Rogue
Base Class: Rogue

Not all rogues are about sneaking and shadows. Some prefer the route of showmanship and style. One can never predict what can happen with Wild Cards like them, but one thing is certain: they keep things entertaining! Let the shenanigans ensue!

The Joker's Hand

3rd level Wild Card feature

When you choose this subclass at level 3, you gain proficiency in the Playing Card gaming set and the Performance skill. Additionally, you can double your proficiency bonus when making these checks.

As a bonus action, you can throw a playing card at an target within 30 feet of you. Make either a Sleight of Hand check or Performance check against the target's Perception. On a success, the target is distracted and your next attack roll against the target has advantage. You can use this feature a number of times equal to your Charisma modifier. All spent uses are refreshed after a long rest.

If you use the sneak attack feature while tossing a playing card, you can deal additional sneak attack damage equal to 2d6 and gamble with luck and roll a d53 or draw from a pack of cards, applying the corresponding effect. If the effect is a spell, its saving throw DC is equal to 8 + your proficiency bonus + your charisma modifier, and it does not require concentration. The additional sneak attack damage increases with your Rogue levels, with 3d6 at level 5, 4d6 at level 9, 5d6 at level 13 and 6d6 at level 17.

D53

Effect

1 – Ace of Spades

You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.

2 – Two of Spades

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.

3 – Three of Spades

You cast Mirror Image.

4 – Four of Spades

4 playing cards shoot from you at random targets within 30 ft. of you. They use your charisma score for attacks and deal damage equal to 1d4+(sneak attack) slashing damage.

5 – Five of Spades

You become affected as if you just drank a philter of love.

6 – Six of Spades

You feel unlucky. You automatically fail on the saving throw you make within the next minute.

7 – Seven of Spades

Someone owes you 250,000 gold somewhere in the world.

8 – Eight of Spades

For the next 24 hours, whenever anyone asks you a question, you can only respond with “Answer unclear, try again later.”

9 – Nine of Spades

A number of cats equal to the total damage you last dealt appear out of thin air from a location within 60 ft. of you.

10 – Ten of Spades

You gain advantage on all saving throws till the next turn, and you believe yourself to be the Deus Ex Machina of this fight.

11 – Jack of Spades

You have an existential crisis for the next minute, during which you have disadvantage on Wisdom saving throws. This crisis should preferably be about a topic personal to you.

12 – Queen of Spades

The damage of your next attack is doubled.

13 – King of Spades

You gain resistance to all damage for the next minute.

14 – Ace of Clubs

Roll on this table at the start of each of your turn for 1 minute, and reroll if you land on this effect again.

15 – Two of Clubs

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

16 – Three of Clubs

Every weapon within 60 ft. of you turns into a random food for 2 rounds.

17 – Four of Clubs

You no longer need to breathe for the next 1d8 hours.

18 – Five of Clubs

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

19 – Six of Clubs

A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. You fall unless you use your reaction to succeed on a Dexterity saving throw to grab the edge of the pit. The bottom of the pit magically rises upward 1 minute later, leaving no trace of the pit.

20 – Seven of Clubs

A simulacrum of yourself appears within 20 feet of you. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. It turns to snow 1 minute later.

21 – Eight of Clubs

The bones in your hands and legs disappear. You fall prone and drop everything you are carrying. You cannot stand up or hold or manipulate objects until your bones reappear at the start of your next turn.

22 – Nine of Clubs

You smell like lavender for 1d6 days.

23 – Ten of Clubs

Your clothes become uncomfortably tight.

24 – Jack of Clubs

Your skin turns blue until someone casts Remove Curse on you.

25 – Queen of Clubs

You cast Blur.

26 – King of Clubs

You feel lucky. You automatically succeed on the next saving throw you make within the next minute.

27 – Ace of Diamonds

You cast Haste on yourself.

28 – Two of Diamonds

You cast Fireball as a 3rd-level spell centred on yourself.

29 – Three of Diamonds

You break your attunement with 1d3 of your magic items to which you are attuned.

30 – Four of Diamonds

You can use the Dodge action as a Cunning Action for 1 minute.

31 – Five of Diamonds

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

32 – Six of Diamonds

Roll a d20 at the start of your turns for 1 minute. If you roll a 10 or lower, you are transported to the Ethereal Plane till the end of your turn.

33 – Seven of Diamonds

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

34 – Eight of Diamonds

You can take one additional action immediately.

35 – Nine of Diamonds

You gain tremorsense with a range of 30 feet for 1 minute.

36 – Ten of Diamonds

All weapons you have turn into a random food for 1 round. This includes natural weapons.

37 – Jack of Diamonds

If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.

38 – Queen of Diamonds

Your arms stretch. You gain an additional reach of 10 feet with weapons for the next minute.

39 – King of Diamonds

Your next attack within 1 minute deals maximum damage.

40 – Ace of Hearts

You hands get sticky for 10 mins.

41 – Two of Hearts

 

42 – Three of Hearts

 

43 – Four of Hearts

 

44 – Five of Hearts

 

45 – Six of Hearts

 

46 – Seven of Hearts

 

47 – Eight of Hearts

 

48 – Nine of Hearts

 

49 – Ten of Hearts

 

50 – Jack of Hearts

 

51 – Queen of Hearts

 

52 – King of Hearts

 

53 - Joker

You can choose any one effect from this table.

 

 

Twist of Fate

9th level Wild Card feature

Luck can always take a turn around you, whether for better or worse. As a reaction to a creature making an ability check, saving throw or attack roll, you can roll a d4. You can then choose to add or subtract this number from the ability check, saving throw or attack roll. However, on the next ability check, saving throw or attack roll you make within the next minute of using this reaction, you must roll a d4 and subtract the number from the result. You can do this a number of times equal to your Charisma modifier. You regain all spent uses on a long rest.

At level 17, you can expend two uses of this feature to give the creature advantage or disadvantage on their respective roll. Additionally, on doing so, you suffer disadvantage on the next roll you make.

Against All Odds

13th level Wild Card feature

The difference between life and death can be a single miracle. You can use your Uncanny Dodge feature against any damage, not just attacks. Additionally if your HP is reduced to 0, you can use your reaction to instead drop to 1 HP. You can use this feature only once per long rest.

Also, when you roll on the Wild Effects table, you can roll twice and choose either of the two outcomes.

Joker's the Name

17th level Wild Card feature

Your versatility is second to none, and you can fit into any role desired of you. At 17th level, you gain proficiency in two skills, and expertise in one skills you are proficient with. You can also add half your proficiency bonus to your Charisma saves.

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