Profile
- Common
- Draconic
- Celestial
- Infernal
- Elvish
- Undercommon
- Simple Weapons
- Martial Melee Weapons
- Light Armor
- Gaming Set: Playing Cards
- Navigator's Tools
- Daggers (2)
- Leather Armor
- Traveler's Clothes
- Messenger's Bag w/ Symbol
- Coin Pouch
- Gaming Set: Playing Cards
Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
A crystal knob from a door.
My sense of duty will push me through even the most deadly of situations.
I must handle things carefully otherwise things could go wrong.
Contest. I want to challenge myself constantly.
Even in the worst situations I've been taught to have a smile.
I'm very goal-orientated, only focusing on the goal and rarely what's between me and it.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Offering Modifiers:
• Stone +0
• Small Food Item +1
• Copper Coin +2
• Silver Coin +3
• Small Gemstone +4
• Gold Coin +6
• Platinum Coin +8
Rolling 1-4: the offering disappears
Rolling 5-9: summoned item is of bad quality
Rolling 10-14: summoning is successful
Rolling 15-19: summoned item is great quality
Rolling 20+: summoned item is perfect quality
As an action, a Card Slinger can make a ranged attack with a drawn card that has a range of 30 ft. The creature hit by the card takes the initial damage, and those in the area of effect must roll a saving throw according to the suit. A drawn card must be pulled from the top of the deck after the deck has been shuffled. Shuffling and drawing a card is considered part of the action. A Card Slinger may use his Charisma modifier for these attack rolls instead of his Dexterity modifier.
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.
The amount of the extra damage increases as you gain levels in this class, as shown in the Backstab column of the Card Slinger table.
Additionally, you are able to use your position to deliver different types of packages without suspicion.