a reaction. If the card containing the spell hits a creature, this spell is released centered on them. * Level 10: Double Throw ─ You may expend 2 Gambit Dice and throw two cards instead of one at the same target. Make one attack roll, damage is Card Damage Die + Gambit Die. * Level 12: Healing Draw ─ As an action, you may expend 2 Gambit Dice to throw a card at a target, healing them for an amount equal to your Gambit Die + Charisma Modifier. * Level 14: Doubling Down ─ You may expend 3 Gambit Dice to gain advantage on a roll. You may use this effect after you have rolled, but before the result has been announced. * Level 16: Greater Spell Store ─ When you successfully make a saving throw against a 6th level or lower spell, you may expend 7 Gambit Dice and store that spell in a card for 1 hour as a reaction. If the card containing the spell hits a creature, this spell is released centered on them. * Level 18: Elemental Protection ─ As an action, you may expend 4 Gambit Dice in order to cast the *Protection from Energy* spell with no material components. * Level 20: All in ─ As an action, you may expend 12 Gambit Dice allowing you to put everything you have behind an attack. After making a normal attack, if it hits the damage dealt is increased to 8d10 and is considered magical slashing damage. This attack cannot Critically Hit. \pagebreakNum ### Deck Type At 3rd Level, you may choose one of three Deck Types: Wild Card, Card Seer, or Card Slinger. You gain additional features at levels 6, 10, 14, and 18. ### 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 Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn. ### Spell Mimic At 7th level, you may record a single 2nd level or lower spell that you have seen cast within the last minute on a card as an action. You may only have one spell mimicked with Spell Mimic at any time, and any attempt to mimic another spell removes the ability to cast the previous spell. Charisma is your spellcasting ability for this spell, and no components are required. You may cast this spell once per long rest. ### Enchanted Body At 9th level, you have attained a body enchanted by the magic you steal and you are now immune to the effects of extreme heat and cold environments. ### Spell Shield At 11th level, when a spell targets you that would deal damage or requires a saving throw, you gain temporary hit points equal to double the spell slot level used to cast the spell. ### Greater Spell Mimic At 13th level, you may now record a single 4th level or lower spell that you have seen cast within the last minute on a card as an action. Standard *Spell Mimic* rules apply. ### Resolute Mind At 15th level, you gain advantage on Wisdom and Intelligence saving throws from magic. ### Poker Face By 17th level, you have completely mastered the art of deceit. You add your proficiency bonus to your Deception and Sleight of Skill checks even if you are already proficient. Additionally creatures have disadvantage on Insight checks against you. ### Magic Absorption By 20th level, you have learned to absorb magic, included breath attacks, with your cards. You may negate the effect of any magic on you as a reaction. You may use this ability once per long rest. ## Spellthief Archetypes Spellthieves choose how they want to harness their new found powers. Some find joy in treating their whole life like a game, and they're determined to win it. Others use their abilities to enhance their money-making talents. While a few find that nothing gets the adrenaline flowing quite like a fight. ### Wild Card Wild Cards are Spellthieves who do whatever they will. They enjoy playing life as though it were just another risky game. #### Wild Card Beginning at 3rd level, as an action, you may expend 1 Gambit Die and throw a special card at a creature that on a hit causes a magical effect. Roll on the *Wild Cards* table to determine the effect that takes place. #### Strider Beginning at 6th level, you can move through non-magical terrain without being slowed by it and without taking damage from it if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws that use magic to impede movement, such those created by the entangle spell. #### Now You See Me Beginning at 10th level, a Wild Card can expend 5 Gambit Die and throw his entire deck of cards into the air causing them to swirl around him before moving in a single direction as they seem to vanish. They Wild Card can pick any unoccupied location within range, which is determined by rolling the 5 used Gambit Die for this ability + 20ft. For example, 5d8ft. + 20ft. #### Changing Appearance Beginning at 14th Level, a Wild Card may alter what their humanoid form looks like at will as though they permanently have the *Disguise Self* spell cast on them with the exception that this illusion stands up to physical inspection. #### Rebuff Beginning at 18th level, you can use your action to end one effect on yourself that is causing you to be *charmed* or *frightened*. #### Wild Cards
