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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 with 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 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 it's 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, take 1d8 damage
- 2, Target takes an extra d6 damage
- 3, Target
- 4,
- 5,
- 6, You may immediately throw another Card Sharp card
Loaded Deck
At 14th level, add your intelligence modifier to the damage dealt by each Card Sharp attack.
Dead Man's Hand
18th
