Rogue
Base Class: Rogue

 

The Card Sharp Rogue subclass is a subclass that is all about luck and taking risks, using a deck of enchanted cards to gain the upper hand in any situation. The Fortune Hunter is a daring adventurer who is not afraid to take on any challenge, relying on their deck of cards to help them navigate through danger and come out victorious.

At 3rd level, you gain a deck of enchanted cards that can be used to cast spells or make ranged attacks. You start with a deck of 10 cards and can draw an additional card at the end of each long rest. The cards can be thrown as a ranged weapon with a range of 20/60 feet, dealing 1d6 + your Dexterity modifier piercing damage. When thrown, the card disappears in a burst of magical energy. These cards are not only sharp but also imbued with magic, allowing the Cardsharp to use their Charisma modifier instead of their Strength or Dexterity modifier for the attack and damage rolls. On a critical hit with a card, the Cardsharp can draw an additional card and add its damage to the attack, making them even more deadly in combat.

The Cardsharp also gains access to Cardsharp's Luck at 3rd level, a feature that allows them to draw a card from their deck and gain a powerful benefit once per short rest. This ability can be used to gain advantage on an attack roll, reroll a saving throw or ability check, or add a d6 to a damage or healing roll. This feature represents the Cardsharp's reliance on luck and the element of chance in their playstyle.

At 3rd level, you gain proficiency with playing cards and can use them as a tool for Sleight of Hand checks. Additionally, you can add your proficiency bonus to Charisma (Deception) checks when trying to cheat at a card game.

At 9th level, your card attacks become even deadlier. When you make a ranged attack with a card, you can choose to add your Sneak Attack damage to the attack. In addition, you may also equip the dual-wielded Card Blades, the distinguishable weapon of a Cardsharp.

At 13th level, the Cardsharp gains access to Gambit's Gamble, a powerful feature that allows them to reroll any attack roll, ability check, or saving throw once per long rest. This feature represents the Cardsharp's confidence and ability to take risks, relying on their luck to help them succeed in any situation.

At 17th level, the Cardsharp becomes a true master of their deck of cards. They can draw two cards instead of one when they use Cardsharp's Luck, giving them even more chances to gain a powerful benefit. They can also use their deck of cards to cast spells such as dimension door, misty step, and teleportation circle, representing their ability to manipulate the magic imbued in their cards to transport themselves and their allies across great distances. Additionally, when the Cardsharp uses their Lucky Strikes feature, they can choose to add their Sneak Attack damage to the attack, making them even more deadly in combat. This final feature represents the culmination of the Cardsharp's mastery of their deck of cards, allowing them to use their skills to their full potential and become an unstoppable force in combat.

 

 

Cardsharp's Fortune

At 3rd level, you start with a deck of 10 cards and can draw an additional card at the end of each long rest. The cards can be thrown as a ranged weapon with a range of 20/60 feet, dealing 1d6 + your Dexterity modifier piercing damage. When thrown, the card disappears in a burst of magical energy.

In addition, you can use your deck of cards to cast the following spells: burning hands, magic missile, shield, and thunderwave. To do so, you must expend a card from your deck and use your action to cast the spell as if you had prepared it.

 

Finesse and Deception

At 3rd level, you gain proficiency with playing cards and can use them as a tool for Sleight of Hand checks. Additionally, you can add your proficiency bonus to Charisma (Deception) checks when trying to cheat at any game.

Cardsharp's Gambit

At 9th level, you can use your deck of cards to teleport short distances. As a bonus action, you can throw a card at a point you can see within 30 feet of you and teleport to that location. You can use this ability a number of times equal to your Dexterity modifier (minimum of once) before needing a long rest. If it hits an animated object, ally, or enemy, you and your target switch locations.

Fortune's Favor

At 3rd level, you can use your deck of cards to call upon the luck of the draw. Once per short rest, as a bonus action, you can draw a card from your deck and gain one of the following benefits:

  • Lucky Strike: Your next attack roll with a weapon or spell has advantage.
  • Second Chance: You can reroll a saving throw or ability check.
  • Twist of Fate: You can add a d4 to a damage roll or healing roll.

 

Gambit's Gamble

At 13th level, you gain proficiency in the Deception skill and can use your deck of cards to distract and confuse your enemies. As a bonus action, you can throw a card at a creature within 30 feet of you and force them to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be distracted by the card, granting advantage to your allies' attacks against them until the end of your next turn.

Additionally, the Cardsharp gains access to Gambit, a powerful feature that allows them to reroll any attack roll, ability check, or saving throw once per long rest. This feature represents the Cardsharp's confidence and ability to take risks, relying on their luck to help them succeed in any situation.

 

 

Card Clasher

At 17th level, the Cardsharp becomes a true master of their deck of cards. They can draw two cards instead of one when they use Cardsharp's Luck, giving them even more chances to gain a powerful benefit. They can also use their deck of cards to cast spells such as dimension door, misty step, and teleportation circle, representing their ability to manipulate the magic imbued in their cards to transport themselves and their allies across great distances. Additionally, forces the target to make a Constitution saving throw (DC equal to your spell save DC) or be stunned until the end of your next turn. Once you use this ability, you can't use it again until you finish a long rest. This final feature represents the culmination of the Cardsharp's mastery of their deck of cards, allowing them to use their skills to their full potential and become an unstoppable force in combat.

Summon Card Blade

At 9th level, the Cardsharp is a bit familiar with the use of his enchanted deck. You may remove one card off the deck and equip it into your hand. It automatically transforms into a Card Blade. It cannot be transformed back to a regular card from your deck.

Summon Card Blade

At 13th level, the Cardsharp is familiar with the use of his enchanted deck. You may remove one card off the deck and equip it into your hand. It automatically transforms into a Card Blade. It cannot be transformed back to a regular card from your deck.

Comments

Posts Quoted:
Reply
Clear All Quotes