Rogue
Base Class: Rogue

"You are a cheat." Screamed a tall broad figured man as he surged to his feet, face crimson in rage at the cards shown on the table. "What can I say boys, looks like lady luck is on my side tonight." The rouge stated with a grin pulling in his winnings. Two other figures stood up with the man glowering at the rouge with distrust and anger in their eyes. "You cheated." The man stated once again and reached for his waist pulling out a large knife with his companions following suit. "Leave the money and get out before we gut you like gutter rat you are." He snarled, punctuating his sentence with a spit to the floor.

The rouge calmly stared the angered thugs with an infuriating cocky grin not leaving his face. "Now boys, I would advise you not travel down this road if you know what's good for ya, the cards are not in your favor.'' As the rouge stares down the three men he calmly picks up one of the cards and starts spinning it between his fingers, a minor glow briefly pulses through the card. The Large man snarls and reaches forward to grab at the rouge only for the card in the rouges hand to flash forward into his face and explode searing his face with the energy channeled in the card. The man is blinded and in pain, he hears the screams of his companions and blindley swings his knife in a panic. Four cards, Hardened with the same energy as the one that exploded stab into his arms and legs pinning him to the floor.

As the man's vision begins to clear he sees his fellow companions writhing on the floor in pain, playing cards struck into their bodies. The rouge calmly pockets the gold and silver pieces and makes his way to the fallen man with an ace of spades card spinning in between his fingers. "I tried to warn you buddy, the cards were not in your favor and it looks like fate has dealt you your final hand." And that was the last the man heard before, with a flick of the wrist the card embedded itself into the man's head. 

Feel free to tell me how it turned out.

3rd Lv Card Shark

You have mastered the art of cards and are able to use cards to perform magic tricks or sleight of hand tricks.

You gain proficiency with the performance skill.  You gain expertise in the sleight of hand skill. 

You have advantage on all skill checks involving card games.   

You have learned to infuse your playing cards with a small amount of ki energy turning them into a deadly weapon called ki cards. Ki cards have the finesse property, are light weapons, and are magical in nature dealing 1d4 magical slashing damage as a melee attack. The ki cards also have the thrown property with a range of 20/60 and deal 1d4 magical piercing damage when thrown. You can draw a ki card into your hand (or hands) without any action. When you take the attack action with a ki card weapon or ki card ability, you can use your bonus action to make an additional ki card weapon or ki card ability attack, applying all modifiers to both attacks. At 4th level ki cards gain a +1 to attack and damage rolls, +2 to attack and damage at level 10, and +3 to attack and damage rolls at level 14.

3rd Lv Ki Ability

The rogue has formed an almost mystical or spiritual bond with their playing cards. Starting at 3rd Lv. Your training allows you to harness the mystical energy of ki and infuse them into your cards as ki cards. Your access to this energy is represented by a number of ki points. Your rogue level determines the number of ki points you have (example. at third level you start with 3 ki points, at 5th level you have 5 ki points)

You can spend these points to fuel various ki card features. You start knowing three such features. Trick Shot, Explosive Card, and Dazzling Flourish. You learn more ki card features as you gain levels in this class. When you spend a ki point for a spirit card effect, it is unavailable until you finish a short or long rest, at the end of which you draw all your expended ki back into yourself. You must spend 30 minutes of the rest meditating to regain your ki points.

Some of your ki card features require your target to make a saving throw to resist the feature's effects. The saving throw is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your wisdom modifier. 

Explosive Card- Spend 2 ki points when making a ranged card attack. On a hit the attack does the regular attack damage plus any modifiers. Hit or miss the ki energy in the card explodes. Each creature within 5 feet of the point where the ki card exploded must succeed on a dexterity saving throw against the rouge's ki save dc or take 2d6 force damage taking half as much on a failed save.

Trick Shot- Spend 1 ki point to have your rogue's ranged card attacks to ignore half cover and three quarters cover. On a ranged attack that misses you can reroll one d20 to attack that target again. If the rogue hits a target with this new rerolled ranged attack, the rogue can apply sneak attack to the damage. 

Dazzling Flourish- Spend 1 ki point as part of your rogue's cunning action to use the help action for an ally within 20 feet of the rogue. By spending additional ki points you can target more than one ally that is within range (one ki point for each additional targeted ally). The rogue may also spend 2 ki points as a cunning action while you or an ally are rolling for a performance or sleight of hand skill check to gain advantage.

