Card Master
An All-In Class for DnD 5e
The Card Master
The Card Master plays his combat with a side helping with poker, loading up for a final, big attack that if combat goes smoothly can finish off or stop the encounter completely, being able to use big effects at lower levels if you can get the right hand. [Change later]
Class Name
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Card Magic, Cycling | 2 | Y | — | — | — | — | — | — | — | — |
| 2nd | +2 | Gambling Style | 2 | Y | — | — | — | — | — | — | — | — |
| 3rd | +2 | Improved Expertise | 2 | Y | Y | — | — | — | — | — | — | — |
| 4th | +2 | 2 | Y | Y | — | — | — | — | — | — | — | |
| 5th | +3 | Improved Cycling | 3 | Y | Y | — | — | — | — | — | — | — |
| 6th | +3 | 3 | Y | Y | Y (1) | — | — | — | — | — | — | |
| 7th | +3 | Gambling Style | 3 | Y | Y | Y (1) | — | — | — | — | — | — |
| 8th | +3 | 3 | Y | Y | Y (2) | Y (1) | — | — | — | — | — | |
| 9th | +4 | Improved Expertise | 4 | Y | Y | Y (2) | Y (1) | — | — | — | — | — |
| 10th | +4 | 4 | Y | Y | Y (3) | Y (2) | Y (1) | — | — | — | — | |
| 11th | +4 | Reliable Spellcasting | 4 | Y | Y | Y (3) | Y (2) | Y (1) | — | — | — | — |
| 12th | +4 | 4 | Y | Y | Y (4) | Y (3) | Y (2) | Y (1) | — | — | — | |
| 13th | +5 | Gambling Style | 4 | Y | Y | Y (4) | Y (3) | Y (2) | Y (1) | — | — | — |
| 14th | +5 | 4 | Y | Y | Y (5) | Y (4) | Y (3) | Y (2) | Y (1) | — | — | |
| 15th | +5 | Improved Expertise | 4 | Y | Y | Y (5) | Y (4) | Y (3) | Y (2) | Y (1) | — | — |
| 16th | +5 | 4 | Y | Y | Y (6) | Y (5) | Y (4) | Y (3) | Y (2) | Y (1) | — | |
| 17th | +6 | Reliable Spellcasting | 4 | Y | Y | Y (6) | Y (5) | Y (4) | Y (3) | Y (2) | Y (1) | — |
| 18th | +6 | 4 | Y | Y | Y (7) | Y (6) | Y (5) | Y (4) | Y (3) | Y (2) | Y (1) | |
| 19th | +6 | 4 | Y | Y | Y (7) | Y (6) | Y (5) | Y (4) | Y (3) | Y (2) | Y (1) | |
| 20th | +6 | Dual Focus | 4 | Y | Y | Y (7) | Y (6) | Y (5) | Y (4) | Y (3) | Y (2) | Y (1) |
Class Features
As a class_name, you gain the following class features
Hit Points
- Hit Dice: 1d6 per Card Master level
- Hit Points at 1st Level: 1d6 + Constitution Modifier
- Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Card Master level after 1st
Proficiencies
- Armor: Light Armour
- Weapons: Simple Weapons
- Tools: Dice Gaming Set, Playing Cards Gaming Set
- Saving Throws: Dexterity and Charisma
- Skills: Choose two from among Acrobatics, Arcana, Deception, Insight, Intimidation, Perception or Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts, or (b) any simple weapon
- (a) an explorer’s pack or (b) a diplomat’s pack
- Leather armour, a playing card set and two daggers
Spell Casting
Cantrips
As part of being one with gambling, you gain two cantrips of your choice from the Card Master spell list. You learn additional card master cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Card Master table.
Spell Deck Specialization
At 1st level, you choose two schools of magic to specialize in. These schools of magic become your blue and red cards respectively.
Spell deck creation
For each school of magic you used in your spell deck specialization, you gain 4 spells known. For each of those spells in a specific school of magic, choose A-4, 5-7, 8-10 and J-K. Each spells magic is added to that specific card, and during a card game you may cast the spell from that card (see Spell Deck Use).
Whenever you level up, firstly, can learn a new spell to add into your deck. When you do this, choose a card in your deck and remove its current spell. Then move the magic from every other card down 1 number before placing your new spell in the king position. Alternatively, you may choose to simply learn the spell without adding it to your deck. Learning a spell this way allows you to add it to your deck using the second ability.
Secondly, you can swap out spells for other spells in your deck. To do this, remove up to two spells from different card then replace it with another spell you already know. Then reposition the spells on your card to make sure that the same spell is on adjacent cards in number order.
