Base Class: Rogue
You come across a set of metal serrated playing cards imbued with some unknown magic. Just touching them can bind them to your soul, holding them almost guarantees it. The Aces resemble creatures that you have never seen before, both beautiful and terrifying. Cards glistening with its magic only hidden by it box. Each card you throw seals your Fate. It will always be fine, until the Joker shows itself. When you pull your Ace, the Gods of Fate will guide your way. Just remember always to shuffle your Cards, otherwise your Fate can't be twisted.
Make sure to add The Twister of Fate's Throwing Cards to your Collection.
Poker Face
When you choose this archetype at 3rd level, you gain proficiency with the Playing Cards Set, and add a set of Magical Throwing cards that Deal 1d4 + your Dexterity Modifier magical Slashing damage, that also has the Light, Thrown, and Finesse Property, with a range of 40/80 ft.
Aces up your Sleeve
Whenever you roll a 20 on the attack die, You may expend an Ace. If you do, ignore the crit and roll a D4 on the Aces Table and apply the resulting Effect to your attack:
1: Spades of Agility - Until the End of your next turn, your speed is increased by 10 and you do not provoke opportunity attacks.
2: Clubs of Stunning - On hit Creature must pass a Constitution Saving throw or be stunned until the start of your next turn. DC is 8 + Proficiency Bonus + your Charisma Modifier
3: Hearts of Healing - Heal 1d8 + your Charisma Modifier points, If you are at full it become Temporary hit points instead. The Temporary Hit Point do not Stack.
4: Diamonds of Magic - Choose 1 of your 4 chosen Cantrips and imbue its damage and effect into the hit
Pesky Joker
Whenever you roll a 1 on an attack roll, Roll on the Joker table and Apply the effect to your self:
1: Joker of Vulnerability - Until the start of your next turn, you are vulnerable to all damage, and damage dealt to you cannot be reduced or prevented.
2: Joker of War - Summons 1d4 hostile enemies of the DM's Choice that are not CR higher than your level that only target you.
3: Joker of Snakes - Deal 2d4 + your Dexterity Modifier, Necrotic Damage to yourself. This damage cannot be prevented or reduced.
4: Pair of Jokers - Roll 2 more times on this table, and they cannot be the same effect.
5: Russian Roulette - roll a d6, on a 1 set your Hit Points to 0 and make a death saving throw, on a 6 your next attack does an additional 6d6 damage. on a 2-5 it does nothing.
6: 52 Card Pickup - Regain all Aces, and make an additional attack.
Stacked Deck
Whenever you roll an 18, 19, or 20 on the die for an attack roll you may expend an Ace and roll on the Aces table. This effect is applied instead of a Critical Hit.
Regain all Aces on a Short Rest.
Sneaky Ace
Starting at 13th Level, You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you have expended an Ace, provided you did not have Disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Plot Armor
Starting at 17th Level, Fate has taken a liking to you giving you a bonus to your Initiative and Armor Class equal to your Charisma modifier, as long as you aren't wearing Medium or Heavy armor, or using a Shield.
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Posted Jul 17, 2024Creator here, I have noticed some simple gameplay confusions with my wording, and notes I forgot to include.
First: Stacked deck is a 9th level ability that allows to pull and ace on an 18 19 or 20, it does not count as a critical for an 18 or 19.
Secondly: You choose the cantrips for the aces up your sleeve.
Lastly: I am Struggling to upload The Twister of Fate's Throwing Cards, because its not very unique. It is a Magic set of cards that deal 1d4+ your Dexterity Modifier Magical slashing Damage with the Light, Thrown, and Finesse Properties. Range of 40/80ft. The card return to your deck.
Sorry for the confusion. I am Very self Concious about this and will continue to check on this for typos and errors.