Rogue
Base Class: Rogue

This class requires a real deck of playing cards which you can shuffle after each fight, rest, or dawn. Discuss this with your DM.

Card Slingers are rogues who depend as much on their agility as their charisma and uncanny abilities with playing cards. 

As a Card Slinger, your expertise with playing cards goes beyond sleight of hand tricks and winning at the poker table. Cards are weapons in your hands. Your abilities allow you to throw cards with deadly accuracy and even infuse them with magic. Each time you draw a card, your connection to the arcane, as well as a little luck, allow for extraordinary and unexpected feats. With each shuffle of your deck, you come closer to understanding your gift and realizing your true potential

Card Sharp

When you choose this archetype at 3rd level, you gain expertise with the playing card set.

You also gain a deck of 52 cards (4 suits of 13).  Each suit (clubs ♣, diamonds ♦, hearts ♥, or spades ♠) contains an Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, and King. There are no duplicates. 

Card Throwing

At 3rd level, your skill with a playing card set it becomes more than just mastery. Cards are now deadly weapons in your hands, and you have created your own magical deck with razor-sharp edges. Cards you wield can be used as simple ranged weapons with the light, finesse, and thrown properties and deal 1d4 slashing damage on a hit. At the beginning of your turn, if you do not have a hand of cards, draw a hand of 3 cards, you may throw 1 card per turn by flipping it over. If however, your cards make a poker hand such as a pair or 3 of a kind, you may throw all of the cards that make up that poker hand at once (by flipping them over) and the attack deals extra damage (see Hands feature). If you throw a single card and that card is a Jack, King, Queen, or Ace you may reroll damage.

The damage die for throwing playing cards increases as you gain rogue levels and become more adept at throwing cards, at 9th level (d6), at 13th level (d8), and 17th level (d10). Your hand size also increases as you gain rogue levels, at 9th level 4 cards, at 13th level 5 cards

Each throwing card attack consumes 1 card. These cards can be replenished after a short rest.

Hands

By drawing certain poker hands while in combat, you can use the magical synergy of the cards to give you extra power and throw your magical poker hand all at once. Once at 9th level if damage by the cards exceeds the HP of the target of the card attack, the excess damage may be transferred to another creature within 30 feet of the original target.

The hands are as follows (from lowest hand to highest hand):

3 Card Hands

Pair 

Extra 6 (1d6+3) magical damage 

3 card Flush

Extra 12 (1d8+8) magical damage 

3 card Straight 

Extra 24 (2d10+13) magical damage 

3 of a kind

Extra 48 (4d12+22) magical damage or you gain advantage on all attack rolls for 4 turns

4 Card Hands

Pair 

Extra 6 (1d6+3) magical damage 

3 card straight

Extra 12 (1d8+8) magical damage 

3 card flush 

Extra 24 (2d10+13) magical damage 

2 pair 

Extra 48 (4d12+22) magical damage or you gain advantage on all attack rolls for 4 turns

4 card straight

Extra 72 (4d20+30) magical damage or you have 20 AC for the next 2 turns

4 card flush

Extra 96 (4d20+52) magical damage or every friendly creature is healed 50 health 

3 of a kind 

Extra 144 (1d100+94) magical damage or you may give advantage to every friendly creatures attack rolls for the next 4 turns

4 card straight flush

Extra 196 (2d100+95) magical damage or you may magically put every creature that has less than 25 health to sleep.

4 of a kind

Extra 360 (3d100+210) magical damage or you may kill one creature of your choice that you can see

5 Card Hands

pair 

Extra 6 (1d6+3) magical damage 

3 card straight 

Extra 12 (1d8+8) magical damage 

3 card flush

Extra 24 (2d10+13) magical damage 

2 pair 

Extra 48 (4d12+22) magical damage 

4 card straight

Extra 72 (4d20+30) magical damage or you gain advantage on all attacks for 4 turns

4 card flush

Extra 96 (4d20+52) magical damage or you have 20 AC for the next 2 turns

3 of a kind 

Extra 144 (1d100+94) magical damage or you can cast any spell level 3 or less

4 card straight flush

Extra 196 (2d100+95) magical damage or every friendly creature is healed 75 health

5 card straight

Extra 250 (2d100+150) magical damage or you may give advantage to every friendly creatures attack rolls for the next 4 turns

5 card flush 

Extra 300 (2d100+200) magical damage or you may magically put every creature that has less than 50 health to sleep.

full house

Extra 360 (3d100+210) magical damage or you may summon exactly 5 creatures with a CR of 1, or one creature with a CR of 5. The creature(s) last for one hour before disappearing. 

4 of a kind

Extra 426 (4d100+224) magical damage or you gain any uncommon or rare magical item for up to an hour 

5 card straight flush

Extra 500 (4d100+300) magical damage or you may kill one creature of your choice that you can see

Card Tricks

At 3rd level, when you gain this feature, you learn 3 Card Trick options of your choice.

