SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

DEX , CHA

Card Slinger

Level Proficiency Bonus Features Backstab
1 + 2 The Deck -
2 + 2 The Deck {@dice 1d6}
3 + 2 The Deck {@dice 1d6}
4 + 2 The Deck {@dice 1d6}
5 + 3 The Deck {@dice 1d6}
6 + 3 The Deck {@dice 1d6}
7 + 3 The Deck {@dice 2d6}
8 + 3 The Deck {@dice 2d6}
9 + 4 The Deck {@dice 2d6}
10 + 4 The Deck {@dice 2d6}
11 + 4 The Deck {@dice 2d6}
12 + 4 The Deck {@dice 3d6}
13 + 5 The Deck {@dice 3d6}
14 + 5 The Deck {@dice 3d6}
15 + 5 The Deck {@dice 3d6}
16 + 5 The Deck {@dice 3d6}
17 + 6 The Deck {@dice 4d6}
18 + 6 The Deck {@dice 4d6}
19 + 6 The Deck {@dice 4d6}
20 + 6 The Deck {@dice 4d6}

Class Features

Level 1

The Deck

Level 10

Hand Feature

Level 11

Mulligan

Level 12

Ability Score Improvement

Level 14

Card Gambit

Level 15

Hand Feature

Level 16

Ability Score Improvement

Level 17

Shadow Walk
Action Surge (two uses)

Level 18

Resolute Mind

Level 19

Ability Score Improvement

Level 2

One With Shadows
Backstab
Action Surge

Level 20

Stacked Deck

Level 3

Card Slinger Hand

Level 4

Ability Score Improvement

Level 5

Gambler's Luck
Extra Attack

Level 6

Going the Distance
Hand Feature

Level 7

Evasion

Level 8

Ability Score Improvement

Level 9

Calling Card
Curving the Card

Proficiencies

Armor

light

Weapons

simple

martial

Skills

Starting Equipment

(a) a dagger or (b) a simple weapon or (c) a martial weapon
(a) leather armor, a dagger, and a deck of playing cards or (b) leather armor, a shortsword, and a deck of playing cards
Alternatively, you may start with: 4d4×10

Class Features

The Deck (Level 1)

A Card Slinger uses a deck containing four suits (Clubs, Diamonds, Hearts, and Spades) of numbered or lettered cards. Each suit has 13 cards that are numbered from two to ten and lettered J, Q, K, A (Jack, Queen, King, Ace) If a card is lost the whole deck must be replaced. The deck must have every suit and number in it or it will not work, so making a deck of 52 ace of spades will not work. In addition, if your deck includes Jokers, you must have them in your deck when you bond with it. After the card is used you can pick up the card and reshuffled the card back into the deck.

Using the deck

As an action, you can make a ranged attack with a drawn card that has a range of 30 ft. A drawn card must be pulled from the top of the deck after the deck has been shuffled. Shuffling and drawing a card is considered part of the action. You can use your choice of your Charisma modifier for these attack rolls instead of your Dexterity modifier.

Some of your card effects require your target to make a saving throw to resist the effect. The saving throw DC is calculated as follows:

Card Slinger

Bonding with your Deck

During a long rest, you must spend no less than 30 minutes to take care of your cards. This might be putting new wax on them, separating them, airing them out, and so on. You also must shuffle the cards at least once in order to imbue them with magic. If these things are skipped the cards will lose their magic until you complete this process.

The Suits

When drawing a card, the Suit determines the damage type of the attack as well as a special effect applied to the creature the card hits. You can choose for the creature to not be affected by this special effect when you make the attack roll.

The added suit effect does not apply to the cards 2, 5 and 8. (the d6's)

For the cards 3, 6 and 9, (the d8's) the saving throw in effect is:

equal to 6 + half your Charisma modifier (rounded up).

  • Clubs ♣ ♣️ ♣️ : Lightning Damage
  • Clubs represents mind, speech and words. These are neutral qualities:

    • A creature hit by the effect of a Clubs Card ♣ ♣️ ♣️ needs to pass a Constitution saving throw or be unable to take reactions and bonus actions until the end of its next turn.

  • Hearts ♥️ ♥️ ♥️ : Cold Damage
  • Hearts stands for love, emotions, imagination, subconscious and other feminine qualities:

    • A creature hit by the effect of a Hearts card ♥️ ♥️ ♥️ needs to pass a Constitution saving throw or have its movement speed halved until the end of its next turn.

  • Spades ♠️ ♠️ ♠️ : Fire Damage
  • Spades symbolizes willpower, courage, strength and other masculine qualities:

    • A creature hit by the effect of a Spades card ♠️ ♠️ ♠️ needs to pass a Constitution saving throw or be blinded until the end of its next turn.

  • Diamonds ♦️ ♦️ ♦️ : Acid Damage
  • Diamonds signifies wealth and matter:

    • A creature hit by the effect of a Diamonds card ♦️ ♦️ ♦️ needs to pass a Constitution saving throw poisoned until the end of its next turn.

