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RipTide
2018-11-05, 10:20 AM
Hi everyone,

A friend of mine is going to start running a game soon and he's pretty open to allowing players to do what they want as far as character creation (with the rule that if anything gets out of hand he can pull out the nerf bat mid game to bring it back into line).

One of the players found a custom class called a Card Slinger online (think Gambit form X-men) and wants to play it. The original version was laughably overturned, card attacks scaled in damage faster than cantrips, they were also considered ranged weapon attacks with the class getting extra attack, and sneak attack damage, and bonus action attacks, and could at will grant themselves advantage. So that obviously was not gonna fly, but the DM asked if I could help trim it down to be more manageable.

I made some massive changes to it but I'm just not quite happy with how it came out, but I'm not sure how to make it right. Any sugestions on what to change/add/remove are welcome.
Hit Points
Hit Dice: 1d8 per Card Slinger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Card Slinger level after 1st

Proficiencies
Armor: Light Armor
Weapons: Simple weapons, Hand crossbow
Tools: Deck of Cards
Saving Throws: Dexterity, Charisma
Skills: Choose Three from Arcana, Deception, Insight, Perception, Sleight of Hand Persuasion, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) a simple weapon or (b) an hand crossbow and 20 bolts
(a) a diplomat's pack or (b) an Explorer’s Pack
leather armor
two daggers
a deck of playing Cards

Table: The Card Slinger
Level Proficiency Bonus Features
1st +2 Fate Bond
2nd +2 Action Surge
3rd +2 Subclass
4th +2 Ability Score Improvement
5th +3 Card damage increase, Card Armor
6th +3 Subclass Feature
7th +3 Evasion, Going the Distance
8th +3 Ability Score Improvement
9th +4 Curving the Card
10th +4 Subclass Feature
11th +4 Card damage increase
12th +4 Ability Score Improvement
13th +5 Protected by Luck
14th +5 Card Sense
15th +5 Subclass Feature
16th +5 Ability Score Improvement
17th +6 Card damage increase
18th +6 Action Surge (two uses)
19th +6 Ability Score Improvement
20th +6 Stacked Deck

The Deck
A card slinger uses a deck of cards containing four suits (Clubs, Diamonds, Hearts, and Spades) of numbered or lettered cards. Each suit has 13 cards that are numbered from two to ten and lettered J, Q, K, A (Jack, Queen, King, Ace). From here on any reference to a full deck means a deck with exactly these card in it.

Fate Bond
Over the course of a short or long rest the Card Slinger can bond themselves with a full deck of cards. All cards in a bonded deck become difficult to destroy, as if they were made of steel, but feel no different to those holding them. Over the course of a short or long rest all cards that have been lost or destroyed magically return. A Card slinger use their bonded deck to perform various actions

Using the deck
As an action the card slinger can shuffle their bonded deck and draw the top card then make a ranged spell attack with the drawn card, it has a range of 30 ft, or up 60 ft with disadvantage. A card slinger uses their Charisma modifier for these attack rolls. Once a card is drawn for any reason, unless otherwise stated, it is consumed in the process and cannot be used again until the deck is restored during a short or long rest.

Some of your card effects require your target to make a saving throw to resist the card's effect. The saving throw DC is calculated as follows:

Card Slinger save DC = 8 + your proficiency bonus + your Charisma modifier

Suits
The suit of the card drawn determines the damage type and adds an additional effect to your card attacks

Spades: Fire Damage
This suit symbolizes willpower, courage, and strength. A creature hit by the effect of this suit needs to pass a Dexterity saving throw or take additional damage equal to your proficiency bonus.

Hearts: Cold Damage
This suit stands for love, emotions, imagination, and the subconscious. 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.

Clubs: Lightning Damage
This suit represents mind, speech and words. A creature hit by the effect of this suit needs to pass a Constitution saving throw or be unable to take reactions until the end of its next turn.

Diamonds: Force Damage
This suit signifies wealth and matter. A creature his by the effect of this suit needs to pass a Strength saving throw or be pushed back up to 10ft.

Card Value Numbers
While the suit chooses the element, the value on the card determines the damage.

2, 3, 4
This card deals 1d8 + Charisma modifier (suit chosen). You gain additional dice when you reach the following levels: 5th level 2d8, 11th level 3d8, 17th 4d8.

5, 6, 7
This card deals 1d10 + Charisma modifier (suit chosen). You gain additional dice when you reach the following levels: 5th level 2d10, 11th level 3d10, 17th 4d10.

8, 9, 10
This card deals 1d12 + Charisma modifier (suit chosen). You gain additional dice when you reach the following levels: 5th level 2d12, 11th level 3d12, 17th 4d12.

Card Value Face Cards
Face cards modify the effect of the next card drawn. After drawing a Face Card draw another card as part of the same action. Face cards do not stack, unless otherwise noted a number card can only be empowered by a single facecard. If multiple are drawn only the last one drawn only the effect of the last card drawn activates. For example if a Jack is pulled and then a Queen only the effect of the Queen actives.

Jack Card
The Jack card empowers the damage of cards, add 1d4 damage to your next card attack, the damage type is determined by the suit of the number card. There is no added effect for the suit of the Jack. The damage die increases at the following levels: 5th level 1d6, 11th level 1d8, 17th level 1d10.

Queen Card
The Queen card increases your ability to affect a target. Gain a +1 bonus to your attack roll and the DC for your saving throw is increased by 1 for your next card attack. There is no added effect for the suit of the Queen. At 11th level, the attack bonus is increased to +2 and the your save DC is increased by 2.

