Rogue
Base Class: Rogue

The Card Flinger has honed their skills and has made a deck of cards just as deadly as a dagger

Paper Arrows

Starting at 3rd level, you are proficient at throwing cards as weapons.

Any playing card you use is counted as a weapon for you dealing

1d4+Dex Slashing Damage and having a range of 30/60

Your damage die will increase to a 1d6 at 9th and a 1d8 at 13th

Cards can't be effectively thrown within 10 ft of your target

You can use sneak attack while attacking with a playing card

Deck of Tricks

When you choose this archetype at 3rd level, you can use Tricks to aid you in combat.

Tricks. You learn three tricks of your choice. You can use only one trick per turn. You learn two additional tricks of your choice at 7th, 11th, and 15th level. Each time you learn new tricks, you can also replace one trick you know with a different one.

Trick Points. You have four trick points, A trick point is expended when you use it. You regain all of your expended trick points when you finish a short or long rest. You gain another trick point at 4th level, 8th level, 10th level, 12th level, 16th level, and 19th level.

Blinding Fling

You can spend 2 Trick point to make a card not do damage but distract an enemy, granting the next attack against that enemy advantage

Card Deflect

If you haven't used a trick point this turn, you can use one as a reaction to a ranged attack focused on you or an ally within 30 ft to add AC equal to the amount of damage you roll for your card.

Disarming Throw

You can spend 1 Trick point and attempt to disarm a target. The target must make a DC 8+Cha+Prof Str saving throw on a failed save their weapon drops on the ground in front of them

Gamblers Flourish

You can spend 4 trick points to give yourself advantage on your attack

Grease Card

You can spend 2 trick points to make a card not do damage but after being thrown turns into Oil: 10ft square of flammable oil is spilled on the ground, it is slippery so when a creature walks over it they need to make a DC 8+Dex+Prof Dex saving throw or fall prone and become covered in oil which takes a minute to clean off. If the target catches fire they take 2d6 fire damage per round for one minute or until the target spends an action to put the fire out

Hidden Strike

You can spend 1 Trick point and have an Undetected origin, if hidden making an attack does not reveal your position

Imbue Card

You can spend 3 trick points to replace regular Slashing damage with one of the following elemental damages

Acid, Cold, fire, Lightning, Necrotic, Poison, Radiant, or Thunder

Loaded Card

You can spend 3 trick points to choose one point within 60 feet of you. Any creature within a 10-foot radius of that point must make a DC 8+Cha+Prof Dex saving throw. A target takes 2d8 slashing damage on a failed save and half as much on a successful one. Creatures behind half and three quarters cover instead take half damage on a failed save and no damage on a successful one. The damage die for this attack increases at 17th level (2d10).

Pinning Card

You can spend 2 trick points to make a card not do damage but after hitting pin the target down and restrain them. At the beginning of their turn, the restrained target can spend an action to pull the cards out, or make a DC 8+Cha+Prof str saving throw to get up for free

Relocating Card

You can spend 2 trick points to throw the card at an unoccupied space you can see, up to your max range away. You then teleport to that space. Alternatively you can make an attack against a creature to swap places with them, the attack automatically hits if the creature is willing.

Ricochet

You can make your card bounce from target to target for each new target, spend 1 Trick point as well as make an attack roll. Each target has to be within 10ft of the previous and there can’t be anything in the way of a card. Each target can only be hit once this way.

Scapegoat

You can spend 1 Trick point and anger a target, the Target makes a DC 8+Cha+Prof wis saving throw. on a failed save the target had disadvantage on all attacks targeted at anyone but you for one round

Seeking Card

If you make an attack roll for a card and miss, you can spend 2 trick points as a reaction to reroll the d20, and you must use the new roll. (You can use Seeking card even if you have already used a different trick option.)

Sharpened Card

When you roll damage, you can spend 1 trick point as a reaction to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. (You can use Sharpened Card even if you have already used a different trick option.)

Smoke Screen

You can spend 1 trick points to make a card not do damage but after being thrown turns into a smoke screen: 10 ft cube of smoke comes out of the card making it hard to see

Sniper

You can spend 1 Trick point and double the range of your attack

Spike Growth

You can spend 2 trick points to make a card not do damage but after being thrown turns into a Spike growth: 10 ft square of thorns which is difficult terrain, take 2d4 piercing damage for every 5 ft traveled in it.

Twinned Cards

You can spend 1 Trick point to quickly throw a second card (You have to roll to hit again)

Magic Deck

Starting at 9th level, your cards flow with magical energy and normal thrown card attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. 

Also starting at 9th level, you gain the ability easily deceive and trick people using cards.

You have advantage on any Sleight of hand or Deception checks related to cards

(ex. Shuffling a deck in your favor or hiding a card in your sleeves)

Twist of Fate

At 13th level, your mastery over the card table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with another creature that you can see. If the creature is one of your allies, the ally must agree to swapping with you.

Gamblers focus

Starting at 17th level, When you start initiative you gain trick points equal to 1+ your initiative roll divided by 4 (rounded up). 

Additionally, on The first turn of combat you have advantage on attacks and opponents have disadvantage against you.

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