Rogue
Base Class: Rogue

Rogues who follow the Gambit archetype are masters of magical trickery and precision attacks using a unique magical deck of cards. These cards, imbued with mystical energies, can be thrown as deadly projectiles and return to their deck immediately after being used.

Arcane Deck

At 3rd level, you gain a magical deck of cards that you can use as a ranged weapon. You are proficient with these cards, which have a range of 30 feet. When thrown, a card deals 1d6 force damage on a hit and returns to your deck immediately. The deck contains a limitless number of cards, and you can summon or dismiss the deck at will.

Additionally, you learn the Prestidigitation cantrip if you don’t already know it. You can cast it without any components, and its range is increased to 30 feet for you.

Mystic Imbuement

Starting at 3rd level, you can imbue your cards with various magical effects. As a bonus action, you can choose one of the following imbuements. The effect lasts until the end of your next turn:

  • Elemental Edge: The card deals an additional 1d6 damage of your choice: fire, cold, lightning, or poison.
  • Explosive Impact: The card explodes on impact. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take 1d6 fire damage.
  • Disorienting Strike: The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or have disadvantage on the next attack roll it makes before the end of its next turn.

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.

Card Shark

At 9th level, your skill with the arcane deck improves. You gain the following benefits:

  • Rapid Shuffle: You can draw and throw two cards when you take the Attack action on your turn, instead of one.
  • Keen Edge: The force damage dealt by your cards increases to 1d10.
  • Critical Strike: When you score a critical hit with a card, the target is stunned until the end of your next turn.

Arcane Trickery

Starting at 13th level, you can use your magical cards to create illusions and distractions. As an action, you can choose one of the following effects:

  • Illusory Duplicate: You create a perfect illusion of yourself that lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell). The duplicate moves and acts like you, but can't attack or interact with objects. You can switch places with the duplicate as a bonus action.
  • Phantasmal Assault: You create an illusory barrage of cards that fills a 20-foot radius centered on a point within 60 feet. Each creature in the area must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature takes 4d6 psychic damage and is frightened for 1 minute. On a successful save, it takes half as much damage and isn't frightened. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a short or long rest.

Deck of Fates

At 17th level, you gain the ability to unleash the full power of your arcane deck. As an action, you can draw ten cards and throw them at up to ten different targets within 60 feet. Make a separate attack roll for each target. On a hit, a card deals 4d6 force damage and imposes one of the following conditions of your choice on the target until the end of your next turn: blinded, paralyzed, or stunned.

Once you use this feature, you can't use it again until you finish a long rest.

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