9th Lv Trap Card

You gain the ability to use your explosive ki card to set a trap card for a creature(s) by spending an additional ki point (3 ki points total). The trap card when triggered deals the area explosive damage of the explosive card feature dealing 2d6 + wisdom modifier force damage to any creature within a 10 ft radius of the set trap card on a failed dexterity save, taking half as much on a successful save. You can only set one trap card in one 5 ft. area on a solid surface at a time. You can use this ability to set a number of trap cards up to your proficiency bonus at any given time. These trap cards when set last up to 8 hours before losing their energy and become inactive.

As you set the trap, you can infuse it with one special property that takes effect if a creature fails its dexterity saving throw for the exploding card feature. You may choose a trap card to either Blind and Deafened a creature(s), until the end of your next turn, Restrain a creature(s), having to make a strength saving throw as an action to break free from its effect on a succes, apply the Poison condition on creature(s) and Silence them (silence works even if the creature(s) are immune or resistant to the poison condition) having them making a constitution saving throw at the end of their turn to dispelle its effect, or Paralyze a creature(s), until the start of the creature(s) turn. One trap card can only have one effect applied to it at a time, you can use a different trap card to apply a different effect but a creature can only be affected by one trap card effect at a time. If a creature(s) triggers multiple trap cards and effects due to failed dexterity saves, then the last trap that the target(s) made and failed their saving throw for is the one they are affected by.  

You do not need line of sight in order to trigger a trap and as long as you are on the same plane of existence as your trap card and you are able to sense where they are at all times. If any creature(s) enters the area of effect of the trap card, you can sense it (you are unable to distinguish what type of creature(s) enters the area of the trap card; friend or foe when not within sight of the traps) and you can choose to trigger the trap card. To trigger the trap card you can use either your reaction or a bonus action to trigger one trap card. If any damage is applied to the area of a trap (including another trap card) the damage also triggers the trap card to activate.

You can set your trap cards one of two ways. The first is when outside of combat you can use an action to set a trap in any given 5 ft. space. Creature(s) must have a passive perception score equal to or greater than your ki save dc to notice this set trap card when they are 5 ft. away from the area of effect (10 ft.) of the trap. The second way to set a trap card is to perform a ranged attack during combat to an unoccupied 5 ft. area and creature(s) need to make a Wisdom (Perception) check to see if they notice the trap being set. In both cases if they fail to notice the trap card and the trap is triggered then you may apply your sneak attack damage to the creature(s) (the creature(s) still needs to perform a dexterity check for the damage and effect of the exploding card feature and its set effect, the sneak attack damage is not halved). Sneak attack damage is not applied if they notice the trap but still trigger it.

13th Lv Gambler's Shuffle

As a bonus action, you can spend half your movement to teleport to an unoccupied space within 5 ft. of any set trap card that you are able to sense within 120 ft. of you.

You can also use a cunning action to spend 1 ki points to throw a ki card to an unoccupied space within 20 feet and teleport to that card's space and if an enemy is in range of a melee attack at the destination of your teleport, as part of your bonus action you may make a melee ki card weapon attack at the target. On a hit you may apply sneak attack damage to the target.

Both parts of this feature can only be used a total number of times based on your wisdom modifier per long rest.

17th Lv Fifty Two Cut Up

As an action, spend 5 ki points to activate this effect for one minute during which the rogue must maintain concentration (like a concentration spell) in order to keep this effect going. When you activate this feature, you toss 52 ki cards into the air which spin and move in the air within a 25 foot sphere which is centered with and moves with the rogue. When activated, all creatures in the area of effect must make a dexterity saving throw against your ki save dc or take 6d10 magical slashing damage on a fail and half as much on a success. Any creature that enters this area of effect and/or ends their turn in this area of effect takes 6d10 magical slashing damage.

All ki card attacks and trap card features are made with advantage against a target in this area of effect and any enemy's ki saving throws are made with disadvantage while they are in the area of effect.

Previous Versions

Name Date Modified Views Adds Version Actions
7/2/2022 2:05:08 AM
52
2
3.0
Coming Soon
7/26/2022 2:09:39 AM
55
2
3.5
Coming Soon

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