Spell Deck Use
During your long rest, you may spend 1 hour doing activities that would tend to your deck of playing cards, such as waxing or airing out your cards, in order to create magic in your deck and additionally reset your spell decks used cards. The tending of your cards is time consuming and requires your constant attention.
As an action, you may start a game of cards with your deck. When you do this, you shuffle your deck before drawing a hand of 5 cards. You may not play another game of cards this way until 18 seconds have passed or you've cast a spell through your last card game, whichever is longer. Each card, depending on the schools of magic you have specialized in and the number of spells per suit you know, has a different spell on it. You may cast a spell that appears in these five cards within 30 seconds of drawing the hand. Each spell also has a level up ability, and you level up the spell you cast when it help forms one of poker hands tabled below in your hand.
| Hand Type | Level Up |
|---|---|
| Pair of Suit | 1 Level |
| Pair | 2 Levels |
| Three of a kind | 3 Levels |
| Two Pair | 4 Levels |
| Flush | 5 Levels |
| Straight | 6 Levels |
| Straight Flush | 7 Levels |
You can level up a spell in several ways, which are listed below.
- If a spell has an ability that allows you to change its effects as you cast it with higher spell slots, you may level it upgrade it with your hand types. Each level up from a card type counts as one higher spell slot being used for the spell, and it can exceed a 9th level casting of the spell.
- If the spell cannot be upgraded the first way but has a dice roll used to deal damage, heal or gain temporary hit points to a single target, you can choose to increase the dice used by one of that spell's damage rolls for each level up of the spell.
- If the spell cannot be upgraded the first way and has several targets, you may target an additional legal target with the spell's range with your hand type upgrade.
- If the spell cannot be upgraded the first way, and has a range other than self, you may increase the spells range by a quarter of its base range, rounded down or by 10 ft (whichever is larger) for each level of the spell.\
You may only upgrade using one option, and must use the first upgrade option if available to the spell.
Spellcasting Ability
Dexterity is your spellcasting ability for your card master spells, so you use your Dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity modifier when setting the saving throw DC for a card master spell you cast and when making an attack roll with one. Spell save DC = 8 + your Proficiency bonus + your Dexterity modifier. Spell attack modifier = your Proficiency bonus + your Dexterity modifier
Cycle
Starting at level 1, Whenever you are playing a game of cards with your deck in order to cast a spell, you may use a bonus action to cycle a card in your hand. To do this, you remove the magic from that card, place it on the bottom of your deck, then draw a new card.
Gambling Style
Starting at second level, your cards start to shape to the way you play them. Choose a gambling style from among Aggressive, Avid, Chance or Silent. You gain abilities from your gambling style at 2nd, 7th a 13th level.
Improved Expertise
Starting at third level, you gain the innate ability to become the best in your chosen capability. Choose one skill or weapon that your proficient in or a spell of first level or above.
If its a skill or weapon, you gain expertise in that skill or weapon, adding your proficiency bonus again for that skill or that weapon's attack rolls.
If it s a spell of first level or above, you add your proficiency bonus to that spells attack roll or spell save DC again.
You gain this ability again at 9th level, and once more at 15th level.
Improved Cycling
Starting at 5th level, your cards are embedded with magic that activates even if you expend them to cycle. For each cards school of magic, you gain an additional effect when cycling them, as shown below.
| School of Mgaic | Affect |
|---|---|
| Abjuration | You gain a +1 to AC for 30 seconds or can give a willing creature within 60 ft of you a +1 to AC for 30 seconds. This ability cannot stack. |
| Conjuration | A creature within 60ft of you makes a dexterity saving throw against your spell save DC. On a fail, that creatures speed is reduced by 5ft for 30 seconds. |
| Divination | You look at the top 3 cards of the deck, then you may shuffle the deck. |
| Enchantment | Choose a creature within 60ft of you. That creature adds a 1d4 to their next attack roll, ability check or saving throw |
| Evocation | You choose a creature within 60ft of you. you can either heal a willing creature 1d4-1 hitpoints or deal 1d4-1 fire damage to a creature if it fails a DEX savign throw against your spells save DC. |
| Illusion | You may have the card you draw add or subtract 1 from that cards value. You must choose this as you draw the card but may do it after you see the card |
| Necromancy | You deal 1 necrotic damage to a creature within 60ft of you, and heal another creature within 60ft of you 1 hit point |
| Tranmutation | Instead of drawing a card when you cycle, you may instead look at the top two cards of your deck, and choose one to draw. Put the other on the bottom of your library |
Reliable Spellcasting
At 11th level, you learn how to cast your favourite spell with heightened efficiency. Choose a spell that you currently know, and you gain the following affects with it. You can gain this affect with a different spell at 17th level.
