http://gdnd.wikidot.com/classhb:card-dealer
Casino Combat Not many people can fling a playing card at a straight line while maintaining the appropriate velocity for slashing the target. This is one prominent talent you acquired during your life as a gambler. With an appropriate adjustment on the card beforehand, a deck of playing cards is an ammunition for you. Combat Cards You are proficient with combat cards, a deck of cards with sharpened edges for the purpose of combat weaponry. A combat card is a simple melee weapon with the light, finesse, two-handed, thrown (30/60) properties, and it deals 1d4 slashing damage on a hit. Two hands are required to use combat cards. One hand for throwing, one hand for holding the deck (Or some other similar activity, such as holding open a coat where the cards are stored). You cannot make a weapon attack with a combat card to a target that is within 5 feet from you. Preparing Combat Cards You can spend 1 hour to prepare a deck of playing cards into combat cards. This process can be performed during a short rest or long rest. One deck of playing cards can be prepared into 52 combat cards this way. Dealer's Gambit Gambit is not only your profession but also your style of life. You have a certain number of gambit dice that represents your wits and resolves that you can utilize to overcome a tight corner. At 1st level, you have three gambit dice. You gain additional gambit dice when you reach 3rd level, 7th level, and again at 11th, and 15th level. At 1st level, your gambit dice are d6s. When you reach 5th level, your gambit dice turn into d8s. They turn into d10s when you reach 11th level, and d12s when you reach 17th level. You can expend gambit dice to fuel various gambit features. You start knowing two such features. Select two features from the following list. You may learn additional gambit features as you gain levels in this class, gaining one feature at 3rd level, 7th level, 10th level, 14th level and 18th level. You regain all expended gambit dice when you finish a short rest or long rest. Casino Combat Not many people can fling a playing card at a straight line while maintaining the appropriate velocity for slashing the target. This is one prominent talent you acquired during your life as a gambler. With an appropriate adjustment on the card beforehand, a deck of playing cards is an ammunition for you. Combat Cards You are proficient with combat cards, a deck of cards with sharpened edges for the purpose of combat weaponry. A combat card is a simple melee weapon with the light, finesse, two-handed, thrown (30/60) properties, and it deals 1d4 slashing damage on a hit. Two hands are required to use combat cards. One hand for throwing, one hand for holding the deck (Or some other similar activity, such as holding open a coat where the cards are stored). You cannot make a weapon attack with a combat card to a target that is within 5 feet from you. Preparing Combat Cards You can spend 1 hour to prepare a deck of playing cards into combat cards. This process can be performed during a short rest or long rest. One deck of playing cards can be prepared into 52 combat cards this way. Dealer's Gambit Gambit is not only your profession but also your style of life. You have a certain number of gambit dice that represents your wits and resolves that you can utilize to overcome a tight corner. At 1st level, you have three gambit dice. You gain additional gambit dice when you reach 3rd level, 7th level, and again at 11th, and 15th level. At 1st level, your gambit dice are d6s. When you reach 5th level, your gambit dice turn into d8s. They turn into d10s when you reach 11th level, and d12s when you reach 17th level. You can expend gambit dice to fuel various gambit features. You start knowing two such features. Select two features from the following list. You may learn additional gambit features as you gain levels in this class, gaining one feature at 3rd level, 7th level, 10th level, 14th level and 18th level. You regain all expended gambit dice when you finish a short rest or long rest. Enchanted Deck This was significantly re-balanced, aiming to align the damage and bonuses provided here inline with other class progressions, while trying to preserve some of the flavor of the features. Still a WIP. [[f> image https://i.imgur.com/lCw5L0c.png "max-height:150px;"]] Starting at 2nd level, Your deck becomes enchanted. Select one Deck Enchantment from below to imbue your cards. Whenever you make a new set of combat cards, you may select a different Deck Enchantment. You may not have more than one deck enchanted at a time, and you must expend one gambit die to enchant your deck. Your total number of gambit dice decreases by 1 for having an enchanted deck. At 9th level, you may have two enchantments on a deck at the same time. This does not cost an extra gambit die. Deck Enchantments Starting at 2nd level, you may choose one Deck Enchantment from the following list: Sharp Ouch! That's sharp! When you hit a creature, you do an additional 1d4 slashing damage. Poisoned Your cards leave a sting! When you hit a creature, they must succeed a DC 13 Constitution save, or they receive the poisoned condition for 1d4 rounds. Booming Your cards make a slight bang! When you hit a target, they must succeed a DC 13 Constitution save, or be deafened until your next turn. At 3rd level, you may choose one of these Deck Enchantments: Guided Cards Find that chink! Your cards count as +1 for all attack rolls and damage rolls. Flashing Your cards shine! When you hit a target, they must succeed a DC 13 Constitution save, or be blinded until your next turn. At 6th level, you may choose one of these Deck Enchantments: Flaming Your cards burn! When you hit a creature, they must succeed a DC 13 Dexterity save, or you light the target on fire for 1d4 rounds taking 1d6 fire damage. Magical Cards Your cards sparkle with magic Your combat cards count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 9th level, you may choose one of these Deck Enchantments: Swirling Your cards have a swirling rune on the back that hypnotizes! When you make an attack, your target must succeed a DC 16 Charisma check or be charmed until your next turn. While charmed, the creature may not make any attacks, and their speed drops to zero. They may not cast spells either. At 12th level, you may choose one of these Deck Enchantments: Wham Wham! When you hit a creature, they must succeed a DC 15 Dexterity Save, or be knocked back 10ft and prone. Creatures knocked by this way do NOT provoke attacks of opportunity. At 15th level, you may choose one of these Deck Enchantments: Power Overwhelming Build up de charge! Your cards glow with a colored radiance. Any creature within 5ft of your target take your gambit die as extra damage
You start with the following equipment, in addition to the equipment granted by your background: (a) a dagger or (b) a simple weapon (a) a diplomat's pack or (b) an explorer's pack A leather armor, a dagger, and a (1) deck of playing cards
Arcane Ace
Magical Dealer
Starting at 3rd level, you can infuse magic into your combat card. Your combat cards count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Arcane Card
Also starting at 3rd level, you learn three Arcane Card options of your choice, as described at the Arcane Cards section below. You gain one additional Arcane Card options of your choice when you reach 6th, and again at 10th, 14th, and 18th level.
