Rogue
Base Class: Rogue

Being a cardslinger resulted in many weeks and months of practice because of one reason or another you chose to make cards you specialty cardslingers are very charismatic in nature having practiced showing card tricks and illusions you are very comfortable in front of people. With specialization in card slinging you can use your knowledge in combat situations to harm enemies or in social interactions to show off some talent.

Paper Arrows

Starting at 3rd level, you are proficient at throwing cards as weapons.

Any playing card you use is counted as a weapon for you dealing

1d4+Dex Slashing Damage and having a range of 30/60

Your damage die will increase to a 1d6 at 8th and a 1d8 at 13th

You can use sneak attack while attacking with a playing card

Deck of Tricks

When you choose this archetype at 3rd level, you can use Tricks to aid you in combat.

Start out with 3 points you get one more every level After 3rd

You regain all your Trick points after a Short or Long rest

You can only use one trick per turn

Tricks:

Twin arrows

You can spend 1 Trick point to quickly throw a second card (You have to roll to hit again)

Ricochet

You can make your card bounce from target to target for each new target spend 1 Trick point as well as make an attack roll. Each target has to be within 10ft of the previous and there can’t be anything in the way of a card. Each target can only be hit once this way.

 

Blinding Fling

You can spend 1 Trick point to distract an enemy granting the next attack against that enemy advantage

 

Disarming Throw

You can spend 1 Trick point and attempt to disarm a target. The target must make a DC 8+Dex+Prof Str saving throw on a failed save their weapon drops on the ground in front of them

Scapegoat

You can spend 1 Trick point and anger a target, the Target makes a Wis saving throw vs a DC of 8+Dex+Prof on a failed save the target had disadvantage on all attacks targeted at anyone but you for one round

Sniper

You can spend 1 Trick point and double the range of your attack

Hidden Strike

You can spend 1 Trick point and have an Undetected origin, if hidden making an attack does not reveal your position

Cardician

Starting at 9th level, you gain the ability easily deceive and trick people using cards.

You have advantage on any Sleight of hand or Deception checks related to cards

(ex. Shuffling a deck in your favor or hiding a card in your sleeves)

Magic Deck

By 13th level, you have learned enough about the workings of magic that you can imbue your cards with certain magical effects. You can imbue half your rogue lvl rounded down amount of cards During a long rest with one of the following effects per card

Damage

You can replace regular Slashing damage with one of the following elemental damages

Acid, Cold, fire, Lightning, Necrotic, Poison, Radiant, and Thunder

 

Area of Effect,

You can make a card not do damage but after being thrown turns into one of the following

Smoke Screen: 10 ft cube of smoke comes out of the card making it hard to see

Spike growth: 10 ft square of thorns which is difficult terrain, take 2d4 piercing damage for every 5 ft traveled in it.

Oil: 10ft square of flammable oil is spilled on the ground, it is slippery so when a creature walks over it they need to make a DC 13 Dex saving throw or fall prone and become covered in oil which takes a minute to clean off. If the target catches fire they take 2d6 fire damage per round for one minute or until the target spends an action to put the fire out

Sensory Effect

You can make a card not do damage but turn into one of the following

illusion: follows the same rules as minor illusion

Smell: you can make a scent or stench radiate in a 20 ft radius sphere it goes anywhere air can but can’t harm anyone. It lingers for 5 minutes or 2 minutes of there is a breeze

Stunning Blow

When you reach 17th level, you have incredible aim with your cards and can hit major pressure points from a distance.

On a successful attack roll you can spend 5 Trick points and attempt to Stun an enemy. The enemy must make a Con saving throw vs a DC of 8+Dex+Prof on a failed save the target takes an extra 2d8 damage and is Stunned for 3 turns, on a successful save isn't stunned and takes 1d8 damage

Previous Versions

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