Once per turn, as an action, you can execute a Card Trick by drawing a card from your deck. You have 2 uses of this ability and regain all expended uses by shuffling a playing card set during a short or long rest.

You gain an additional Card Trick and use of this feature at 9th, 13th & 17th level.

Bluff

You hold your hand of cards close to your face and mutter an incantation from behind them, staring at one enemy. That creature must then make succeed a wisdom save against your Spell DC or becomes frightened.

Card up your Sleeve

You draw a card and slip it up your sleeve, ready to use in a sticky situation. For the next minute, whenever you make an attack roll, ability check, or saving throw, you can retrieve this card with a flick of your wrist, allowing you to roll an additional d20. 

You may choose to use this after you roll the die, but before the outcome is determined. You may choose which of the results to take.

At 13th level you can pass this card to someone else, allowing them to gain it's effect instead.

Cold Call

You call moisture in the air to gather and freeze on a card as you throw it, making a ranged card attack. On a hit, the target takes an additional 1d6 cold damage, and it's speed is reduced by 10 feet until the start of your next turn.

The cold damage increases by 1d6 at 9th (2d6), 13th (3d6) and 17th level (4d6).

Curved Card

You place a slight bend in a card, causing it to curve around objects as you make a ranged card attack. The attack ignores the effects of half and three quarters cover and has advantage against creatures who are not behind cover. 

Heater

You channel any heat around you into a card, which begins to glow faintly as you throw it, making a ranged card attack. On a hit, the card ignites, and the target takes an additional 1d6 fire damage. A flammable object hit by this card ignites if it isn't being worn or carried.

The fire damage increases by 1d6 at 9th (2d6), 13th (3d6) and 17th level (4d6).

Quick Escape

You throw a card up to 30 feet to an unoccupied space you can see. The second the card hits the ground, you dissolve into mist, and reappear at the card's location.

At 13th level, when you teleport, you turn invisible until the start of your next turn, unless you make an attack or cast a spell. Anything you are wearing or carrying is also invisible.

Raise the Stakes

You raise the stakes by giving advantage on each attack done by a friendly creature, but also doubling the damage on each attack done by an enemy creature.

Shocking Draw

You draw a card which begins to spark with electrical energy as you throw it, making a ranged card attack. On a hit, the target takes an additional 1d6 lightning damage and must succeed on a Constitution saving throw or be Stunned until the start of its next turn. The DC is 8+your proficiency bonus+your Charisma modifier

Smoke and Mirrors

You wave your cards around, summoning smoke in a 30 sphere around you, then mirror yourself with an illusion spell. These illusions of yourself cannot leave the smoke, 

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Trump Card

As a reaction (after a hit has been successfully made against you, but before damage has been rolled), you may grab a card from your deck to Trump the attack (meaning you take no damage) and send the enemy flying backwards 30 ft

Card Flourish Attacks

At 9th level the Card Slinger learns more than just card throwing. Using the art Cardisty and Card flourishes, the Card Slinger can confuse, entrance, and attack their enemies.

Card Fan Blades

Fanning out the cards in each hand, the Card Slinger can use them as hand-held blades to slice through enemies. Before drawing your hand you may, discard the top ten cards, and use them as your Card Fan Blades, to preform 2 melee attacks against an enemy within range. 

Card Spring

You hold the cards in Biddle Grip and bend them inwards to spring them out of your hand at an enemy within range, bombarding them with cards.

Revolution Cut Reload

With a one handed Revolution Cut, the card slinger can magically reload their deck, bringing it back to 52 cards.

Swing Cut Slice

with on hand, you swing a few cards off the top of the deck, launching them out in 3 different directions (1 straight out in front of you, one 45 degrees to the right from the one going straight, and one 45 degrees to the left of the one going straight) potentially hitting multiple enemies.

Top Shot

Holding the deck in Dealers Grip, you bend a card between your little finger and thumb then release it, flicking it into the air. It quickly flies in a circle, then hones in on an enemy, diving down bypassing their AC. 

Slights

Not only know can you cheat to increase your odds in card games but not also in combat. At 13th level you learn 2 slights then another slight at 17th level. 

Classic Pass

You seamlessly cut the deck and bring any one card to the top of the deck, adding it to your current hand.  

Double Lift

You double the amount of card in your hand by picking up two cards at once while dealing yourself a hand. If you would draw 5 cards instead draw 10 for one turn.

Palmed Cards

You may palm any number of cards from your current hand (put those cards off to the side), and add them to a different hand later. 

Stacking the Deck

Before combat you quickly shuffle your cards in a way to stack the deck in your favor. You may put any 3 cards on top of the deck.

Switcheroo

You may put any number of cards from your current hand back into the deck and draw that many cards back 

Card Counting

With tremendous focus the Card Slinger rogue has learned probability passed what is humanly possible. The Card Slinger can enter a state where they can predicted every possible movement of their opponents. All attacks using cards gets advantage, and you may use the dodge action as a bonus action. This state lasts for 20 of your turns or until you take over 20 points of damage. 

Previous Versions

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8/13/2023 4:00:36 AM
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