- When you cast the spell, you may make a harmless yet impressive visual effect like fireworks or a thin smoke
- You gain a +2 spell level bonus when casting the spell
- This spell may not be counterspelled
Dual Focus
At 20th level, you learn how to double the speed of your spellcasting. You may use two decks at once. On top of this, you may cycle a card, you may cycle for one or both hands, and when you use your action to cast a spell, you may instead cast a spell from each hand at the same time. You may also use your cycle action to swap one card from one of your hands with another card from the other hand. Doing a cycle this way removes the magic from both the cards cycled.
Gambling Styles
Aggressive
The Aggressive gambler is one that truly believes that a quick game is a good game, and is all about putting constant pressure on your opponents. You gain the following abilities.
Quickened Advantage
At 2nd level, When you cast a spell while playing a game of cards with your deck and have a hand of a three of a kind or higher, your spell level up is increased one as long as you haven't had those cards for longer than 12 seconds.
Card Throw
At 2nd level, you gain the ability to attack while manipulating your deck. Whenever you cycle a card, you may cast the Card Throw Cantrip, using that card as the target of the spell.
A Quick Games...
At 7th level, you may roll your initiative roll with advantage. In addition to this, whenever you go first in combat, you may start a card game using your deck as a free action, then you may cycle a card in your deck as an additional free action.
... A Good Game
at 13th level, whenever you use your quickened advantage skill successfully, you mystify your opponents with your speed. Each creature within 30ft of that spells effect roles a wisdom saving throw against your spell save DC. On a failed save, they get stunned for one minute, and the creature may retry the saving throw on the end of each of their turns, stopping the stun on a successful save.
Avid
The Avid gambler is all about beating your opponents hands, and specializes in gambling in and out of spellcasting.
Beat Their Hand
Starting at 2nd level, you can curse an creature, forcing them to gamble against you. When you start a game of cards with your deck, you choose another person within that you can see. Draw a hand of cards for that player from the bottom of your deck. When you cast a spell from that game of cards, if it bet or drew with the hand that the creature made, the spell you cast this way gains two levels, if the spell you cast only targets the creature that's cursed. If your hand lost against the creature, the spell loses two levels if it only targeted the cursed creature (a spell cannot downgraded into the negatives)
Steal their Chance
Starting at 2nd level, you have the ability to manipulate your opponents hands as well as your own. If you would use your cycle ability, you may instead make a charisma check of any skill against their wisdom saving throw. If they fail the save, you may cycle one of your opponents cards instead of your own, drawing a card from the top of your deck and placing the cycled card on bottom of your deck to do so. When you cycle a card this way, that card loses its magical properties.
Thrill of...
Starting at 7th level, your prowess and excitement for the game rubs off onto others. You make charisma checks to convince others to gamble with advantage.
In addition to this, you gain a +2 to your AC for as long as you are playing a card game with your deck, and your beat their hand abilities level increase is +1 and your beat their hand abilities level decrease is now -1.
... Possibility
Chances are nothing for a gambler like you. You may curse a number of creatures equal to your charisma modifier. Each creature playing against you cycles on their turn, taking their conditions and intelligence into account.
In addition, the beat your hand ability changes and warps to accomodate several players. Your beat their hand effect now gives you the bonus spell levels if it targets any creature that lost against your hand, and loses the levels if it targets any creature that won against your hand.
Side Hustle
The Side Hustle gambler simply uses gambling as a means to his goals. As such he is much more focused on straight on combat than the original cardmaster.
Improved Capabilities
At 2nd level, you learn how the art of combat much better than other card masters can. You gain proficiency in martial weapons, and you gain 2 additional hit points. Finally, your hit dice become a 1d8 hit die, which takes affect for the purposes of gaining health this level.
Combative Cards
Starting at 2nd level, whenever you would cast a spell through a card game with your deck, you may instead expend the magic of the card to give you a combative advantage. For each level up the spell would normally get, you instead get an additional die of the damage dice for that weapon. You also gain a +2 to attack for as long as your hand was a pair or higher.
All In Strike
At 7th level, When you make an attack against a creature, before you roll to hit, you may give yourself a -5 on your attack roll. When you do so this way, add two additional dice of the weapon you are using to your damage roll.
Hit the Jackpot
Starting at 13th level, you may when you hit a target with an attack roll, you may use your bonus action to instead of rolling for damage, using the maximum amount of damage for each damage dice for that weapon. You may only use this ability once per long rest.
