
All other effects of the cantrip applies, such as ray of frost's slowing effect. Cantrips that do not deal any damage function exactly the same, but cantrips that deal damage are treated as weapon attacks with the thrown (30/60), finesse, and light properties. Instead, you learn cardtrips, which are cantrips that you imbue your cards with. Spell attack modifier = your proficiency bonus + your Charisma modifierīeginning at 3rd level, you do not learn cantrips like most classes do.Spell save DC = 8 + your proficiency bonus + your Charisma modifier.In addition, you use your Intelligence modifier when setting the saving throw DC for a card gambler spell you cast and when making an attack roll with one. You use your Charisma whenever a spell refers to your spellcasting ability. Intelligence is your spellcasting ability for your card gambler spells, since you learn your spells due to your wit and magical cunning. The new spell must be of a level for which you have spell slots. Whenever you gain a level in this class, you can replace one of the card gambler spells you know with another spell of your choice from the card gambler spell list. Each of these spells must be of a level for which you have spell slots. The Spells Known column of the Spellcasting Table shows when you learn more card gambler spells of 1st level or higher. You know three 1st-level card gambler spells. You regain all expended spell slots when you finish a long rest. To cast one of these spells, you must expend a slot of the spell’s level or higher. The Spellcasting Table shows how many spell slots you have to cast your spells of 1st level and higher. When you reach 3rd level, your cards become imbued with magical properties, allowing you to cast spells. The Dicemonkey and Slotter archetypes are listed at the bottom of this page, which give you features at 2nd, 5th, 9th, and 14th levels. A regular set of playing cards adds 52 cards to your ammunition for your Razor Cards.īeginning at 2nd level, you choose an archetype that you emulate in your style of gambling. Magical enchantments can be applied to cards as if they were ammunition. Additionally, any magical enchantments, such as a +1, can be applied to your razor card's deck, as if it were a ranged weapon. You are proficient with your Razor Cards. They have the thrown (30/60), finesse, and light properties. You are able to use regular playing cards as weapons, which deal slashing damage equal to the value shown on the Card Gambler table. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. While you are wearing armor, you gain a +1 bonus to AC. You gain a +2 bonus to attack rolls you make with ranged weapons.

You can't take a Fighting Style option more than once, even if you later get to choose again. You adopt a particular style of fighting as your specialty. You use your Intelligence modifier for any such abilities. Some cards ask for your Spellcasting modifier. After playing a card, it is removed from the deck until you take a short or long rest, after which it magically reappears. You cannot draw a card until you have no more cards in your hand. You can have a maximum amount of cards in your hand shown on the table above. It takes an action to draw a card, and a bonus action to use one. You are able to draw and play cards from it, to cause special effects to appear. You possess a magical deck of cards, with 52 cards inside of it.

Gambler's Deck, Fighting Style, Razor Cards ( a) leather armor or ( b) scale mail (if proficient).( a) a shortsword or ( b) a revolver & 20 bullets or ( c) any simple weapon.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose 4 from Acrobatics, Arcana, Deception, History, Intimidation, Performance, Persuasion, Sleight of Hand or Stealth. Weapons: Simple Weapons, revolvers, shortswords Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Card Gambler level after 1st Hit Points at 1st Level: 8 + Constitution modifier

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You now know how to be a card gambler.Īs a Card Gambler you gain the following class features. If you aren't sure how to play a Card Gambler, and have no good ideas for their personality, just look up "Twisted Fate League of legends", And look at his voicelines. The Gambler draws another card out of sheer celebration, only for it to summon 6 skeletons that attack the party. On his next turn, the Gambler draws another card, and hits the Lich with a holy hammer, vaporizing it and healing his wounded Tank. The card fades magically, and the Gambler launches a massive beam of holy magic from his hands. A Party of adventurers is fighting a Lich, one of the party members, a gambler-looking fellow, draws a card from his deck.
