View Full Version : The Cardfighter

2016-09-30, 09:12 AM
Hit Dice: D8
Weapon Proficiencies: Simple Weapons
Armor Proficiencies: Light Armor
Hitpoints at first level: 8+ Constitution mod
Hitpoint increases: 1 D8 (or 5) + Constitution mod
Saving Throws: Dexterity, Charisma
Skill Proficiencies: Arcana, Sleight of Hand, Stealth, Deception

Card Trick
Starting at 1st level, you have the ability to intwine cards with arcane energy. Your spellcasting stat is charisma. After each long rest, you have the ability to imbue 10 playing cards with 1 spell each. You follow a bard's progression with spell slots. You share a spell list with Rangers and Warlocks for spell levels 1-5, and the Warlock for spell levels 0, and 6-9. On your turn, you may make an attack from a prepared card as an action. The card itself is a ranged attack, using your Dex Mod + Proficiency Bonus to hit, dealing 1 + Dexterity slashing damage. As a bonus action, you may activate the card, casting whatever spell was prepared on the card normally. Once a card is activated, the spell is no longer stored on that card and the card must be charged again. You may store the same spell on multiple cards. You can activate each card from up to 60 ft. away. You may have up to 52 prepared cards at any given time. You cannot cast spells conventionally; unless you imbue a card with a spell, the spell cannot be used. Spells affecting nonmagical ranged attacks affect your cards, despite them being magical. Spells that create duplicates of a ranged weapon will duplicate the card, but not the spell on it. When casting a spell that requires concentration, you can hold concentration on single target spells on up to 1/2 your charisma mod.

No Such Thing As Luck
Starting at Level 3, you gain proficiency in Sleight of Hand. If you already have proficiency in Sleight of Hand, it now doubles. In addition, if you roll lower than your Sleight of Hand score on an attack roll with your cards (not their spells), you can choose to take your Sleight of Hand score as your roll.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase an ability score of your choice by 2, or 2 scores by 1.

Starting at 6th level, your quick thinking lets you know your opponents better than they know themselves. When subjected to an effect that requires a dexterity saving throw, you take half damage on a failed save. On a successful save, you take no damage.

Mysterious Nature
Starting at 9th level, your demeanor has come to define you. As an action, you can try to make 1 creature within 30ft. of you either charmed or afraid. Creatures must make either a Charisma or Wisdom saving throw, with a Save DC of 8 + proficiency + charisma mod. This effect lasts until the end of your next turn.

Two of a Kind
Starting at 10th level, you can throw your cards as a bonus action rather than an action, and activate one spell card as a free action. Activating any additional cards will cost a full action.

Proficient Printer
Starting at 14th level, whenever you are out of spell cards and take a short rest, you are able to create up to 5 spell cards.

Starting at 18th level, you are able to increase a card's stored spell's level by 1 at will. For example, any cantrip is cast at 1st level, any 1st level spell is cast at 2nd level, and so on. 9th level spells are not effected by this.

This is the Cardfighter. Their intention is to function as a very technical and inflexible spell casting class. Their advantage comes into play with their cards, effectively letting them circumnavigate 5e's spell slot system. This means they can be one of the most damaging classes in the game, if played correctly. By the endgame, a careful fighter could have up to 52 prepared level 9 spells.