| d8 | Effect | |:---: |:-----------: | | 1 | You heal the target for 1 Gambit Die + 3 | | 2 | *Dancing Lights* is cast centered on the target | | 3 | *Mage Hand* is cast at target's location | | 4 | *Minor Illusion* is cast centered on the target | | 5 | *Prestidigitation* is cast centered on the target | | 6 | *Resistance* is cast on the target | | 7 | *Thaumaturgy* is cast centered on the target | | 8 | *Vicious Mockery* is cast on the target | | 9 | *Guidance* is cast on the target | | 10 | Your attack Critically Strikes |
\pagebreakNum ### Card Slinger Card Slingers have learned that they can use their powers to turn the tide of combat, putting the odds in their favor. #### Tricked Deck Starting at 3rd level, you can add different effects to your playing cards. Whenever you attune to a deck of cards, you may expend 1 Gambit Die to add a trick effect to your deck of cards. You may choose to apply one effect from the list below to your deck of cards. You may not have more than one tricked deck at a time. At level 8, 13, and 18 you are able to add an additional effect at no extra cost. * Flaming Spades: Your cards burn! When you hit a creature with a *Spade* card, you light the target on fire dealing additional fire damage for 1d4 rounds. The amount of fire damage dealt is equal to your Gambit Die. Attacks made with a *Flaming Spade* are considered magical. * Charmed Hearts: Your cards are infused with a potent pheromone! When you hit a creature with a *Heart* card, they must succeed a *Charisma Saving Throw* of DC 8 + Proficiency Bonus + Gambit Die, 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 can only have one charmed target at a time. * Poisoned Clubs: Your cards sting! When you hit a creature with a *Club* card, they must make a *Constitution Saving Throw* of DC 8 + Proficiency Bonus + Gambit Die. On a failed save, the targeted creature receives the *Poisoned* condition for 1 minute. A poisoned creature has disadvantage on attack rolls and ability checks. On a successful save, the creature only take 1d8 poison damage and is not poisoned. * Sharpened Diamonds: Your cards make your enemies see stars! When you attack a creature with a *Diamond* card, they must succeed a *Constitution Saving Throw* DC 8 + Proficiency Bonus + Gambit Die. On a failed save, the targeted creature will be stunned until your next turn. A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails *Strength* and *Dexterity* saving throws. Attack rolls against the creature have advantage. #### Magic Cards Beginning at 6th level, you have become one with your deck enabling you to weave additional magic into your cards through your fingertips. Your weapon attacks now count as magical for the purpose of overcoming resistances and immunity to non-magical attacks and damage. #### Improved Critical Beginning at 10th level, your weapon attacks score a *Critical hit* on a roll of 19 or 20. \columnbreak #### Volley At 14th level, you can use your attack action to make a ranged attack against any number of creatures within 10ft. of a point you can see within your weapon's range. You must have enough cards available for each attack and you make a separate attack roll for each target. #### Superior Critical Starting at 18th level, your weapon attacks score a *Critical Hit* on a roll of 18-20. ### Card Seer Card Seers are Spellthieves who have learned to see the truth of the world around them. #### Keen Talker Beginning at 3rd level, you may use your *Charisma* modifier instead of your *Wisdom* modifier on *Perception* and *Insight* skill checks. #### Eye for the Cards Beginning at 6th level, you can throw a card up to 60 feet without disadvantage. You also gain the ability to see and hear through your cards. You can perceive through the card for 1 minute. You can use this ability once per short or long rest. #### All Eyes on You Beginning at 10th level, if you are able to hear or see, you are uanble of being surprised. You can also sense when a fight is going to break out and gain the *Improved Initiative Feat*. #### No Eyes Beginning at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creatures and gain 10ft of *Blindsight*. #### All Seeing Beginning at 18th level, Card Seers have learned how to use their magic to learn about the things they seek. Card Seers may cast *Legend Lore* without using a spell slot or consuming material components. You may use this ability once per long rest. ### Credits I would be remiss if I did not give credit to those who deserve it. Sadly I can't directly credit them but I can instead link to the original source that I used for building this class.
The heart of this class comes from the Spellthief class found on D&D Wiki, you can view it here: [Spellthief](https://www.dandwiki.com/wiki/Spellthief_(5e_Class)) I borrowed some elements from another class card Card Dealer, which you can find here: [Card Dealer](https://www.dandwiki.com/wiki/Card_Dealer_(5e_Class)) To create this new class, I took the Spellthief class listed above and renamed a few things, added a new Archetype called the Card Slinger, and tweaked the stats in an attempt to make it more well-rounded. I would appreciate any and all feedback, feel free to message me on Discord: Panaku#5213 or on Reddit: /u/Gamefreak2291
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