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discipleofcards

Disciple of the Cards

Your a gambler at heart, and your cards are not only a tool, but also your weapon.


Card Sharp

At 1st level, you hurl a Hex charged card at your opponent, making a ranged spell attack to hit up to a range of 60ft.
On a successful hit you do 1D8 damage.
You can throw a second card at 5th level and a third at 11th, and a fourth at 17th. This can target a single, or multiple opponents.


Marked Deck

At 6th level, once per turn, choose from the following effects when making a Card Sharp attack. This must be declared before you make the attack. This only applies to the first card thrown.

Ace of Spades
- Deal an extra 1d6 damage
Ten
- Target must succeed on a strength saving throw against your huckster spell save DC or be knocked prone
Jack
- Target has disadvantage on the next attack roll or ability check it makes before the end of its next turn
Queen
- Ignore Cover
King
- Gain +2 to the attack roll
**Joker **
- If the attack hits, roll a d6
- 1, Card explodes in your hand, player has disadvantage on their next skill check or ability roll
- 2, Target takes an extra d6 damage
- 3, Target must make a Constitution saving throw against your huckster spell save DC or be stunned until the start of your next turn
- 4, Player gains a +2 AC as if they cast mage armour until their next turn
- 5, The card misses it's intended target and strikes a random creature within 15 feet of the original target
- 6, You may immediately throw another Card Sharp attack


Loaded Deck

At 14th level, add your intelligence modifier to the damage dealt by each Card Sharp attack.


Dead Man's Hand

At 18th level, Once per day, you make five Card Sharp attacks as part of the same action. Each attack can use a different Marked Deck effect. You may use this on a single target, or up to 5 separate targets of your choosing.

You must complete a long rest before using this ability again

discipleofcards.txt · Last modified: by admin