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  1. Bonding with your deck
  2.  
  3. During a long rest, the card slinger must spend no less than 30 minutes to take care of his cards. This might be putting new wax on them, separating them, airing them out, and so on. The card slinger 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 the card slinger completes this process.
  4. Suits
  5.  
  6. The added suit effect does not apply to the cards two, five and eight. For the cards three, six and nine applies the saving throw 6+Charisma Mod halved rounded up.
  7. Spades: Fire Damage
  8.  
  9. This suit symbolizes willpower, courage, strength and other masculine qualities. A creature hit by the effect of this suit needs to pass a Constitution saving throw or be blinded until the end of its next turn.
  10. Hearts: Cold Damage
  11.  
  12. This suit stands for love, emotions, imagination, subconscious and other feminine qualities. A creature hit by the effect of this suit needs to pass a Constitution saving throw or have its movement speed halved until the end of its next turn.
  13. Clubs: Lightning Damage
  14.  
  15. This suit represents mind, speech and words. These are neutral qualities. A creature hit by the effect of this suit needs to pass a Constitution saving throw or be unable to take reactions and bonus actions until the end of its next turn.
  16. Diamonds: Acid Damage
  17.  
  18. This suit signifies wealth and matter. A creature hit by the effect of this suit needs to pass a Constitution saving throw or be poisoned until the end of its next turn.
  19. Numbers
  20.  
  21. While the suit chooses the element of the blast, the number on the card tells the range and how much damage will be done.
  22. 2 Card
  23.  
  24. This card deals 1d6 + Charisma modifier damage. You gain additional dice when you reach the following levels: 4th level 2d6, 8th level 3d6, 12th 4d6, and 16th level 5d6.
  25. 3 Card
  26.  
  27. This card deals 1d8 + Charisma modifier damage (suit chosen). You gain additional dice when you reach the following levels: 4th level 2d8, 8th level 3d8, 12th 4d8, and 16th level 5d8.
  28. 4 Card
  29.  
  30. This card deals 1d10 + Charisma modifier damage (suit chosen). You gain additional dice when you reach the following levels: 4th level 2d10, 8th level 3d10, 12th 4d10, and 16th level 5d10.
  31. 5 Card
  32.  
  33. This card deals 1d6 + Charisma modifier +1 damage. You gain additional dice when you reach the following levels: 4th level 2d6, 8th level 3d6, 12th 4d6, and 16th level 5d6.
  34. 6 Card
  35.  
  36. This card deals 1d8 + Charisma modifier +1 damage (suit chosen). You gain additional dice when you reach the following levels: 4th level 2d8, 8th level 3d8, 12th 4d8, and 16th level 5d8.
  37. 7 Card
  38.  
  39. This card deals 1d10 + Charisma modifier +1 damage (suit chosen). You gain additional dice when you reach the following levels: 4th level 2d10, 8th level 3d10, 12th 4d10, and 16th level 5d10.
  40. 8 Card
  41.  
  42. This card deals 1d6 + Charisma modifier +2 damage. You gain additional dice when you reach the following levels: 4th level 2d6, 8th level 3d6, 12th 4d6, and 16th level 5d6.
  43. 9 Card
  44.  
  45. This card deals 1d8 + Charisma modifier +2 damage (suit chosen). You gain additional dice when you reach the following levels: 4th level 2d8, 8th level 3d8, 12th 4d8, and 16th level 5d8.
  46. 10 Card
  47.  
  48. This card deals 1d10 +Charisma modifier +2 damage (suit chosen). You gain additional dice when you reach the following levels: 4th level 2d10, 8th level 3d10, 12th 4d10, and 16th level 5d10.
  49. Jack Card
  50.  
  51. Draw another card; the Jack card empowers the new card, adding 1d4 damage and 1d4 for attack role. There is no added effect for the suit of the Jack. The damage die increases at the following levels: 4th level d6, 8th level d8, 12th level d10, and 16th level d12. This card does not stack with other face or Ace Card. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.
  52. Queen Card
  53.  
  54. Draw another card; the Queen card increases the DC for your saving throw by 2 for the new card. If the drawn card is number 2,3 or 4 you gain advantage on the attack role instead. There is no added effect for the suit of the Queen. At 13th level, the DC for your saving throw increases by 1 again. This card does not stack with other face or Ace Card. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.
  55. King Card
  56.  
  57. Draw another card; your cards gain area-of-effect from this card. The AOE size is 10 radius from where the card hits. This card does not stack with other face or Ace Card. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.
  58. Ace Card
  59.  
  60. Draw another card; the Ace card ignores resistance and immunities, doubles the dice for that card, gains advantage on the attack role. There is no added effect for the suit of the Ace. This card does not stack with other face or Ace Card. If more then one face or ace card is drawn on the same turn the effect of the last face or ace draw is the effect the activates, So if a Jack is pulled and then a Queen only the effect of the Queen actives.
  61. Joker Card
  62. This card heals 1d12 + Charisma modifier for a single target. Heal also Conditions like poison, paralysed, stunned etc.The healing increases at the following levels: 4th level 2d12, 8th level 3d12, 12th level 4d12, 16th level 5d12, and 20th level 6d12.
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