The Numbers

While the suit chooses the element of the blast, the number on the card determines how much damage will be done.

  • Cards 2, 5, and 8:
  • These cards deals 1d6 + Charisma modifier.

  • 5's also get a +1 while 8's get a +2.

  • You gain an additional 1d6 damage die at Card Slinger levels at 4th, 8th, 12th, and 16th.

  • Cards 3, 6, and 9:
  • These cards deals 1d8 + Charisma modifier plus suit damage

  • 6's also get a +1 while 9's get a +2.

  • You gain an additional 1d8 damage die at Card Slinger levels at 4th, 8th, 12th, and 16th.

  • Cards 4, 7, and 10:
  • These cards deals 1d10 + Charisma modifier plus suit damage

  • 7's also get a +1 while 10's get a +2.

  • You gain an additional 1d10 damage die at Card Slinger levels at 4th, 8th, 12th, and 16th.

  • ACE & FACE CARDS:
  • ACE & FACE CARDS DO NOT

  • There is NO added effect for the suit of ACE & FACE CARDS.

  • If more than one Jack, Queen, King or Aces are drawn on the same turn, the last card drawn, is the only card that will be activated.

    • The non-activated cards are then added to the discard pile.

  • Jacks:
  • The Jack card empowers the next card, granting an additional 1d4 to the attack and damage rolls.

  • The additional damage becomes at the following Card Slinger levels:

    • 4th level 1d6,

    • 8th level 1d8,

    • 12th level 1d10,

    • 16th level 1d12.

  • Queens:
  • The Queen card grand the following bonuses if the next card is:

    • a 2,3 or 4 = You gain advantage on the attack roll of this card,

    • a 5 thru 10 = if the card hits; that creature has a -2 penalty on Constitution save of this cards damage suit

    • at level 13 the penalty increases by 1 to a -3.

  • Kings:
  • The King card now adds an AOE to the next card:

    • You fling the next card at one creature within range. You make a ranged attack with a drawn card at the target. On a hit, the target takes the number and suit damage of the flung card.

    • On a Hit, the Target must do their Constitution saving throw(s) 1st.

    • On a hit or miss, the suit damage then causes an explosion. The target and each creature within 10 feet of it must succeed on a Dexterity saving throw vs the Card Slingers DC or take 2d6 suit damage. And nothing on a successful save.

  • Aces:
  • The Ace cards grants the next card:

    • to have advantage on the attack roll,

    • doubles the damage dice for that next card,

    • the ability to ignore resistances and immunities.

  • Jokers:
  • The Joker heals 1d12 + Charisma modifier for a single target within range.

    • The card also ends the paralyzed, stunned, poisoned or blinded conditions

    • The healing increases at the following levels:

    • 4th level 2d12,

    • 8th level 3d12,

    • 12th level 4d12,

    • 16th level 5d12,

    • 20th level 6d12.

One With Shadows (Level 2)

At 2nd level, you gain proficiency in the Stealth skill, and if you already have proficiency in it, your proficiency bonus is doubled for any Dexterity (Stealth) check you make.

Backstab (Level 2)

Beginning at 2nd level, striking unaware targets has become fortuitous for you. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a one handed weapon or a ranged weapon. Your cards can make use of this extra damage.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Backstab column of the Card Slinger table.

Action Surge (Level 2)

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a short or Long rest, but only once on the same turn.

Card Slinger Hand (Level 3)

At 3rd level, you choose a Hand that you strive to emulate from the list of available Hands. These Hands are detailed below. Your choice grants you features at 3rd level, and again at 6th, 10th, and 15th.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Gambler's Luck (Level 5)

Beginning at 5th level, your melee attacks when using a one handed weapon critically strike on a natural 19 as well as 20.

Additionally, when you would roll a 1 on a ranged weapon's attack roll or damage roll you can reroll the die and must use the new roll, even if the new roll is a 1. You can use this feature only once per turn.

Extra Attack (Level 5)

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Going the Distance (Level 6)

Beginning at 6th level, the distance you can throw a card you've drawn increases to 120 ft.

You may ignore half and three-quarters cover when attacking with your cards

For the cards 2, 5 and 8, (the d6's) the saving throw in effect is equal to 6 + half your Charisma modifier (rounded up).

For the cards 3, 6 and 9, (the d8's) the normal suit effects now apply to these cards.

At 12th level all effects for all numbers are treated normally.

Hand Feature (Level 6)

At 6th level, you gain a feature granted by your Card Slinger Hand.

Evasion (Level 7)

Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Calling Card (Level 9)

Beginning at 9th level, you can choose when you throw a card to have it return to you after it explodes. Any card you choose to be returned will be back in the deck at the start of your next turn.

Curving the Card (Level 9)

Beginning at 9th level, you can curve the cards you throw so they can go around corners. You become so good at it you can make a card curve up to 90 degrees.

