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Zebidiah Jack

Sorcerer (Cardslinger) 3 Class & Level
Criminal Background
Tiefling Race
CG Alignment

Strength 8
-1
Dexterity 15
+2
constitution 12
+1
intelligence 12
+1
wisdom 10
+0
charisma 17
+3
Total Hit Dice 3
Hit Die
1d6+1
+2 proficiency bonus
-1 Strength
+2 Dexterity
+3 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+1 Arcana
-1 Athletics
+5 Deception
+1 History
+0 Insight
+5 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+0 Perception
+3 Performance
+5 Persuasion
+1 Religion
+4 Sleight of Hands
+4 Stealth
+0 Survival
skills Slight of Hand, Stealth, Deception, Intimidation, Persuasion proficiencies

 
12
Armor Class
21
Hit Points
+2
Initiative
30
Speed
Card Throw 1d20+2 1d6+2
Hunting Knife 1d20+2 1d4
Revolver 1d20+2 1d6+2
Attacks
Knives, Quarterstaff, Light Guns
Cards, Waggon
Proficiences
Spell save: 13
Spell attack: 5
Spellcasting

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Cardslinger


Hit Points

Hit Dice: d6 per Cardslinger level
Hit Points at first Level: see Sorcerer
Hit Points at Higher Levels: see Sorcerer

Proficiences

Armor: see Sorcerer
Weapons: see Sorcerer
Tools: see Sorcerer
Saving Throws: see Sorcerer
Skills: see Sorcerer

Overview & Creation

By chance, you met an elemental, visited an elemental plane, or were hit by the elemental chaos as it broke through into the world. Your innate magic draws from your connection to earth, flame, sky, and sea. Now elemental energy courses through you, each element battling to enter the world. As a Cardslinger, your expertise with playing cards goes beyond sleight of hand tricks and beating fools at the poker table. Through experience and experimentation, you've found that cards allow you to channel the chaotic energies coursing through you. you've also discovered that your skill with playing cards is uncanny, allowing you to throw cards with deadly accuracy. The random act of drawing a card connects you with the forces of chaos, unleashing the extraordinary and unexpected. With each shuffle of your deck, you come closer to understanding your gift and realizing your true potential.


Class Features

Sorcerer Level Feature
1st Magical Cards, Cardshark
6th Enhanced Cardslinging
14th Luck of the Draw
18th Wild Card
 

Magical Cards

When you choose this origin at first level, you can empower one standard set of playing cards which become magical with the following properties:  

Spellcasting focus.

You can set your deck of cards as your spellcasting focus  

Shuffle.

During a long rest, if you spend at least 15 minutes of the rest shuffling your deck of magical cards, any lost or damaged cards are restored. Starting at 10th level, you can shuffle your cards during a short or long rest.  

Jokers.

Before you shuffle your cards, remove the two Joker cards from the deck and set them aside. Whenever you draw a card, you can spend one of your joker cards to draw another card from the deck, using the new card. Once played, a Joker card is consumed by magical energy and cant be used again until it reappears when you shuffle the deck.  

Lucky Card.

When you shuffle your magical cards, draw a card from the top of the deck. Set this card aside, it is your lucky card, which is active until you shuffle your cards again.  

Card Magic.

When casting a spell attack that inflicts damage to a target you can draw a card. when drawn, the card is consumed by Chaotic energy and you can gain one of the following effects:
  • If the drawn card is the same face value as your Lucky Card (Ace, Two, Jack, etc), the spell deals an extra 2d6 damage. The extra damage increases to 3d6 at 6th level, 4d6 at 14th level, and 5d6 at 18th level. If the spell does ongoing damage, this benefit only applies to the initial damage from the spell attack.
  • If the drawn card share the same suit (Clubs, Diamonds, Hearts, Spades) as your Lucky Card, you can change the damage of the spell attack to match the damage type of the suit, found in the table below. if you do so, add your charisma modifier to the spell's damage.
d4 Suit Damage Type
1 Club Lightning or Thunder
2 Diamond Ice
3 Heart Fire
4 Spade Acid
 

Cardshark

Starting at 1st level, you gain proficiency with all gaming sets and expertise with the playing card set. You also have advantage on Sleight of Hand checks made while using playing cards. Also, cards are deadly weapons in your hands. You can use playing cards from your magical deck of cards with the following properties:
  • Thrown cards are treated as simple ranged weapons with the finesse, light, thrown (20/60) properties that deal 1d6 slashing damage.
  • you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls when throwing playing cards.
  • To throw a card you must first draw a card from the top of your deck. If the suit of the drawn card matches the suit of your Lucky Card, add half your Sorcerer level (minimum 1) to the damage on a hit
  • When you make a ranged attack with a playing card, you can draw an additional card and make a second ranged attack as a bonus action. you do not add your Charisma modifier to the damage of the second attack.
  • At the end of a battle, any cards you have thrown are damaged and can not be thrown again until your cards are restored through shuffling.

