Card clasher (5e Class)
Card Clasher
A rouge tabaxi holds a deck of 52 playing cards when a bar fight between barbarians and his party members begins. The tabaxi smirks then throw twenty playing cards a the feet of the barbarian leader. The leader becomes enraged then charges the Tabaxi until the card flies towards the barbarian leader and kills him. The Tabaxi walks past the corpse a shows the remaining barbarians his ace as they flee from the bar...
Creating a Card Clasher
Have you ever felt like building an illusionary wall by using some of your cards? Or have you wanted to block guard's charging spear by just throwing up an ace or two? then this is your class!
- Quick Build
You can make a Card Clasher quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Entertainer background.
Class Features
As a Card clasher you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Card clasher level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Card clasher level after 1st
- Proficiencies
Armor: none
Weapons: simple weapons
Tools: poisoners kit, herbalism kit
Saving Throws: dexterity, charisma
Skills: Choose 3 from the following; Persuasion, Athletics, History, Insight, Intimidation, Investigation, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Deck of playing cards
- (a) Poisoners kit or (b) Herbalism kit
- (a) Entertainers pack or (b) Dragon chess set
- If you are using starting wealth, you have 5d6*10 gold in funds.
Level | Proficiency Bonus | Features | Card dmg die | Fate Dice | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Dealers deck unarmored defense | 2d4 | - | — | — | — | — | — |
2nd | +2 | Chemical Cards | 2d4 | - | 2 | — | — | — | — |
3rd | +2 | Crazier cards | 2d4 | - | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3d4 | - | 3 | — | — | — | — |
5th | +3 | — | 3d4 | 1 | 4 | 2 | — | — | — |
6th | +3 | <!-Class Feature3-> | 3d4 | 1 | 4 | 2 | — | — | — |
7th | +3 | — | 3d4 | 1 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4d4 | 1 | 4 | 3 | — | — | — |
9th | +4 | <!-Class Feature3-> | 4d4 | 2 | 4 | 3 | 2 | — | — |
10th | +4 | <!-Class Feature3-> | 4d4 | 2 | 4 | 3 | 2 | — | — |
11th | +4 | — | 4d4 | 2 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3d6 | 2 | 4 | 3 | 3 | — | — |
13th | +5 | — | 3d6 | 4 | 4 | 3 | 3 | 1 | — |
14th | +5 | <!-Class Feature3-> | 3d6 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 3d6 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement, <!-Class Feature3-> | 4d6 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | <!-Class Feature3-> | 4d6 | 5 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 4d6 | 5 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4d6 | 5 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | <!-Class Feature3-> | 4d6 | 5 | 4 | 3 | 3 | 3 | 2 |
Dealers Deck
At first level: You have learned that you could use cards for more than just show they could be deadly in the wrong hand probably yours. You can attune yourself to a deck of 52 cards the cards are treated as versatile weapons and deal damage equal to the card dmg column of the leveling table. You can use the cards as a ranged weapon (30|60) dealing half dmg on a successful attack. You can only attune yourself 1 deck of cards at a time. A binded deck is considered magically for the purpose of getting over resistances. <!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
Unarmored defense
At first level: After practicing the art of gambling and swiftness you've learned that being nimble is just as important as being charismatic. Your AC is equal to 8 + DEX + CHA.
Chemical Cards
At second level: You can add a different dmg type to your attuned deck of cards Dealing an extra d4 of the associated dmg type. The types chosen can be these on the list
- Dmg types
Radiant, Necrotic, Fire, Cold, Acid
Crazier card dealing
You can choose a subclass from Magic trick the gambler or the build the subclass features come at levels 3rd 5th 7th 13th 17th
Ability Score Increase
When you reach the 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.
<!-Class Feature->
<!-Class feature game rule information->
<!-Class Feature->
<!-Class feature game rule information->
<!-Class Feature->
<!-Class feature game rule information->
<!-Class Feature->
<!-Class feature game rule information->
<!-Class Feature->
<!-Class feature game rule information->
<!-Class Feature->
<!-Class feature game rule information->
<!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 1->
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes