Base Class: Rogue
Cardslingers are charismatic tricksters either flamboyant, shady, or downright deceitful. With their skills they host marvelous shows, run elaborate games, and dominate high-stakes gambles. Thanks to their magic, their deck of cards is much more than a mere source of evening entertainment, but also a deadly weapon capable of spreading mayhem as well as their unpredictability can handle.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Cardslinger Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Cardslinger Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a wizard spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Arcane Trickster Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Wild Card's Gambit
While holding a playing card set, you gain a new attack option that you can use with your Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is a d6. You can apply your Sneak Attack to this special attack (the damage type is force), the rules for its use must be met as normal. If you have at least one card from a card set at the end of a short or long rest, it magically replenishes itself into a full deck.
Additionally, when you hit a creature with this special attack, you deal an extra 1d6 force damage and roll a d4. The attack gains a random gambit effect based on the number rolled as shown in the Wild Card's Gambit Table below, DC for saving throws made against your gambit effects equals 8 + proficiency modifier + your Charisma modifier.
You can use this feature this way a number of times equal to 1 + your Charisma modifier (minimum of once), you regain all expended uses after finishing a long rest.
WILDCARD'S GAMBIT TABLE
D4 Gambit Effect
1 Blue Eye: You must make a DC 13 Charisma check, on a success you regain two expended uses of your WildCard's Gambit. If you regain all expended uses, you gain temporary hit points equal to twice your Charisma modifier
2 Golden Shackle: The target must make a Strength saving throw. On a failed save the creature's movement speed is reduced by half, it cannot use its reactions, and regardless of its abilities or magic items it cannot make more than one melee or ranged attack until the end of its next turn.
3 Red Rose: The target and all creatures of your choice within 5 feet of it must make a Dexterity saving throw, taking 2d8 force damage on a failed save or half as much damage on a successful one.
4 Wild Ace: Choose Blue Eye, Golden Shackle, or Red Rose. The attack gains the chosen gambit effect with advantage on the ability.
Professional Bluffer
All Charisma (Deception) checks against you are made with disadvantage.
Additionally, you can use a bonus action given by your Cunning Action to choose one creature within 60 feet of you that can see you and make a Charisma (Deception) check contested by its Wisdom (Insight) check. If you succeed, you gain a bonus to attack rolls made against the target before the end of your current turn equal to your Charisma modifier.
Mark of Bad Luck
At 13th level, you gain the ability to mark targets with your cards, turning your bad luck into theirs. As a bonus action on your turn, you can designate a creature within 30 feet of you that you attacked with any card-based spell or attack this turn. Doing so gives the target disadvantage on attack rolls until the end of its next turn.
You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of once). You regain all expended uses after finishing a short rest.
Lucky Thief
At 17th level, you gain the ability to magically capture the knowledge of how to cast a spell from another spellcaster in one of your cards and turn their good luck into yours.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you capture the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.
In addition, as long as you hold a captured spell in this way, whenever you roll a 1 or 2 on a damage die of your Sneak Attack or Wild Card's Gambit special attack, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2
Once you use this feature, you can’t use it again until you finish a long rest.