King Card
The King causes your next card attack to explode dealing its damage in a 10ft radius centered on your target. Instead of making an attack roll each creature caught in the blast must make a dexterity saving throw. On a success they take half the damage. There is no added effect for the suit of the King.

Ace Card
The Ace card causes your next card attack to ignore resistance and immunities, you also gain advantage on the attack role. There is no added effect for the suit of the Ace. If the effect of this card is combined with the effect of a King card, rather than gaining advantage on the attack all enemies have disadvantage on their save.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it twice before a rest, but only once on the same turn.

Subclass
Starting at 3rd level, you choose a subclass. These subclasses are detailed below.

Card Armor
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to draw a single card form your deck. Roll damage for that card and reduce the damage you take by that much. If you draw a face card there is no effect you do not get to draw another card.

Evasion
From 7th level onward, you can nimbly dodge out of the way of certain area effects. Whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Going the Distance
You master throwing your cards over long distances. The range of your card attacks is increased to 80 ft, or up to 200 ft with disadvantage.

Curving the Card
From 9th level onward, you can curve the cards you throw so they can go around corners. Your card attacks now ignore half and ¾ cover.

Protected by Luck
At 13th level, you can add half your proficiency rounded up to every saving through you do not already add your proficiency to.

Card Sense
At 14th level you can imbue a card with the ability to detect its surroundings. As an action draw the top card of your deck facedown and place it on a surface, it remains magically stuck in place for the duration. For the next hour, so long as you are on the same plane of existence as the card, you can sense how many living creatures, are within 50 ft of the card.

Stacked Deck
At 20th level, you learn the intricacies of your deck and now you can draw the card you want. As a bonus action, you search your deck for the card you want and draw it. You may use this feature again after a short or long rest.


Subclasses

Deckmaster

Discard
At 3rd level, when you draw a card, you may discard it and draw again. Discarding a card removes it from the deck until you complete a short or long rest. You cannot discard more than 1 card in this way per turn. The other card you can be used as normal.

The River
At 6th level, as an action you can draw the top 5 cards of your deck. Select one number card to make an attack with, apply the modifier of all face cards drawn in this way to this attack.

Rewinding Fate
At 10th level, as a bonus action you can cause a bound deck to instantly regenerate granting you a full deck. Once you use this feature, you must finish a long rest before you can use it again.

Hat Trick
At 15th level, you are able to throw multiple cards. As an action, draw the top 3 cards from your deck, if a face card is drawn discard it and draw another card until you have drawn 3 number cards. Make an attack against 3 different creatures, each target must be within 30’ of each other. You must finish a short or long rest after using this feature.


Spellcard

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots
The Card Slinger Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice,
The Spells Known column of the Card Slinger Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your wizard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Card Slinger Spellcasting progression same as Eldritch Knight

Imbued Cards
At 3rd level, you may use your cards deliver melee spell attack spells and cantrips. When you cast a spell that requires you to make a melee spell attack you can instead treat it as a ranged spell attacks by throwing a card imbued with the spell. When you throw a card in this way it does not gain any of the damage or benefits as if you were making a normal attack with your deck.

Charged Cards
At 6th level you can use your spells to overcharge your cards. When you hit a creature with one of your cards you can expend a spellshot to deal additional damage to the target. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 4d8. The damage type is determined by the card you made the attack with. If the card was empowered by a king this damage applies to only one target hit by the blast. Only a single card can be empowered in this way a turn.

Magic Deck
At 10th level, you’ve learned how to temporarily drain your deck to power your spells. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half Card Slinger level (rounded up). Discard a number of cards equal to the total level of the slots combined x 2, these cards are not restored until you take a long rest. For example, if you are a 10th level Card Slinger, you can recover 5 levels worth of spell slots (3 first level and 1 second level, or 2 second level and 1 first level) and discard 10 card from your deck.

Duplicate Cards
At 15th level you can expend a spell slot to duplicate the effect of single face card and apply it to your next attack, you can do so after drawing a card but before making your attack roll. If you expend a 3rd level or higher slot you can apply the effect of 2 face cards to the same attack.



PS. I don't really want to do this but if all else fails I am considering just saying have him go a warlock and recreate eldritch blast to use something similar to the base card throwing system above.

BobZan
2018-11-05, 10:27 AM
Go with your PS!

Refluff Eldritch Blast for Cards.

MilkmanDanimal
2018-11-05, 10:30 AM
Just fluff Eldritch Blast. With all the various options in that class writeup, everybody else at the table is going to sit around watching you draw cards and then look up the effects. Even if it's fun for you, it's going to be a pain for everybody else.

RipTide
2018-11-05, 10:35 AM
Just fluff Eldritch Blast. With all the various options in that class writeup, everybody else at the table is going to sit around watching you draw cards and then look up the effects. Even if it's fun for you, it's going to be a pain for everybody else.

I'm not too concerned with this because the game is going to be on roll20 so its easy enough to automatically show the effect when the card is drawn.

plus I think one of the draws is the card drawing, so axing that would kind of kill the players excitement for the class.

Vogie
2018-11-05, 12:19 PM
If you don't want to do EB/Warlock:

Do Magic Initiate Rogue, Picking up Magic Stone, and then changing "stone" to "Cards". That'll make them 1d6+SCM weapons. Further rule that throwing them is a ranged attack, not ranged spell attack, allowing them to proc Sneak Attack.

If you pick up Magic Stone via MI:Warlock, the cards will key off of Charisma, for Swashbuckler & Assassins.
If you pick up Magic Stone via MI:Druid, the cards will key off of Wisdom, for Mastermind & Inquisitive.

If you allow it to suddenly be a Wizard spell (it isn't but who cares), that would allow it to key off of Intelligence, so it could be picked up by an Arcane Trickster without the MI.