You are on page 1of 2

Half-Elf Sailor

Card Master
Luciano Harrenhal
Neutral Good -
6 The Gambler

+3 13 FAVORABLE ODDS
1
At 1st level, your proficiency in card magic has made you

15 +2 30 ft.
unnaturally lucky and precise. Your spell attacks score a critical hit
on a roll of 19 or 20. Additionally, whenever a creature rolls a 1 on a

- 10 save against one of your spells, the spell scores a critical hit on that
creature.

45 RECKLESS SPELL
2
+1
- Starting when you choose this path at 2nd level, you can choose to

12
+4

45 hit points cast one of your card master spells recklessly. When you do so, a
spell attack is made with advantage or the save of a save-based spell
is made with disadvantage. However, whenever you use this ability
you must succeed on a DC 12 + spell level Charisma saving throw or

+1 take 1d6 force damage per spell level as the spell backfires.

+2
CRITICAL BOON: SHIELDING ENERGY
3
At 3rd level, your gifts in card magic allow you to gain an
0 6
14
+2
+2
even greater advantage when things go well for you.
+2
d8 Whenever you score a critical hit with one of your spells,
you gain +3 AC until the start of your next turn.
+2
+1
Dagger +5 1d4+2 (piercing) LIFE'S GAMBIT
At 6th level, when you are reduced to 0 hit points but not killed
6
Light Crossbow +5 1d8+2 (piercing)
12
outright, you can choose to drop to 1 hit point instead. However, if
the creature that reduced you to 0 hit points is not killed before the
end of your next turn, you are automatically reduced back to 0 hit
points. Once you use this feature, you can’t use it again until you

+1
complete a short or long rest.

◆ +6
SPELL CARDS TIP THE SCALES
Starting at 10th level, whenever you make an attack roll, ability
10
16 0
+6

3
check, or a saving throw, you can choose to roll an additional 1d10

+7 15

● +6 after seeing the result of your roll. If the number rolled on the d10 is
even, then you add that number to your roll. If the number is odd,
● +6
3rd SPELL CARD LEVEL
you instead subtract that number from the roll.

+3
+3
+3

-
DEAL WITH DEATH
At 14th level, whenever another creature you can see makes an attack
14
Card Throw 60 ft. 1 action n/a
10
- roll, you can use your reaction to roll 3d4 and apply the number
rolled as a penalty to the creature’s roll. However, if the attack hits,
-
the number rolled is instead applied as a bonus to the attack’s
red: fire (1), orange: acid (2), yellow: lightning (3), green: poison (4)
- damage.

- ● +3
- 2 cards at 5th level 1d6+4

+7
blue: cold (5), violet: psychic + constitution save or be blinded (6)
CARD TRICK
20
Starting at 20th level, when you roll for

18
+4
● +7 initiative and have no spell cards
+4 in your hand, you can draw one spell-card.
+4
● +10

LEGENDARY CARD
11
At 11th level, you are given a Legendary Card. When you first acquire
your Legendary Card, choose a 6th-level spell from the card master
spell list. This is separate from your other cards, and cannot be added
Darkvision. to your deck. You can cast a spell added to it once without needing to
draw it. You must finish a long rest before you can do so again.
Fey Ancestry. 0 Card Throw 3 Fireball

Skill Versatility.
-
0 Light 3 Water Breathing
LEGENDARY CARD (13/15/17)
0 Mage Hand 3 Fly

0 Message 3 Dispel Magic You gain more card master spells of your choice that can be
1 Ice Knife cast as a Legendary Card: one 7th-level spell at 13th level,
1 Burning Hands one 8th-level spell at 15th level, and one 9th-level spell at
1 Chromatic Orb 17th level. You regain all uses of this after a long rest.
1 Ray Of Sickness

Common, Elvish, Orcish, 1 Shield

● ●
Draconic languages.
1
1
False Life

Color Spray
SKILLED
4
1 Charm Person
You have a knack for learning new things. You gain the
2
following benefits: you gain one skill proficiency, one tool
Phantasmal Force
proficiency, and fluency in one language. Choose one skill in
A gaming set of playing cards. 2 Mirror Image
which you have proficiency. You gain expertise with that skill.
Navigator's tools; water vehicles. 2 Enhance Ability
Cartographer's tools. 2 Invisibility
24 6'4" 214 lbs. Various Tattoos
Luciano Harrenhal
Deep Green Light Tan Chestnut Brown n/a

Set of common clothes lacks a


cape, given to Lily.
Cloak of protection was given to
him by Cadence.
Dave owes Luciano 150 gp.
Party fund: 101 gp, 5 sp.

Ship's Passage. Magic arcana card set.


Two daggers.
When you need to, you can secure free Cloak of protection. Light crossbow, 20 bolts.
passage on a sailing ship for yourself and Backpack.
Studded leather armour.
your adventuring companions. You might Bottle of ink.
sail on the ship you served on, or another Ink pen.
ship you have good relations with 10 sheets of parchment.
(perhaps one captained by a former Small knife.
crewmate). Because you're calling in a Bedroll.
favor, you can't be certain of a schedule Waterskin.
or route that will meet your every need. 50 feet of silk rope.
Your dungeon master will determine how A set of common clothes.
long it takes to get where you need to 152 Belaying pin.
go. In return for your free passage, you Small belt pouch.
and your companions are expected to 9 days of rations.
assist the crew during the voyage. Map of Eamax.

Darkvision. Treasures:

You can see in dim light within 60 feet of Silver compass, belonged to his father,
you as if it were bright light, and in Lucius.
darkness as if it were dim light. You can't Golden locket with rose engraving, given
discern color in darkness. by his mother, Leliana.
Elven children's story book, taken with
Fey Ancestry. him from his home in Ylliria.
Copper earring, given by his first captain,
You have advantage on saving throws Viktor.
against being charmed, and magic can't Card pouch, given by Layla and Cadence.
put you to sleep. Silver crescent moon pendant, given by
Marcus.
Skill Versatility. Emerald ring with gold leaf engravings,
fashioned from the gem given by Layla
You gain proficiency in two skills. and Cadence.

You might also like