Base Class: Rogue
You are a rogue with a knack for playing cards. You have spent years hustling other players in taverns, reading prophecies and fates to wary travelers, or performing magic tricks beside the road. You have learnt how to use a deck of playing cards to your advantage, and you are never seen without one.
The Deck
You are never seen without a deck of cards. You keep one on your body at all times, and you use it every chance you get.
As a player, keep a deck of 52 playing cards (plus 2 jokers, for a total of 54) nearby as this subclass requires it for some features.
Cardslinging
At the 3rd level, your mastery for throwing cards has become obvious. As an action, you can throw a card as a ranged weapon attack, dealing damage corresponding to the card’s properties.
Whenever you use this feature, reveal the top card of your deck. It deals damage according to it’s properties:
- It deals damage equal to the card’s number value, with picture cards, aces, and jokers dealing 11, 12, and 1 damage respectively.
- It’s damage type is determined by the card’s suit; slashing from diamonds (or swords), piercing from hearts (or wands), bludgeoning from clubs (or cups), and force from spades (or pentacles).
Then shuffle your deck.
At higher levels.
You can make an additional attack with this feature whenever you take the Attack action at the 9th, 13th, and 17th levels.
Deck Specialties
At the ninth level, your gain the option to specialise in a deck of playing cards or Tarot cards. This choice also determines your feature at level seventeen.
Choose one of the following:
Full House
You have become a master of luck when performing activities with cards. Whenever you take the Cardslinging Action on your turn, and you encounter a card with the same numerical value just prior, you may put two cards of the same numerical value at the top of your deck. After the second card put on top this way is revealed, shuffle your deck.
Minor Arcana
You have learnt to read fortunes and divine with Tarot cards. At the beginning of the day, roll 4d20. Choose two of the outcomes and add them to your Arcana pool. For the rest of the day, whenever you roll an Attack roll, Skill Check, or Saving Throw, you may use a marked number instead. You may only use each number once a day. At midnight, your Arcana pool automatically expires.
Zarrow Shuffle
You have become prestigious at manipulating cards into illusion to affect other people or creatures. When you choose this option, you learn the spells Minor Illusion, Produce Flame, Confusion, and Hypnotic Pattern. You can use your deck of cards in place of the spells' material components (it does not get consumed by the spell.) You can use each of these spells once per long rest.
As Luck Would Have It
When you reach the thirteenth level, the payoffs to your risky decisions becomes greater. Whenever you deal damage with your Cardslinging, mark the amount of damage. When that number reaches 21 or higher, you can choose from one of the three following:
- Take an additional action this turn.
- Refresh any of your dice pools.
- When you cast your next spell using a Cardslinger feature, you may cast it without expending a charge.
This feature can only be activated once per short rest.
Ace in the Hole
At the seventeenth level, you have become a master of the deck of cards, able to wield, scry, and perform with them with unparalleled effectiveness. The option you chose at 9th level will decide which option you may select at the 17th level.
Legerdemain
At the seventeenth level, you have mastered you card manipulation skills. You gain access to the following spells; Animate Objects, Dominate Person, Mislead, and Mass Suggestion. You may cast each of these spells once per long rest. You may use your deck of cards instead of any material components the the spell requires (the spells do not consume the deck of cards). In addition, whenever you succeed on a Dexterity or Charisma check (including related ability checks), you may immediately make an attack with your Cardslinging feature.
Major Arcana
You have a prowess in reading the major arcana cards in a deck. At the seventeenth level, you may choose to take out the jokers in your deck and replace them with the face card: the knight (or cavalier). In addition, you gain a second deck of 22 cards. Once per day, you may choose to reveal the top card of this deck, and if you do, you may cast a spell relating to the card without material components, up to once on the same day. The spells and corresponding cards are as follows:
| Card Name | Spell |
| I - The Magician | Counterspell |
| II - The Priestess | Light |
| III - The Empress | Mass Suggestion |
| IV - The Emperor | Dominate Person |
| V - The Hierophant | Foresight |
| VI - The Lovers | Locate Creature |
| VII - The Chariot | Phantom Steed |
| VIII - Strength | Shatter |
| IX - The Hermit | Magnificent Mansion |
| X - Fortune | Wish |
| XI - Justice | Sunburst |
| XII - The Hanged Man | Simulacrum |
| XIII - Death | Power Word Kill |
| XIV - Temperance | Sleep |
| XV - The Devil | Bestow Curse |
| XVI - The Tower | Fireball |
| XVII - The Star | Dream |
| XVIII - The Moon | Time Stop |
| XIX - The Sun | True Seeing |
| XX - Judgement | Imprisonment |
| XXI - The World | Plane Shift |
| The Fool | Modify Memory |
Royal Flush
Your prowess with your deck of cards seems to transcend the realms of possibility. At the seventeenth level onwards, as a bonus action, you may organise your deck for the top five cards to be an ace, king, queen, jack, and a ten, in that order, of any suit. Whenever you make an attack with your Cardslinging feature, you may choose not to shuffle your deck.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/8/2023 7:05:19 AM
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v1
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Coming Soon
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