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#Dying in hand of fate game how to
Starting at 9th level, you are acutely aware of how to quit when you’re ahead, vanishing in a flash when the odds begin to turn against you. The card then immediately gains the suit’s respective effect. Wild Ace: This card morphs suits depending on the dealer’s wishes. Any excess hit points regained become temporary hit points. You also immediately regain a number of hit points equal to the half the damage dealt. Heart: Roll your Sneak Attack damage and add it to your razor card’s damage. It can’t make more than one attack on its turn while its speed is reduced in this way.
Shackle: Until the start of your next turn, the target’s speed is halved. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled. You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.īlade: Roll your Sneak Attack damage and add it to your razor card’s damage. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below. When you roll for damage, look at the number rolled on the d4.
The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist.
Playing Cards: You have developed a fighting style based around the cartomancy of the Serpent Isles. Sylph: You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws until the start of your next turn. These benefits last until the start of your next turn. Griffon: Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class. Dragon: Choose a creature you can see within 30 feet of you. You can use a bonus action in this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest. As a bonus action on your turn, you can execute one of the following chess maneuvers. Dragonchess: Your prowess of the chessboard has made you a skilled tactician on the battlefield. You regain all expended dice from your loaded dice pool when you complete a long rest. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. (Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on.) When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack. Loaded Dice: You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. You can change your choice of gambit whenever you gain a level in this class. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. The gaming set you choose grants you a Wild Card’s Gambit, as detailed below. Wild Card’s GambitĪlso at 3rd level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set. Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action. When you choose this archetype at 3rd level, you learn the Guidance cantrip. Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. Source: Legends of Runeterra: Dark Tides of Bilgewater Tricks Up the Sleeve