Rogue
Base Class: Rogue

The Card counter rogue uses a deck of cards for his features. With his deck he can do things like provide distractions, and help his allies with the incredible use of slight of hand

Deck Master

At level 3 you gain access to a deck of 52 cards. The Deck has the same stats of a dagger except the weapon is magical for the purposes of overcoming resistances. At level 9 the weapon counts as a +1 weapon, at level 13 the weapon counts as +2 weapon. Additionally, you have proficiency with Sleight of hand, and Playing card set.

Card Suits

 Each card has a unique suit giving each card unique properties. When you deal sneak attack damage with your Deck, you may add a additional effect. You must use this ability before you roll the weapon damage die.

Heart: On a one your cards give you more vitality, you gain temporary HP equal to the Sneak attack damage dealt

Spade: On a two your card will pierce through your foe hitting enemies that are close by. When you deal sneak attack damage to a foe you deal the same damage to a enemy within 30 feet of your target. If there are no available targets and are unable to deal this damage. You gain the ability to crit on a 19 on your next turn only.

Clubs: On a three your card will move with force and power. The target hit with your sneak attack is knocked a number of feet equal to your sneak attack damage (rounded down) and knocked prone.

Spade: On a four your card will pierce through your foe hitting enemies that are close by. When you deal sneak attack damage to a foe you deal the same damage to a enemy within 30 feet of your target. If there are no available targets and are unable to deal this damage. You gain the ability to crit on a 19 on your next turn only.

 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Top Deck

You use your deck of cards to distract your foes to assist your allies or harass your foes. You throw a card at a enemy with in 30ft of you when they make a attack, or saving throw. The enemy must roll a dexterity saving throw, (DC scales off of Charisma) on a failure you roll a d4 and add your charisma mod. Subtracting the result from the roll, depending on the results of the dice you apply a additional effect 

Heart: on a 1 you may roll your sneak attack dice and give them to one ally within 30ft of the target.

Spade: on a 2 you may blind the foe, cutting the creatures eyes until the start of your turn.

 Clubs: On a 3 you may roll your sneak attack dice and push the target a number of feet equal to the result rounded down.

Diamond: on a 4 you may grant yourself advantage on your next attack roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Four Card

You have become so accustomed to your deck of cards that each suit will gain further attributes. When you attack with your deck before you roll you may change the damage type of the Card depending on the roll of the Weapon. This effect will also change the damage type of your sneak attack.

Heart: On a 1 the damage type for this attack becomes fire

Spade: On a 2 the damage type for this attack becomes Psychic 

Club: On a 3 the damage type for this attack becomes force

Diamond: On a 4 the damage type for this attack becomes radiant

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Master of bluffs

After dealing with many cheater's, scammers, and liars in your time in this field. You can detect lies and deceit with ease, whenever you make a insight check against a individual you have spoken to for one minute. You can add your charisma to the insight check. Additionally, you gain proficiency in deception if you do not already have it. Deception checks you make to bluff against your enemies or opponents are made with advantage.

Royal Straight Flush

You have face failure many times and have managed to grasp victory from the jaws of defeat. Granting yourself the best possible luck in your most dire need. 

Whenever you or a ally with in 30ft of you rolls a one on a Attack roll, a saving throw, or a ability check. You may bend luck just slightly changing it to a success. The dice result becomes the lowest possible amount needed to succeed. If the dice roll is impossible for the character to succeed you can not use this ability.

You may only use this feature once per long rest.

Previous Versions

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4/13/2024 8:24:42 PM
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