Silent
The Silent Gambler is all about stacking the odds in your favour, and is less explosive and more consistent than the original card master.
Improved Cycling
Starting at 2nd level, whenever you cycle a card as a bonus action, you may instead cycle two cards for that turn. When you cycle cards this way, you do not gain any benefits of your improved cycling, and both cards lose their magical properties
Slow and Steady
Starting at 2nd level, you gain the ability to gain a gambling advantage for as long as you take your time. You gain a +2 spell level bonus for as long as you've played the card game with your cards for 30 seconds before casting the spell.
Versatile Caster
Starting at 7th level, you start to learn how to make your deck specialized to certain situations. Each jack, queen and king in your deck can be given a cantrip that you can cast using the card. That cantrip can be cast with the card without needing or removing that cards magical ability, but still can be leveled up with your hand as you cast the spell.
Silent but Deadly
Starting at 13th level, you become a master at silently casting your spells. When you cast a spell with a hand from your card game that is a pair or higher, you may do one of the following to the spell, doing an additional one for each spell level above a pair.
- You don't require somatic componants to cast the spell
- You don't require verbal components to cast the spell
- The spell doesn't make noice if it normally would
- The spell doesn't make a visual affect if it normally would
Quick Build Guide
| School of Magic | Spells |
|---|---|
| Abjuration | Mage Armour, Armour of Agathys, Shield, Aid, Warding Bond, Pass Without a Trace, Beacon of Hope, Dispel Magic, Banishment, Greater Restoration, Fizban's Platninum Shield, Holy Aura, Invunurable. |
| Conjuration | Entangle, Ensnearing Strike, Fog Cloud, Ice Knife, Cloud of Daggers, Vortex Warp, Stinking Cloud, Tidal Wave, Grasping Vine, Cloud Kill, Scatter, Incindinary Cloud, Storm of Vengence |
| Divination | Comprehend Languages, Detect Magic, Hunters Mark, Identify, Detect Thoughts, Locate Object, Tongues, Divination, Locate Creature, Legend Lore, Scrying, True Seeing, Foresight |
| Enchantment | Bane, Bless, Silvery Barbs, Tasha's Hideous Laughter, Mind Thrust, Suggestion, Catnap, Ego Whip, Synaptic Static, Dominate Person, Mass Suggestion, Dominate Monster, Psychic Scream |
| Evocation | Chaos Bolt, Cure Wounds, Magic Missile, Thunder Wave, Flame Blade, Scorching Ray, Aura of Vitality, Fire Ball, Fire Shield, Heal, Prismatic Spray, Sunburst, Mass Heal |
| Illusion | Colour Spray, Disguise Self, Silent Image, Blur, Mirror Image, Phantasmal Image, Fear, Major Image, Greater Invisibility, Creation, Mental Prison, Project Image, Weird |
| Necromancy | Cause Fear, False Life, Inflict Wounds, Blindness / Deafness, Wither and Bloom, Life Transference, Revivify, Summon Undead, Blight, Danse Macabree, Eyebite, Finger of Death, True Ressurection |
| Transmutation | Expeditious Retreat, Long Strider, Magnify Gravity, Enlarge / Reduce... |
| Spells Per Suit | Card Values |
|---|---|
| 4 | A-4, 5-7, 8-10, J-K |
| 5 | A-3, 4-6, 7-9, 10-J, Q-K |
| 6 | A-3, 4-5, 6-7, 8-9, 10-J, Q-K |
| 7 | A-2, 3-4, 5-6, 7-8, 9-10, J-Q, K |
| 8 | A-2, 3-4, 5-6, 7-8, 9-10, J, Q, K |
| 9 | A-2, 3-4, 5-6, 7-8, 9, 10, J, Q, K |
| 10 | A-2, 3-4, 5-6, 7, 8, 9, 10, J, Q, K |
| 11 | A-2, 3-4, 5, 6, 7, 8, 9, 10, J, Q, K |
| 12 | A-2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K |
| 13 | A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K |
Dice Master
Master the way of the Dice
Class Features
As a Dice Master, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Dice Master level
- Hit Points at 1st Level: 8 + constitution
- Hit Points at Higher Levels: 1d8 (or 5) + constitution modifier
Proficiencies
- Armor: Light armour
- Weapons: simple or martial weapons
- Tools: dice gaming set
- Saving Throws: charisma
- Skills: Choose two from skills acrobatics, athletics, deception, insight, intimidation, investigation, perception, sleight of hand or stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a item1 or (b) item2