Some of the Arcane Card options require your target to make a saving throw to resist the feature's effect. The saving throw DC is calculated as follows:
Arcane Card save DC = 8 + your proficiency bonus + your Intelligence modifier
Arcane Cards
The following Arcane Card options are all magical effects.
Burned Card. You can channel abjuraton magic through your deck of cards to prevent the magical tricks from spoiling your magical tricks. When you see a creature within 20 feet of you casting a spell, you can expend one gambit die as a reaction to interrupt its spellcasting process. The creature must succeed on a saving throw with its spellcasting ability or its spell fails and has no effect.
Cold Deck
. As a bonus action, you can expend one gambit die to channel conjuration magic to teleport yourself. With an optical illusion involving flying cards, you teleport up to 20 feet to an unoccupied space that you can see.
Dead Man's Hand
. As a bonus action, you can expend one gambit die to infuse necromancy magic into one combat card until the end of the turn. When you hit a creature with the card infused with magic this way, the creature must make a Constitution saving throw. On a failed save, the creatures takes necrotic damage equal to the gambit die roll plus your Intelligence modifier (a minimum of 1), and suffers one level of exhaustion. This option has no effect against construsts and undeads.
Double Duke
. As an action, you can expend one gambit die to infuse transmutation magic into one combat card until the end of the turn. When you hit a creature with the card infused with magic this way, the creature takes extra slashing damage equal to twice the gambit roll die plus your Intelligence modifier (a minimum of 1).
Mucked Hand
. You can channel illusion magic through your deck of cards for a fast and precise escape. When a creature targets you with an attack or a harmful spell, you can expend one gambit die as a reaction. The attacker must make a Wisdom saving throw. On a failed save, the attacker must choose a new target or lose the attack or spell. This feature does not protect you from area effects.
Offsuits
. As a bonus action, you can expend one gambit die to infuse evocation magic into one combat card until the end of the turn. When you do so, choose one damage type from the following list: acid, cold, fire, lightning, thunder. When you hit a creature with the card infused with magic this way, the creature takes extra damage of the type chosen equal to the gambit die roll plus your Intelligence modifier a (minimum of 1).
Riffle Shuffle
. As an action, you can expend one gambit die to perform a flamboyant card trick, laced with subtle enchantment magic that dazzles the spectators. Each creature within 10 feet of you who sees the trick must succeed on a Wisdom saving throw or becomes charmed to you until the end of your next turn or until it takes damage. While charmed this way, the creature has disadvantage on all attack rolls and ability checks, and its speed is reduced to 0.
Tinted Hand
. As a bonus action, you can expend one gambit die to infuse divination magic into one combat card until the end of the turn. When you hit a creature with the card infused with magic this way, an invisible mark appears on the creature's body until the end of your next turn. The next time the marked creature is targeted with an attack, the attack roll against the creature has advantage, and the mark burns away on hit, dealing radiant damage to the creature equal to the gambit die roll plus your Intelligence modifier a minimum of 1.
Master of Cards
Card Sharp
Starting at 3rd level, you can throw a combat card with increased velocity. Your combat card now deals 1d6 slashing damage on a hit, and its range becomes 60/120.
Wild Card
Also starting at 3rd level, you can find wild cards in your deck. When you make an attack with a Combat card, roll a d20. On a 1, you have drawn a wild card. Double your proficiency bonus to hit with this card and, if your attack hits, add your gambit die to the damage. This can stack with any other gambit dice you have used for this attack and does not cost you any gambit dice. This effect will not apply to any other cards you throw this round unless you draw another Wild Card.
This feature may only be used on the attack action, and may only work on combat cards.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Card Forcing
Starting at 10th level, you can attempt to force a wild card. As an action, you can attempt to force a wild card into your hand to give you the edge in an attack. Roll a d6. On a 4 or higher, you have drawn a wild card. You may attack with it, adding its benefits, or hold on to it for later use. On a 3 or less, you have bent a card and loose it as amunition. You may then make one attack normally with no penalites.
You may use this ability a number of times equal to half of your Slight of Hand skill, rounded up. This skill may not be used more than once per round, even if you have extra actions. Any saved wild cards loose their bonus at the end of a combat.
Deck Turnover
Starting at 14th level, you can use an action to make a weapon attack against any number of creatures within 20 feet of you. You must make a separate attack roll for each target, as normal, with a separate combat card.
Backraise
Starting at 18th level, when you hit a creature with a combat card, you can expend a gambit die to make the card ricochet off the creature to another creature of your choice within 20 feet from the first creature. The target creature must succeed on a Dexterity saving throw.
Backraise Save DC = 8 +your proficiency bonus + your Dexterity modifier.
On a failed save, the creature is hit by the combat card, and takes slashing damage equal to the gambit roll die plus your Dexterity modifier (a minimum of 1).