ARISTOCRAT — HARLEQUIN COURTIER ↗

COURT DECK

Fifteen cards. Each one a calculated performance. The Courtier draws, plays, and discards — and the crowd never sees the trick until it's already over.

HAND SIZE

Determined by your subclass level. You hold a private hand of Court Cards drawn at the start of each rest.

PLAYING A CARD

Spend a Quick Action to play a card from your hand. Once played, it goes to your discard pile.

JOKERS

Red and Black Jokers are always in the deck. Their effects are the most powerful — and the most unpredictable.

NUMBER CARDS

2

Jester's Flourish

Reroll any flip. Red card result: draw 1 card from the main deck. Black card result: heal HP equal to your Willpower Modifier.

3

The Magician's Hand

Draw 2 cards from the main deck. Keep one and discard the other.

4

The Stolen Scene

Interrupt one enemy action. Take one Action immediately. The enemy suffers −2 to all flips during that action. You lose one Action on your next turn.

5

Throw the Voice

Project your voice or an illusory presence up to 30ft away. One creature within range becomes Distracted and, if out of combat, moves toward that location.

6

The Spotlight

One ally within 15ft may immediately take a Move or Action outside their turn. They lose one Action on their next turn.

7

Laughing Blade

Deal 2/4/7 Psychic damage to one creature (scales by tier). If their next flip result is under 7, they become Weakened(1).

8

Mirror in the Smoke

Create an illusory clone. On your next attack or ability, the clone mimics it against a second target, then vanishes.

9

Encore

Play any Court Card you have already used this rest.

10

The Fool's Gambit

Choose a target to flip. Red card: they take 4 damage. Black card: you take 2 damage.

FACE CARDS

ACE

The Curtain Falls

End your turn. You become untargetable until the start of your next turn. Enemies act as if they do not notice your absence.

JACK

The Blade Behind the Smile

Make a melee attack. If it hits, deal +3 damage and apply Bleeding(2). Move 10ft in any direction after the attack.

QUEEN

The Trick Deck

Flip the top card from the main deck. Red: draw 2 cards. Black: force one enemy within 20ft to pass a Willpower Save (tn10) or gain Temporal Lag.

KING

Center Stage

All enemies within 20ft must pass Mental Defence (tn12 + Willpower Mod). On failure, they can only target you until the end of your next turn.

JOKERS

The Crimson Reprise

All allies within 15ft heal 5 HP, draw 1 card, and may stand from Grasping for Life. Until the start of your next turn, allies gain +1 to all flips.

The Void's Ovation

All enemies within 20ft must pass Psychic Defence (tn12). Failure: Stunned, Prone, and take 5 Psychic damage. Success: Take Cover. Retrieve 2 Court Cards from your discard pile.

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