Rogue
Base Class: Rogue

Cardthrower Features
Rogue Level Feature:

 - 3rd Bonus Proficiencies, Card Up Your Sleeve
 - 9th Misdirection
 - 13th Flurry of Cards
 - 17th Helping Hand

Bonus Proficiencies

When you take this archetype at 3rd level, you become proficient with playing cards if you are already. Playing cards have the Thrown and Light properties. You may use your Strength or Dexterity for attack rolls. Playing cards deal 1d4 slashing damage + either your Strength or Dexterity modifier, and have an effective range of 15 feet and a maximum range of 45 feet.

Whenever you use the Attack Action to throw a playing card, you can use a bonus action to make one ranged attack with a playing card in your off hand. You do not add your ability modifier to the damage, unless it is negative.

Card Up Your Sleeve

Also, at 3rd level, you can prepare a number of cards up your sleeve in case of attacks. The number of cards prepared per sleeve is equal to your proficiency bonus.
 - If you no longer have any cards prepared, you can use an action to prepare cards in this way, up to your maximum.
 - In addition to this, as part of your Attack action, you can shift one card from each sleeve into your hands.

Misdirection

At 9th level, you’ve learned to weave magic just like your cards. You learn two wizard cantrips of your choice, along with the mage hand cantrip. Whenever you cast mage hand, you can have it prepare a number of playing cards equal to your proficiency bonus.
- You use your Intelligence for whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier for setting the saving throw DC for a rogue spell you cast and when making an attack with one.


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier


Whenever a creature attempts to cast a spell or make an attack within 15 feet of your mage hand, you can use your reaction to have the mage hand throw a playing card at them. The target creature must make a Constitution saving throw. On a failure, the creature is distracted and their action fails.

Flurry of Cards

At 13th level, you can expend all the cards in your sleeves in order to deal damage. As an action, you may throw all cards up your sleeves and in your hand in a 15 foot cone. All creatures in the cone must make a Dexterity saving throw. A target takes 1d4 slashing damage for every card expended on a failure, and half as much on a success.
- If a creature that is targeted by this is currently in combat with another creature, you may add your sneak attack dice to the damage.

Helping Hand

Finally, at 17th level, you can get the drop on your opponent’s defenses whenever you are in combat. Whenever your mage hand is within 5 feet of a hostile creature, you can count the Mage Hand as a friendly ally for use of your sneak attack feature.

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