The Homebrewery - NaturalCrit Enchancer PDF

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Enchancer Card Slinging

A man is sitting at a table playing poker when hears the click CardSlinger. Starting at 1st level, you gain proficiency with all
of from the locking of a gun. As he goes to deal a card he gaming sets and expertise with the playing card set, as well
flicks a card at person in front of him so quickly, cutting his proficiency with sleight of hand. When battling you may use
neck open. Shots fire at him but he throws a card at one of your deck of cards. When dealing damage with a card always
his enemies and it blows up in wiping out half of the room use your dexterity modifier as bonus damage. Roll to see if
and causing a hude holw in the wall. One man bolts out of the you hit, then draw a card. Each Card has their own
doors and tries to escape. From his chair he throws a card properties. Play a card and roll the appropriate dice. If you
with such a curve it winds out of the door and slits the roll the same number on the appropriate dice as the number
running mans neck. on your card you add your charisma modifier as bonus
damage. Ex: Your card would deal Dice damage + Dexterity
Modifier + Charisma Modifier.
Cards and Magic C2-4: D4, C5,6: D6, C7,8:D8 C9,10: D10 CA:D12, (1 or 11)
As a Enchancer, your expertise with playing cards goes Thrown cards are as simple ranged weapons with the
beyond sleight of hand tricks and beating fools at the gaming finesse, light, thrown (0/60) properties that deal 1d6 slashing
table. Through experience and experimentation, you’ve found damage. To throw a card, you must first draw a card from the
that cards allow you to channel the energies coursing top of your deck. At the end of the battle, any cards you have
through you. You’ve also discovered that your skill with thrown are damaged and can not be thrown again until your
playing cards is uncanny, allowing you to throw cards with magical cards are restored through shuffling. Battling with a
deadly accuracy. The random act of drawing a card connects deck of cards uses both hands.
you with the forces of chaos, unleashing the extraordinary.
With each shuffle of your deck, you come closer to Card Casting
understanding your gift and realizing your true potential. Card Casting At 1st level, you can empower one standard
deck of playing cards which become magical with the
Creating an Enchancer following properties. Your Jack, Queen, King and Jokers are
Think of character in the setting of what playing cards. What enchanted with magical spells. Jacks can only be enchanted
drove characrter to this point, why do they like to play cards? with illusion spells, Queens can only be enchanted with
Or choose to do it? What do they have to gain by playing Enchantment spells, Kings can only be enchanted with
cards? What kind of person plays cards, and what personality Evocation spells, and Jokers can be attuned with any spell.
traits do they need to be good with them? When casting a spell the card is consumed by magical
energy. You have to perform a long rest to get it back. You
Quick Build have a total of 14 cards that can be enchanted. Each face card
You can make a Enchancer quickly by following these and joker can only be enchanted with the same spell as the
suggestions. First, Charisma should be your highest ability other face cards of its kind. One must follow the normal rules
score, followed by Dexterity. Second, choose the charlatan of the spell when casting a spell using the card.
background.
Enchanting a card:
Class Features The process of enchanting a card takes 8 hours per spell. If
you are enchanting multiple cards with 1 spell you may
Hit Points enchant them all at once. After enchanting a card you need to
Hit Dice: 1d8 per Enchancer level perform a long rest to cast magic cards or to enchant more.
Hit Points at 1st Level: 8 + your Constitution modifier You may enchant a card that is already enchanted and
Hit Points at Higher Levels: 1d8 + your Constitution replace it with a new enchantment. Jokers: Jokers have to be
modifier per Enchancer level after 1st used for your highest level spells. Shuffle. During a short rest
Proficiencies you can shuffle your cards. All cards used or lost return to
Armor: Light Armor your deck.