You must be standing within 10 feet of the area you want your card to curve around.

The distance the card can travel is halved when using this ability.

Hand Feature (Level 10)

At 10th level, you gain a feature granted by your Card Slinger Hand.

Mulligan (Level 11)

Beginning at 11th level, after you draw a card, you may, as a bonus action, place the card back in the deck, re-shuffle, and draw again.

You can use this feature once, regaining any expended used when you roll initiative, or after you finish a short or long rest.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Card Gambit (Level 14)

Beginning at 14th level, when an enemy within 30 ft of you misses you or an ally with a melee or ranged attack, you may use your reaction to throw a card at the enemy that missed an attack.

Hand Feature (Level 15)

At 14th level, you gain a feature granted by your Card Slinger Hand.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Shadow Walk (Level 17)

Beginning at 17th level, you gain the ability to step from one shadow into another.

When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Action Surge (two uses) (Level 17)

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Resolute Mind (Level 18)

At 18th level, you gain advantage on Wisdom and Intelligence saving throws from magic.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Stacked Deck (Level 20)

At 20th level, you learn the intricacies of your deck and now you can draw the card you want.

As a bonus action, you search your deck for the card you want and draw it.

You are unable to draw another card (as you normally would when making an attack) this turn.

You may use this feature a number of times equal to your Charisma modifier (minimum 1).

You regain all uses after a long rest.

Subclasses

Subclass Features

Hand of the Deckmaster

Hand of the Deckmaster (Level 3)

The Deckmaster is a miracle worker when it comes to performing rapid tricks with their decks. A deck of cards in the hands of a Deckmaster can be compared to a storm of swords in the hands of the most capable warrior.

Discard

At 3rd level, as a bonus action you may discard the top card of your deck to gain advantage on your next attack. You can use this feature number of times equal to your Charisma Modifier. You regain any expended uses when you finish a short or long rest.

Also, when you draw a card, you may draw 2 cards and discard 1 instead of drawing just one card. Discarding a card removes it from the deck until you complete a long rest. Removing cards this way does not disrupt the magic of the deck and it continues to work as normal. You cannot discard more than 1 card per turn. The other card you can be thrown as normal.

Dealer's Choice (Level 6)

At 6 th level, you can, as an action, draw 5 cards for the top of your deck.Choose one of those cards and return the other 4 to the bottom of your deck.You may make an attack with the card you have drawn.You can use this feature a number of times equal to your Charisma modifier(minimum of one).You regain all uses of this feature after a long rest.

Hat Trick (Level 10)

At 10th level, you are able to throw multiple cards. As an action, draw the top 3 cards from your deck. You may attack with each of these cards as one action, each target must be within 30' of each other and the suit effect is ignored. In addition, the card deals damage only to the target(s) hit. You must finish a short or long rest after using this feature.

Wild Card (Level 15)

At 15th level, you can make personal touches to the deck, so to speak. During a long rest, and while bonding with the deck, choose a number card (2-10) to be considered wild. When a wild card is drawn, you can choose a number and use that number as if that was the card drawb. Suits cannot be altered. The wild card cannot be changed until you spend time during a long rest bonding with the deck again.

Hand of the Spellcard

Hand of the Spellcard (Level 3)

Some Card Slinger have tapped deeper into their bond with the deck of cards and have found away to enhance their fine-honed skills of card slinging and agility with magic, learning spells to infuse into their deck of cards. These card slingers include pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

  • Cantrips:
  • You learn three cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

  • Spell Slots:
  • The Hand of the Spellcard Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

  • For example, if you know the 1st-level spell fog cloud and have a 1st-level and a 2nd-level spell slot available, you can cast fog cloud using either slot.

  • Spells Known of 1st-Level and Higher:
  • You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and transmutation spells on the wizard spell list.

  • The Spells Known column of the Marksmage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

  • The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

  • Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an conjuration or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

  • Spellcasting Ability:
  • Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

  • Spell
  • Spell
  • Spellcasting Focus:
  • You can use your deck of cards as a spell casting focus for your Spellcard spells

Charged Cards

At 3rd level, you may use your cards to attack with cantrips that have the range of touch. Make a ranged spell attack, using the range of your cards. On a hit, the creature is subjected to the effects of the cantrip as if your had touched them.

Quick Scaling (Level 6)

Starting at 6th level, after casting a spell of 1st level or higher, you may draw and attack with a card as a bonus action.

Magic Deck (Level 15)

At 15th level, you've learned how to transfer the magic of your deck into spell slots. Once per day when you finish a short rest, you can choose expended spell slots to recover by discarding your cards. The spell slots can have a combined level that is equal to or less than half your Card Slinger level (rounded up). For example, if you're a 4th-level wizard, you can discard up 10 cards and recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st—level spell slots. Discarding a card removes it from the deck until you complete a long rest. Removing cards this way does not disrupt the magic of the deck and it continues to work as normal.