Warrior of “THE HOUSE OF CARDS”
A D&D 5e Monk Subclass for Masters of Luck and Playing Cards
Monks who become Warriors of The House of Cards blend martial prowess, keen intuition, and a flair for the unpredictable. Being taken under the wing of gambler and, performers, these monks hone their reflexes with playing cards—transforming simple objects of chance into deadly weapons. Luck itself bends beneath their will, allowing them to twist fate and fortune in battle. Whether channeling the thrill of a high-stakes wager or the discipline of a seasoned cardsharp, these monks are as enigmatic as the games they play.
Playing Cards as Monk Weapons
Warriors of The House of Cards are proficient with throwing cards—a specialized set of reinforced playing cards designed for combat. These cards are considered monk weapons and can be created as part of your monk training.
· Playing Cards (Weapon)
· Type: Simple Ranged / Melee Weapon combo (Monk Weapon)
· Damage: 1d4 piercing
· Range: 20/60 ft.
· Properties: Finesse, Thrown, Light, Monk Weapon
· Special: Cards are easily concealed and can be drawn as part of an attack. A deck contains 54 cards; retrieving more cards requires an action unless you have a fresh deck.
You can use Dexterity for attack and damage rolls with playing cards and apply your Martial Arts and Flurry of Blows features when using them.
Subclass Features
Level 3: Gambler's Toss & Fortune's Favor===
· Gambler's Toss:
· When you take the Attack action on your turn and make an attack with a playing card, you can make an additional attack with a card as part of that action. This attack uses your Martial Arts damage die. You can only use this extra attack once per turn.
Fortune's Favor:
When you hit with a playing card attack, you may expend 1 ki point to roll a d6. On a 4–6, the target suffers disadvantage on its next attack roll before the start of your next turn. On a 1–3, you gain advantage on your next attack roll against that creature by the start of your next turn. You can use this feature only once per turn
Level 6: Cardsharp Reflexes & Lucky Escape
Card Sharp
· When throwing or slashing with a card you can do Slashing or Force damage.
Lucky Escape:
When you fail a saving throw, you can spend 2 ki points to reroll the save. You must use the new result, and you cannot use this feature again until you finish a short or long rest.
Level 11: Fateful Flourish & Spread the Odds===
· Fateful Flourish:
· Whenever you hit a creature with a thrown playing card, you may spend 2 ki points to roll a d8 and apply one of the following effects based on the result:
· 1–2: The target's speed is halved until the end of its next turn.
· 3–4: The target cannot take reactions until the start of its next turn.
· 5–6: You gain temporary hit points equal to your Wisdom modifier + d8 roll.
· 7–8: The target suffers disadvantage on all saving throws until the start of your next turn.
Spread the Odds:
When you use Flurry of Blows, you may target a few creatures within range up to your proficiency bonus, splitting your attacks among them as you wish. Each attack uses a playing card.
Level 17: Luck Unleashed & Royal Flush===
· Luck Unleashed:
· As a bonus action, you can spend 4 ki points to enter a state of supreme luck for 1 minute. During this time, when you roll a d20 for an attack, ability check, or saving throw, you may choose to reroll the die and use either result. You can do this once per turn during the duration. This effect ends early if you are incapacitated.
Royal Flush:
When you attack, you may expend 6 ki points to make a special attack: throw five playing cards at up to five targets within range. Each card uses your Martial Arts die for damage. If at least three cards hit, you may choose an effect: either all hit creatures must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn, or you deal additional psychic damage equal to your monk level split among the targets as you wish.
Any suggestions to optimize the Subclass?