Weapons: Simple weapons
Tools: Cards, Artisan's tools, Gambling tools Using Playing Cards
Saving Throws: Charisma, Dexerity Playing this class works best if you have a standard deck of
Skills: Choose two from Deception, Performance, Sleight of playing cards in addition to your normal set of dice. A
Hand, Perception. standard deck of playing cards includes: 52 cards in each of
the four suits (Clubs, Diamonds, Hearts, and Spades). Each
Equipment suit contains thirteen cards: Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack,
You start with the following equipment, in addition to the Queen, and King. Two Joker cards.
equipment granted by your background: If you do not have a set of playing cards, you can use dice
(a) 10 darts (b) 2 Daggers instead. Use a d4 to determine the suit (1 to 4 alphabetically)
(a) Entertainers Pack (b) Burglars Pack and a d12 to determine your card, treating 1 as an Ace, 11 as
A Deck of Cards a Jack, and 12 as your choice of a King or Queen. You’ll need
a couple of tokens or a record on your character sheet to
count your Jokers
The Enchancer
Proficiency Card Magic
Level Bonus Features Enchantments Cards Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 CardSlinger, Magic Cards 5 14 5 1 — — — — — — — —
2nd +2 Magic Black Suit 5 14 5 1 — — — — — — — —
3rd +2 Game Mastery Feature 5 14 5 2 — — — — — — — —
4th +2 Ability Score 5 14 5 3 — — — — — — — —
Improvement
5th +3 Red Magic Cards 5 14 5 3 1 — — — — — — —
6th +3 Game Master Feature 5 14 5 3 2 — — — — — — —
7th +3 Gamblers Luck 5 14 5 3 3 — — — — — — —
8th +3 Ability Score 5 14 5 3 3 1 — — — — — —
Improvement
9th +4 Enhanced Card Slinger 5 14 5 3 3 2 — — — — — —
10th +4 Spell Cards 6 14 5 3 3 3 — — — — — —
11th +4 Game Mastery Feature 7 14 5 3 3 3 1 — — — — —
12th +4 Ability Score 7 14 5 3 3 3 2 — — — — —
Improvement,
13th +5 Mulligan 8 14 5 3 3 3 3 — — — — —
14th +5 Luck of the Draw 8 14 5 3 3 3 3 — — — — —
15th +5 Card Master Feature 9 14 5 3 3 3 3 — — — — —
16th +5 Ability Score 10 14 5 3 3 3 2 1 — — — —
Improvement
17th +6 Is This Your Card 11 14 5 3 3 3 3 2 — — — —
18th +6 Wild Card 12 14 5 3 3 3 3 3 1 — — —
19th +6 Ability Score 13 14 5 3 3 3 3 3 2 — — —
Improvement
20th +6 Stacked Deck 14 14 5 3 3 3 3 4 2 — — —

Card Enchantments Spell Casting Ability


This line in the level up chart for the Enchancer shows how Charisma is your spellcasting ability for your Enchancer
many different spells you can enchant your cards with. As you spells. Your magic comes from the chaotic energy of drawing
level up the amount of different spells you can enchant your cards. You use your Charisma whenever a spell refers to your
cards with increse. Each type of face card can only be spellcasting ability. In addition, you use your Charisma
enchanted with one spell, but when you hit level 10 you get modifier when setting the saving throw DC for a Enchancer
enchant each of the face cards with their own spell. However spell you cast and when making an attack roll with one.
the total amount of different spells you can enchant your Spell save DC = 8 + your proficiency bonus + your
cards with are determined by the Card Enchanment line. Charisma modifier
Each card can only have 1 spell enchanted to it. Spell attack modifier = your proficiency bonus + your
Charisma modifier
Magic Cards
This shows that you have 14 cards that you can cast spells Spell Casting Focus
and cantrips with. d Your deck of Cards is your Spell Casting Focus
Black Magic Suit: Spell Cards
Beginning when you reach 2nd level. You can pick the Starting at the 10th level you are able to enchant each one of
damage type for each of your non-faced black suit cards. In your spell cards with a different spell, as according to the
order to do this you must use an object related to the damage card type. Follow the spell chart to see how many different
type, and perform a card enchantment for that card to gain spells you can learn.
the desired damage type.
