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- -ACE-
- Hit Points
- Hit Dice: 1d8 per Card ACE level
- Hit Points at 1st Level: 8+CONS
- Hit Points Higher: 1d8(5)+CONS per level.
- Proficiencies
- Armor: Light Armor
- Weapons: Dagger; Hand Crossbow;
- Tools: Playing Card Set;
- Saving Throws: Dexterity And Charisma
- Skills: Choose Three From, Deception, Insight, Perception, Performance, Persuasion, Stealth, Sleight of Hand.
- -Ace (1)-
- Ace's Replace Your NAT-20's. A 20 is still an auto-hit though, but doesn't keep the damage property.
- -Card Casting (1)-
- Everytime you gain a Spell Slot Level, you gain two new spells for the appropriate Spell Slot Level from the Bard or Wizard list.
- You must always cast at Max Spell Slot, but are able to use any spells you know.
- Spell Slots = 8
- -Shuffle The Deck (1)-
- You can only shuffle the deck once a long rest.
- If in combat, you run out of cards. You can take one action to shuffle the deck.
- -Hands of Trickery (1)-
- Gain Proficiency/Expertise in Sleight of Hand or Deception.
- -Luck of the Draw (2)-
- Draw another Card, then decide which one to activate. If the Card is an ACE, then you buff the current card.
- To replenish uses, you must take a Short/Long Rest.
- 1 - Level Two
- 2 - Level Four
- 4 - Level Eight
- 8 - Level Sixteen
- -Master of The Deck (3)-
- Choose a Card-Set to master. The Sets are detailed below.
- -Ability Score Improvement (4)-
- 4th, 8th, 12th, 16th and 19th.
- -Extra Attack (5)-
- When you take Attack, you can Attack twice.
- -Trick Up the Sleeve (9)-
- You pull a card out of your sleeve which gives you Advantage on ONE ROLL.
- USE: 1d4/Short or Long Rest.
- -- DECKS --
- Tarrot
- 54-Suite
- -Arcane Cards-
- Upon mastering this deck your cards are infused with Arcane Magic. Each card's damage increases by one die at levels 6, 12, 18.
- Your weapon attacks with the deck also count as a Silvered/Magical Weapon.
- -Deck of Pain (3)-
- You soon learn to reactivate the Cards upon hitting the target, allowing you to maximize damage.
- 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.
- -Trickster's Instinct (7)-
- 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.
- After you roll an Attack Roll, Remove the Resistance of the enemy for your current thrown card.
- (USE: Charisma, Long Rest)
- -Royal Flush (10)-
- Throw Three Cards (All Different Attacks) at enemies.
- (USE: 1d4, Short or Long Rest)
- -Deadly Strikes (15)-
- (Use: 4 Times)
- Head - Disadvantage on Next Saving Throw (ACE: Stun)
- Arm - Disadvantage on Attack/Strength (ACE: Drop Weapon)
- Leg - Movement Speed Is Reduced By 10 (ACE: Prone)
- Chest - Push Away 5 Feet, If It Hits a Wall Does 1d4 Damage (ACE: 15 Feet)
- -Trap Card (18)-
- One card you choose has the ability
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