Enhanced Cardslinging

At 6th level, your innate magical abilities are enhanced and you gain the following benefits:
  • When you're the target of a ranged attack by a creature you can see, you can spend a sorcery point to make a ranged attack with a playing card as a reaction.
  • Ranged attacks made with playing cards are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
  • When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can make a ranged attack with a playing card as a bonus action. On a hit, if the suit of the thrown card matches the damage type of the spell (see table above), you can spend 1 sorcery point and the card will deal an additional 2d6 damage of that type. This increases to 3d6 at 14th level, and 4d6 at 18th level.

Luck of the Draw

Starting at 14th level, you regain 1 sorcery point anytime you draw an Ace from your deck or roll a natural 1 on an attack roll, saving throw, or ability check. The 1 must be the rolls final result; for example if you rolled a natural 1 and a natural 15 while you had advantage, you would not regain a sorcery point. In addition, when the result of an attack roll, saving throw, or ability check that you make is a natural 9 or lower; you can spend 5 sorcery points to draw a card and add the face value to the result (Ace, Jack, Queen, and King are worth 10).  

Wild Card

Beginning at 18th level, as a free action you can play a joker to have a card of your choice appear on the top of the deck of cards (whether magical or mundane) even if that card has already been discarded or destroyed. The card is the actual card and vanishes from its previous location. This excludes Jokers and your lucky card when using your magical deck of cards.  

Using Playing Cards

This subclass works best when you have a standard deck of playing cards in addition to your normal set of dice. a standard deck of playing cards includes:
  • 52 cards in each of the four suits (Clubs, Diamonds, Hearts, Spades). Each suit contains 13 cards: Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, and King.
  • Two Joker cards
If you do not have a set of playing cards, you can use dice instead. Use a d4 to determine the suit (1 to 4 alphabetically) and a d12 to determine your card, treating 1 as an Ace, 11 as a Jack, and 12 as your choice of King or Queen. You'll need a couple of tokens or a record on your Character Sheet to count your Jokers.
 


Starting Equipment

see Sorcerer


Spellcasting

see Sorcerer

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase
Size Medium
Speed 30ft

Darkvision. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.   Hellish Resistance. Your Infernal heritage grants you resistance against fire damage.   Infernal Legacy. Your birth was in some way connected to one of the archdukes of Hell. Choose one legacy as your heritage.

  • Legacy of Asmodeus. Tieflings connected to Nessus command the power of fire and darkness, guided by keener-than-normal intellect as befits those linked to the king of hell himself. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th eve, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Legacy of Baazlebul. The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Legacy of Dispater. The great city of Dis is ruled by Dispater and occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Legacy of Phlegethos. The fiery fourth level of Hell, Phlegethos, is ruled by twins Fierna and Belial. Both master manipulators, they grant forceful personalities to tieflings tied to them. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so once you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Legacy of Glaysa. Glaysa, Hell's criminal mastermind and ruler of Malbolge, grants her tieflings magic that is useful for committing heists. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Legacy of Levistus. Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to this who face inescapable doom. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Legacy of Mammon. The great miser Mammon, ruler of Minauros, loves gathering coins above all else. You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser’s floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material components, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Legacy of Mephistopheles. In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Legacy of Zariel. Tieflings with a blood tie to Zariel and her domain of Avernus have magical abilities that aid them in battle. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

 

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard, Fighter (Eldritch Knight) Rogue (Arcane Trickster)

Ray of Frost

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Shape Water

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Instantaneous or 1 Hour
Components S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard, Cleric (Nature Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Class(es): Bard

Level 1 Spells

Mage Armor

1-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V, S, M
Materials a piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action

Class(es): Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Shield

1-level Abjuration

Casting Time 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range Self
Duration 1 Round
Components V, S

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

Witch Bolt

1-level Evocation

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 2 Spells

Xanathar's Guide to Everything

Aganazzar's Scorcher

2-level Evocation

Casting Time 1 action
Range 30 ft
Duration Instantaneous
Components V, S, M
Materials A red dragon's scale

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher. the damage increases by 1d8 for each slot level above 2nd.

Class(es): Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Houdini26.

Statblock Type

Character Sheet (Legacy)

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