Rogue
Base Class: Rogue

You have been chosen by fate, you control your own destiny now. Using your deck of cards you can control the battlefield and strike down foes deftly and effectively.

Future Sight

Starting at 3rd level, whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as fate knows what you need to succeed. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Deck of Fates

Starting at 3rd level, you gain a magical pouch of cards that grant great boons that can help you in battle. As a bonus action you can pull a card and roll on the deck of fates table to determine the magical effect produced.You can only be under the effect of one card at any time. You can draw a number of cards equal to your proficiency bonus. You regain all expended uses on a long rest.

Deck of Fates

1

You teleport up to 30 feet to an unoccupied space you can see. For the next minute, you can use this effect again on each of your turns as a bonus action.

2

For the next minute whenever a creature hits you with an attack roll, that creature takes 1d6 force damage, as magic lashes out in retribution.

3

For the next minute you are surrounded by floating, protective cards made of forceful energy; you gain a +1 bonus to AC.

4

For the next minute you gain a flying speed of 10 feet as tiny wings grow on your back.

5

For the next minute you gain advantage on Dexterity checks and Dexterity saving throws as you begin to move unnaturally quick.

6

Magic infuses one weapon of your choice that you are holding.For the next minute, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.

7

The wind picks up beneath your feet, for the next minute your movement speed increases by 15 feet.

8

You add 3d6 force damage to the next attack you make. As magical energy is pumped into the target. 

Vision of Fate

Starting at 9th level, you get brief glimpses into the future, When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Luck of The Draw

Starting at 13th level, whenever you roll on the deck of fates table, you can roll the die twice and choose which of the two cards are used. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Twist of Fate

Starting at 17th level, you gain the ability to twist fate itself. When a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to flip the d20, subtracting the number rolled from 21. This is the new number rolled on the d20. A 20 on the d20 becomes a 1 on the d20, and vice versa. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails. Once you use this feature, you can't use it again until you finish a long rest.   

Previous Versions

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7/6/2022 2:48:13 PM
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