The Homebrewery - NaturalCrit Enchancer PDF
The Homebrewery - NaturalCrit Enchancer PDF
The Homebrewery - NaturalCrit Enchancer PDF
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 — — —