Rogue
Base Class: Rogue

As any seasoned gambler can tell you, the house always wins in the end. The solution, then, is simple – don’t play the house’s game.

Gambler’s Strike

At 3rd level, your wild luck becomes integrated into your very being. When you hit a creature with a Sneak Attack during your turn, roll a d100 on the Wildcard Table to determine which of the following effects occurs.

Wildcard Table

d100 Major Arcana Effect
1-5 The Fool At the end of your turn, you teleport back to the location at which you started your turn.
6-10 The Magician You gain advantage on the next attack roll, skill check, or saving throw you make before the end of your next turn.
11-15 The High Priestess You ignore all sources of disadvantage on your attack rolls, skill checks, and saving throws until the start of your next turn.
16-20 The Empress Creatures of your choice within 10 feet of yourself gain temporary Hit Points equal to half the damage dealt by your Sneak Attack. These temporary hit points disappear at the end of your next turn.
21-25 The Emperor You cast command as a 1st-level spell on your target. Dexterity is your spellcasting modifier for this spell.
26-30 The Hierophant Allied creatures within 10 feet of yourself gain a +2 bonus to their AC until the end of your next turn.
31-35 The Lovers Your target becomes charmed by you until the end of your next turn.
36-40 The Chariot Your movement speed is doubled until the end of your next turn. In addition, you gain the benefits of the Disengage action.
41-45 Strength Your next attack before the end of your next turn deals additional damage equal to your Rogue level.
46-50 The Hermit You can move up to your movement speed without expending any of your movement, but you must end your movement further from your target than when you began. This movement doesn’t provoke opportunity attacks
51-55 Wheel of Fortune Roll twice on this table, ignoring repeats.
56-60 Justice You cast the blindness/deafness spell on the target, using Dexterity as your spellcasting modifier for this spell. If the target succeeds on the saving throw, you become blinded until the start of your next turn.
61-64 The Hanged Man You cast hold person on your target. Dexterity is your spellcasting modifier for this spell. When cast in this way, you can only maintain concentration on this spell until the end of your next turn.
65-68 Death Your target becomes Frightened of you until the end of your next turn.
69-72 Temperance You gain the benefits of the Dodge action until the end of your next turn.
73-76 The Devil A shadowy copy of yourself appears in an unoccupied space of your choice within 15 feet of yourself. It uses your ingame statistics, but only has 1 Hit Point. The copy can be commanded to attack as a bonus action, but acts on its own if not commanded. It disappears after the end of your next turn.
77-80 The Tower You cast fireball as a 3rd-level spell, centered on yourself. Dexterity is your spellcasting modifier for this spell.
81-84 The Star The next time you would die or hit 0 Hit Points before your next long rest, you instead fall to 1 Hit Point.
85-88 The Moon You become invisible until the end of your next turn.
89-92 The Sun You regain Hit Points equal to twice your Rogue level.
93-96 Judgement If you are attacked before the end of your next turn, you can use your reaction to make a weapon attack against the attacker.
97-100 The World At the end of this turn, you take an additional turn.

Master of Games

Also at 3rd level, you gain proficiency in all gaming sets.

Lucky Seven

At 9th level, Lady Luck has given you a small influence over fate. When you fail an attack roll, saving throw, or skill check, you can use your reaction to add a +7 bonus to the roll, potentially causing it to succeed.

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

Double Down

At 13th level, you can further push your luck. Whenever you roll on the Gambler’s Strike table, you can roll twice and use either number.

High Roller

At 17th level, you find that luck calls to luck. Whenever you roll a 6 on any of your Sneak Attack damage dice, you deal 1d6 additional damage for each 6 rolled.

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