Rogue
Base Class: Rogue

Your a master of cards but while many may think your a master of fate, you are really a master at deception, whether it be by pulling your 3rd royal flush of the night or by summoning a fireball from your cards either way eventually the house always wins 

Dealers hand

Starting at 3rd level as long as you have a set of playing cards you can summon a card when you use your action to attack, the weapon is light and can be thrown it is considered magical. 10/40ft it uses your dexterity modifier to attack and does 1d4+ your dex mod piercing damage 

Lucky hand

When you use your deck of cards you can roll a d12 and roll a random effect below. Some abilites requires a saving throw, the dc equals 8+ your proficiency bonus + your dexteriy modifier

  1. You hurl a fireball at the target. If the target is hit everyone within 20ft must roll a saving throw and take 3d8 fire damage of half as much on a success
  2. All friendly allies within 30ft recover 2d6 hp
  3. Your target gains vulnerability to a damage type of your choice until the end of your next turn. Doesnt work if they are immune to that damage type
  4. The target loses all reactions until the start of your next turn 
  5. If the target dies within one minute of this effect taking place they are revied as a zombie under your control until next dawn
  6. You cast levitate on yourself 
  7. Your closest allie gains the effects of the spell haste
  8. You cast suggestion on your target 
  9. You gain another action 
  10. You gain +2 to your armor class
  11. You cast lightning bolt
  12. Your sneak attacks automatically crit on your next attack if it hits

Can use 1× your proficiency modifier 

 

Expertise in playing cards

You gain expertise in playing cards

Flick of the wrist

Once per short rest when you roll on the table for lucky hand you can roll twice and take either option 

Duel of fate

When you reach 13th level you can challenge an entity with an intelligence of 8 or higher to a card game, the target must roll a wisdom saving throw and on a success they can refuse the duel on a fail they must agree. Both parties set up the parameters for the duel such as winning gold or saving an allie. Either way both targets must agree to the terms. When the terms are established a magical contract is made that cannot be broken with anything other than a wish spell. Both parties must hold up their end of the deal and if they dont they are permanently banished. 

Both targets cannot roll with advantage or disatvantage. Targets both roll a d20 and add any playing cards proficiencies. Whoever rolls higher 3 times wins the duel

Heart of the cards

If you dont have any uses of lucky hand left at the beginning of combat you gain two

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