Mulligan
Game Mastery Beginning at 13th level, after you draw a card, you may, as a
At the 3rd level you learn to master one particular game of bonus action, place the card back in the deck, re-shuffle, and
cards, your constant playing of that game with your cards has draw again. You can use this feature once, regaining any
caused your cards to develop unique attributes that you can expended uses when you roll initiative, or after you finish a
use. short or long rest.
Ability Score Improvement LUCK OF THE DRAW
When you reach 4th level, and again at 8th, 12th, 16th and Starting at 14th level, you regain 1 magical card anytime you
19th level, you can increase one ability score of your choice draw an Ace from your deck or roll a natural 1 on an attack
by 2, or you can increase two ability scores of your choice by roll, saving throw, or ability check. The 1 must be the roll’s
1. As normal, you can't increase an ability score above 20 final result; for example, if you rolled a natural 1 and a
using this feature natural 15 while you had advantage, you would not regain 1
magical card. Pick a random expended magical card. In
Red Magic Card addition, when the result of an attack roll, saving throw, or
Beginning at the 5th level You can pick the damage type for ability check that you make is a natural 9 or lower, you can
each of your non-faced black suit cards. In order to do this spend 3 magical cards to draw a card and add the face value
you must use an object related to the damage type, and to the result (Ace, Jack, Queen, and King are worth 10).
perform a card enchantment for that card to gain the desired
damage type. Is this your card
At the 17th level, you throw a card at the enemies and dont
Gambler Luck look at it. You then guess the card's suit and number of the
Beginning at 6th level, your melee attacks when using a one card. If you guess the suit right you deal 3 X your charisma
handed weapon or playing cards critically strike on a natural modifier for that card's suit type damage. If you guess the
19 as well as 20. Additionally, when you would roll a 1 on a number right you deal 3 times your dexterity modifier slash
ranged weapon's attack roll or damage roll you can reroll the damage. Calculate the throw damage. Jacks- Jokers do 1d12
die and must use the new roll, even if the new roll is a 1. You damage if thrown.
can use this feature only once per turn.
Wild Card
Enhanced CardSlinger Beginning at 18th level, as a free action you can remove an
At 7th level, your innate abilities are enhanced and you gain Ace or a magical card to have a card of your choice appear on
the following benefits: When you’re the target of a ranged the top of your deck of cards (whether magical or mundane),
attack by a creature you can see, you can make a ranged even if that card has already been discarded or destroyed.
attack with a playing card as a reaction. This can be used for The card is the actual card and vanishes from its previous
an amount of times equal to your dexterity modifier per short location. You may do this 2 times per long rest.
rest. If it is a magical card reshuffle into your deck instead of
throwing it. Stacked Deck
Ranged attacks made with playing cards are considered At 20th level, you learn the intricacies of your deck and now
magical for the purpose of overcoming resistance and you can draw the card you want. As a bonus action, you
immunity to nonmagical attacks and damage. search your deck for the card you want and draw it. You are
When you cast a spell that deals damage that is the same unable to draw another card (as you normally would when
type as on one of your suits, you can make a ranged attack making an attack) this turn. You may use this feature a
with a playing card as a bonus action. On a hit, if the suit of number of times equal to your Charisma modifier (minimum
the thrown card matches the damage type of the spell (See 1). You regain all uses after a long rest.
Damage by Suit table), the card will deal an additional 2d6
damage of that type. This increases to 3d6 at 14th level and
4d6 at 18th level. This can be used for an amount of times
equal to your Charisma modifier per long rest.
Curving the Card
From 9th level onward, 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.
