Base Class: Rogue
You are a card game fiend and victory always happens to be in the cards for you. Be it on the battlefield with special card based combat or in a tavern gambling your way to riches through a card game.
Card Duelist
You gain a special deck of cards known as a combat deck(These cards count as finese ranged weapons and don't impose disadvantage unless you are 3 feet away or 25 feet away) and proficiency with anything involving cards. It can function as both standard playing cards and a set of weapons with unique effects based on the card thrown. The card damage adds your dexterity modifier and proficiency bonus:
King: Cards with the king symbol on them may be thrown up to 30 feet away to deal 2d4 magical slashing damage(upgrades to 3d4 at 7th level, 4d4 at 11th level and 5d4 at 15th level). Regardless of whether the card hit, all creatures within 10 feet of where the card landed must make a dc20 dexterity saving throw. On a failed save, the creature is stunned for a number of turns equal to your proficiency bonus.
Queen: Cards with the queen symbol on them may be thrown up to 30 feet away to deal 2d4 magical slashing damage(upgrades to 3d4 at 7th level, 4d4 at 11th level and 5d10 at 15th level). Regardless of whether the card hit, all creatures within 10 feet must make a dc20 wisdom save. On a failed save, the creature is charmed by you for a number of turns equal to your proficiency bonus. If the creature is immune to the charmed condition the creature is paralyzed instead.
Jack: Cards with the jack symbol on them may be thrown up to 30 feet away to deal 2d4 magical slashing damage(upgrades to 3d4 at 7th level, 4d4 at 11th level and 5d4 at 15th level). Regardless of whether the card hit, all creatures within 10 feet of where the card landed must make a dc20 strength check. On a failed save, the creature is restrained for a mumber of turns equal to your proficiency bonus.
Ace: Cards with the ace symbol on them may be thrown up to 30 feet away to deal 2d4 magical slashing damage(upgrades to 3d4 at 7th level, 4d4 at 11th level and 5d4 at 15th level). Regardless of whether the card hits, all creatures within 10 feet of where the card landed have a 1/500 chance each to instantly die or if your health is below 1/4 of your maximum health(rounded down) the chance is improved to 1/100.
Joker: Cards with the joker symbol on them can mimic the effect of any card of your choice.
6-10: Cards with the numbers 6, 7, 8, 9, or 10, may be thrown up to 30 feet away to deal 2d4 magical slashing damage(upgrades to 3d4 at 7th level, 4d4 at 11th level and 5d4 at 15th level). Regardless of whether the card hit, all creatures within 10 feet of where the card landed take an additonal 2d4 necrotic damage(upgrades to 3d4 at 7th level, 4d4 at 11th level, 5d4 at 15th level).
2-5: Cards with numbers 2, 3, 4, or 5, may be thrown up to 30 feet away to deal 2d4 magical slashing damage(upgrades to 3d4 at 7th level, 4d4 at 11th level and 5d4 at 15th level). Regardless of whether the card hit, all creatures within 10 feet of where the card landed take an additonal 2d4 radiant damage(upgrades to 3d4 at 7th level, 4d4 at 11th level, 5d4 at 15th level).
Card Manipulator
Sleight of Hand and Deception checks made in order to give you an edge in a card game have advantage and you may double your proficiency in Sleight of Hand and Deception checks made this way a number of times equal to your proficiency bonus +1. You regain all expended uses of this feature when you take a long rest.
Card Misdirection
You use the art of misdirection using your cards. You may now make dc16 sleight of hand checks to replace an item on someone's person with a card with the target being none the wiser. You may do this at anytime outside of combat or as a bonus action during combat. If this is done while hidden you may add 5 to your roll.
Card Trick God
You choose what cards you draw when playing a card game. Your battle deck cards also have effects based on their suit:
Heart: Cards of the Heart allow you to regain hitpoints equal to half the damage(includes damage from the card's secondary effect should it's secondary effect deal damage) rounded down.
Spade: Cards of the Spade deal an extra 2d8 magical slashing damage.
Diamond: Cards of the Diamond give you 20 gold.
Club: Cards of the Club grant you a simple wish from the list below:
1: You may treat this card as a card of a different suit.
2: You may be given 25 gold.
3: You may gain or give someone in vision range 4d10 hitpoints.
4: You may wish for the next attack to have advantage and be a critical hit.
5: You may cast any 6th level or lower sorceror spell regardless of whether you know the spell or not(any spell below 6th level that can be upcast is treated as being upcast to 6th level).
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