Rogue
Base Class: Rogue

You stand in front of a locked door. Your attempts to pick the lock were unsuccessful, the alarms sound and you no longer have stealth. As you hear the sounds of heavy footsteps you reach for your deck of cards and slide one in between the doors and take a step back. A moment passes and an explosion of fire engulfs the doors. When the guards enter the area as they examine the door they were unaware of the card you threw moments before they arrived and it produces a cloud of smoke blinding them as you make your escape with little effort. 

Off The Top

As an action you may draw a card off the top of your deck. This card, depending on the suit and card will surge with energy. You can then throw the card up to 30ft. You may detonate the card as a bonus action. If the card is not detonated it will remain on the creature or surface you threw or attached it to and will detonate when you spend your bonus action to do so. A creature can remove the card using there action and a knowledge Arcana check equal to your Saving Throw DC. If the removal fails the card will detonate on its own. If removed the creature can then throw it as a free action at disadvantage. Resolve the card as it would normally.

Saving throw DC

  • 8+Proficiency bonus+Charisma modifier

Suits  

  • Spades(Ice Damage) (Fatigue) (CON)
  • Clubs(Lightning Damage) (Paralyzed) (CON)
  • Hearts(Fire Damage) (Burning: Will take fire damage on the next turn equal to the damage received.) (DEX)
  • Diamonds(Force Damage) (Prone) (DEX)

Numbers

  • 2/5/8(This card deals 1D6+CHA Modifier damage with in a 10ft radius. The damage increases by 1D6 every 4th level.)
  • 3/6/9(This card deals 1D8+CHA Modifier damage with in a 10ft radius. The damage increases by 1D8 every 4th level.)
  • 4/7/10(This card deals 1D10+CHA Modifier damage with in a 10ft radius. The damage increases by 1D10 every 4th level.)
  • Jack(Draw a second card as a free action. Your next card will act as it normally would with the added bonus of the chance to inflict a condition chosen by the suit.
  • Queen(Draw a second card as a free action. Your next card will detonate twice dealing its damage with both explosions. If that card would deal a condition it only triggers once.)
  • King(Draw a second card as a free action. You may enchant your weapon or the weapon of an ally with in range to deal the cards damage the next time that weapon is used.)
  • Ace(This card heals you or an ally with in range 1D12+CHA modifier. The amount healed increases by 1D12 every 4th level.)
  • Joker(Draw a second card as a free action. That card will automatically critical hit and must be a number. If the next card drawn is a face, draw again and apply both cards.)  

 

Fates Roll

The Arcane Gambler is able to amplify his cards with added AOEs and effects with the help of his dice. You may roll the dice once a round as a free action.

  • 2(The next card you draw will automatically critical. If you draw a face or the Joker card apply them as per normal.)
  • 5/6/7(The next card you draw will result in a veil of smoke, any creature inside will be obscured from view.)(The smoke disperses on its own after 10 min or with a strong enough gust of wind.) 
  • 8(The next card you draw will damage everything in a 15ft cone from the center point of where it lands.)
  • 10(The next card you draw will damage everything in a 30ft line from the center point of where it lands.)
  • 11(Your deck refreshes and you reshuffle all of your expended cards back into your deck and draw 2 cards this turn.)
  • 12(The next time you draw from your deck this card surges with arcane energy, when detonated this card will cause its  normal element damage and another of your choice and apply the effects of both damages.)(I.E if you choose Fire damage, they will take the damage again on there next turn.)

Changing Fate

At 9th level you may redraw from you deck or re roll your dice a number of times equal to your Charisma modifier as a bonus action. Your uses replenish after a long rest.

Card Sniper

At 13th level the range of your cards increases to 80ft and another 5ft per Charisma modifier.

Lady Luck

At 17th level whenever you draw a face card(Jake,Queen,King,Ace or Joker) You may change it to any other card you wish and apply the effects normally.

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2019 5:00:00 PM
2805
40
1
Coming Soon

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