Evasion
Game of Choice Beginning at 6th level, you can nimbly dodge out of the way of
Black Jack certain area effects, such as a red dragon’s fiery breath or an
ice storm spell. When you are subjected to an effect that
You have spent a lot of time playing and gambling in allows you to make a Dexterity saving throw to take only half
dangerous places and in order to survive you have learned to damage, you instead take no damage if you succeed on the
trick others and, blend into the shadows. Learning these saving throw, and only half damage if you fail.
abilities have begun to allow you rely more on certain skills
rather than chance to succeed. Hat Trick
At 11th level, you are able to throw multiple cards. As an
Assassinate action, draw the top 3 cards from your deck. You may attack
Starting at 3rd level, you are at your deadliest when you get with each of these cards as one action, each target must be
the drop on your enemies. You have advantage on attack rolls within 30’ of each other. In addition, the card deals damage
against any creature that hasn’t taken a turn in the combat only to the target(s) hit. You can use this ability an amount of
yet. In addition, any hit you score against a creature that is times equal to your dexterity modifier per long rest.
surprised is a critical hit.
Speed Magic
Cheater Beginning at the move 15th level, When you throw your card
Starting at the 6th level, During any game your sleight of you can teleport to it as a reaction. You may then draw
hand allows you to tip a die up or down one value, or draw an another card and use that to attack. Attacking this way give
additional card. Additionally you may roll a sleight of hand you an advantage to your hit roll. You can use this an amount
check instead to see if you change the value of the die or dice of times equal to your charisma modifier per short rest.
by more than one or to draw more than 1 card.. During battle
you may use this ability for hit rolls or to draw multiple cards. Castle:
In battle it uses your charisma modifier, and you can only use
in battle up to an amount of times equal to your charisma Your consistent Practice of the game castle has caused you
modifier per long rest. focus on you preparation, and patience. This focus has
allowed you to hone your body and mind, so that you may be
Hit Me able to withstand attacks or shifts in the game.
Starting at the11th level if a creature goes to attack you and
is within 5ft and misses you may use a reaction to perform a Castle Guard
sleight of hand check. If it equal to or higher than the Starting at level 3 your constitution increases by 2, and you
creature's dexterity ability score then place one of your black gain profeciency with medium armor.
jacks from your deck into that creature's equipment. All
attacks, spells, and abilities that you cast on the creature are Castle Wall
guaranteed to hit. Discard this card until the effect ends. This Staring at level 6 you gain the ability to adjust shields so that
lasts for an amount of turns equal to your charisma modifier, they may hold cards. You gain profencienc with shields.
and the card returns to your deck after. Using this method you become able to wield a shield while
using both the cards and shield proficiently.
Black Jack Magic
You place one of your jacks that are black in a location. At any Castle Stock
time in an instant you can cause the card to blow up. The Starting at level 11 during battle and at the start You cause 6
enemy can perform a charisma saving throw and take half cards to magically float and stick to the front of your shield.
damage. On a failed save all enemies within a 25 ft radius Draw the top 6 cards of your deck, put 3 face down and dont
takes 21 + your Charisma Modifier damage. The damage type look at them. Put the other 3 at the top. You may use these
is determined by the suit. You can use this ability twice per cards at any point. After you use the top 3 cards you may look
short rest. at one of the bottom cards and use that any time during
battle. After one bottom card, you may then look at another
Speed and use that at any time. Repeat for the third card faced
down. You can use ability once per short rest and the cards
You have spend many hours practicing the game of speed. remain on the shield until used or rested again.
Your movements hae become sharper, quicker and more
focued. The race to be faster has imbued fast energy into your Castle Defences
cards which you uses to enchance yourself and your abilities Starting at level 15, cards float up from your deck and create
a barrier. The amount rolled on the dice is the number of
Cunning Action cards that get drawn from your deck. Roll a d6 Count the
Starting at 3nd level, your quick thinking and agility allow you total value of the cards, from the card numbers. The total
to move and act quickly. You can take a bonus action on each amount of damage you would take gets deferred to the cards.
o f your turns in combat. This action can be used only to take The cards used in this ability are discarded. You may use the
the Dash, Disengage, or Hide action. ability a number of times equal to hour charisma modifier per
long rest. This ability can stack.

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