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Jan 19th, 2019
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  1. -ACE-
  2.  
  3. Hit Points
  4. Hit Dice: 1d8 per Card ACE level
  5. Hit Points at 1st Level: 8+CONS
  6. Hit Points Higher: 1d8(5)+CONS per level.
  7.  
  8. Proficiencies
  9. Armor: Light Armor
  10. Weapons: Dagger; Hand Crossbow;
  11. Tools: Playing Card Set;
  12. Saving Throws: Dexterity And Charisma
  13. Skills: Choose Three From, Deception, Insight, Perception, Performance, Persuasion, Stealth, Sleight of Hand.
  14.  
  15. -Ace (1)-
  16. Ace's Replace Your NAT-20's. A 20 is still an auto-hit though, but doesn't keep the damage property.
  17.  
  18. -Card Casting (1)-
  19. Everytime you gain a Spell Slot Level, you gain two new spells for the appropriate Spell Slot Level from the Bard or Wizard list.
  20. You must always cast at Max Spell Slot, but are able to use any spells you know.
  21. Spell Slots = 8
  22.  
  23. -Shuffle The Deck (1)-
  24. You can only shuffle the deck once a long rest.
  25. If in combat, you run out of cards. You can take one action to shuffle the deck.
  26.  
  27. -Hands of Trickery (1)-
  28. Gain Proficiency/Expertise in Sleight of Hand or Deception.
  29.  
  30. -Luck of the Draw (2)-
  31. Draw another Card, then decide which one to activate. If the Card is an ACE, then you buff the current card.
  32. To replenish uses, you must take a Short/Long Rest.
  33. 1 - Level Two
  34. 2 - Level Four
  35. 4 - Level Eight
  36. 8 - Level Sixteen
  37.  
  38. -Master of The Deck (3)-
  39. Choose a Card-Set to master. The Sets are detailed below.
  40.  
  41. -Ability Score Improvement (4)-
  42. 4th, 8th, 12th, 16th and 19th.
  43.  
  44. -Extra Attack (5)-
  45. When you take Attack, you can Attack twice.
  46.  
  47. -Trick Up the Sleeve (9)-
  48. You pull a card out of your sleeve which gives you Advantage on ONE ROLL.
  49. USE: 1d4/Short or Long Rest.
  50.  
  51. -- DECKS --
  52. Tarrot
  53.  
  54. 54-Suite
  55. -Arcane Cards-
  56. Upon mastering this deck your cards are infused with Arcane Magic. Each card's damage increases by one die at levels 6, 12, 18.
  57. Your weapon attacks with the deck also count as a Silvered/Magical Weapon.
  58.  
  59. -Deck of Pain (3)-
  60. You soon learn to reactivate the Cards upon hitting the target, allowing you to maximize damage.
  61. After you damage an enemy in a turn, at the end of the enemies turn use your reaction to make them take half the damage of what you dealt, rounded down.
  62.  
  63. -Trickster's Instinct (7)-
  64. Your ability with cards has taught you how to exploit the enemies weakness, you watch your enemy as they expose themselves at their own game.
  65. After you roll an Attack Roll, Remove the Resistance of the enemy for your current thrown card.
  66. (USE: Charisma, Long Rest)
  67.  
  68. -Royal Flush (10)-
  69. Throw Three Cards (All Different Attacks) at enemies.
  70. (USE: 1d4, Short or Long Rest)
  71.  
  72. -Deadly Strikes (15)-
  73. (Use: 4 Times)
  74. Head - Disadvantage on Next Saving Throw (ACE: Stun)
  75. Arm - Disadvantage on Attack/Strength (ACE: Drop Weapon)
  76. Leg - Movement Speed Is Reduced By 10 (ACE: Prone)
  77. Chest - Push Away 5 Feet, If It Hits a Wall Does 1d4 Damage (ACE: 15 Feet)
  78.  
  79. -Trap Card (18)-
  80. One card you choose has the ability
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