Rogue
Base Class: Rogue

Arcane cardsmith and master of chance magic. A rogue that is so familiar with the concept of games and gambling that they are able to harness it into chaotic magic to imbue cards and other gaming objects with special effects.

You may use a standard 52 card deck to play this class. If you do so, separate all numerical cards into one deck and all court/faced cards into another deck. This will be your Draw Table and Ante Table. You may also include 2 Joker cards into the Draw Table deck and 1 Joker card into the Ante Table deck.

Luckslinger

3rd level Fortunamancer feature

Your skills as a rogue and a gambler have given you the ability to utilise game pieces as weapons. You gain proficiency with: a set of playing cards, a set of dice and a dragonchess set. When using them as weapons, they take on the following properties:

Throwing Cards. 1d6 slashing damage, Range 20/60ft, Finesse, Light.

Throwing Dice. 1d6 bludgeoning damage, Range 20/60ft, Finesse, Light.

Throwing Dragonchess Pieces. 1d6 piercing damage, Range 20/60ft, Finesse, Light.

At higher levels, more than one game piece can be thrown for one attack action. Two pieces at 6th level, three pieces at 12th level and four pieces at 16th. You can direct the pieces at the same target or at different ones. Make a separate attack roll for each piece thrown.

Arcane Chips. You gain 3 Arcane Chips. These look and behave like ordinary chips, but can be activated to gain additional effects. You expend an Arcane Chip once you activate it. You regain all of your expended Arcane Chips when you finish a short or long rest. You gain additional Arcane Chips at levels 9, 13 and 17.

Arcane Draw

3rd level Fortunamancer feature

Your love for chaos and games allows you to harness the chaotic magic of gambling. Starting when you choose this archetype, you may use a bonus action to draw a card of a random suit and value. The effects of which are outlined in the Draw Table.

Saving Throws: Some of the effects of your cards require the target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Draw save DC = 8 + your proficiency bonus + your Intelligence modifier.

VALUE BASE EFFECT SUIT EFFECT
SPADES HEARTS CLUBS DIAMONDS
2-4 1d4 slashing damage  + INT Modifier to damage Charmed (WIS save, until the start next of your next turn)  Double Range to hit Ignore Resistances for damage
5-7 1d6 slashing damage
8-10 1d8 slashing damage
Ace 1d10 slashing damage
Joker Redraw, gain 1 Chip

 

Ante up: You may activate one Arcane Chip to draw one random card from the Ante Table as a free action. Upon being granted, you may choose to dispel any of the following effects using a bonus action.

VALUE BASE EFFECT SUIT EFFECT
SPADES HEARTS CLUBS DIAMONDS
Jack Alter the card properties (next 5 cards) Explosion - 5ft radius. DEX save, on success take no damage Healing - Changes the card to heal instead of dealing  damage Knockback - Pushes target hit with card up to 5ft backwards Teleport - Allows you to teleport to an unoccupied space within 5ft of the card once landed
Queen Alter the deck element (1 hour) Fire damage Radiant damage Cold damage Lightning damage
King Self-buff Become invisible,  lasting for up to 1 hour(s) Gain advantage on your next attack action or saving throw Increases your AC by 2, lasting for 1 hour(s) Increases your movement speed by 20ft,  lasting for 1 hour(s)
Joker Choose any card from the Ante table

Blind Luck

9th level Fortunamancer feature

Starting at 9th level, after successfully hitting a target with a sneak attack using one of your game pieces, you gain 1 Arcane Chip.

In addition, you may activate Arcane Chips to use the following abilites:

Blunder. When a creature that you can see within 20ft makes an attack roll or saving throw, you may use your reaction and activate an Arcane Chip to force them to roll with disadvantage.

Domino. After activating an Arcane Chip, as a bonus action, you may roll 2d6 and take the highest result. You may grant 1 ally within 20ft of you a bonus to their next dice roll of the value of the dice roll.

Twist of Fate

13th level Fortunamancer feature

Starting at 13th level, you can use an action to augment your chaos magic. When you do so, you must select one of the following actions. This feature can only be used once per long rest and will last until the end of your next long rest.

River. Look through your deck of cards and choose 3 cards. You may then place these 3 cards at the top of the deck to ensure they are drawn next.

Castle. Look through your deck of cards and choose 3 cards to be discarded from the deck until this feature ends. You must then re-shuffle the deck.

Greed. Every time you use a bonus action to perform an arcane draw, you instead draw 2 cards and pick the result, until this feature ends.

Jackpot

17th level Fortunamancer feature

You may activate all of your remaining Arcane Chips to use Jackpot. This requires a minimum of 4 Arcane Chips remaining. 

Jackpot. As a bonus action, activate all remaining Arcane Chips to empower your next (1d4 + 1 for every Chip activated) attacks with the full power of luck. This power guarantees your attack will hit it's target, crit and deal the maximum damage.

You cannot use this feature again until a week has passed and you have taken at least 3 long rests.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/8/2024 11:13:51 AM
8
1
1
Coming Soon
5/8/2024 11:19:45 AM
7
1
1.1
Coming Soon
5/8/2024 11:20:37 AM
7
1
--
Coming Soon
5/8/2024 11:58:55 AM
7
1
1.2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes