Rogue
Base Class: Rogue

(A Subclass based off "Twisted Fate" from League of Legends.)

You focus your training in the art of Sleight of Hand using Cards. Relying on quick wits, quicker hands and a touch of Destiny and Self-Made Luck. Any gambler worth their skills learn the art of cardslinging so that should their cheating at the card table be discovered, they've always got a weapon at hand.

A good Deck of Playing Cards is you're weapon of choice. While even a bad Deck can be deadly in your hands, you prefer one you yourself has stacked in your favour.

Wild Cards

When you choose this archetype at 3rd Level, you learn how to Balance Cards with both Power and Precision. You gain proficiency in Sleight of Hand and Playing Cards. If you already have this proficiency, instead double it. You can also now use Playing Cards as a Ranged Weapon with a Range of 30/60ft. They deal 1d4 Slashing Damage increasing to 1d6 at 5th, 1d8 at 11th, and 1d10 at 17th.

Lady Luck

You feel Lady Luck smiling down on you. After you gain this feature at 3rd Level, When you make an Attack Roll, Ability Check or Saving Throw, you can roll a d8 and add it the total. You can do this after you've rolled but before the outcome has been determined. You can use this feature a number of times equal to your proficiency modifier and regain all expended uses after a Long Rest.

Pick a Card

You begin to feel a Magical Connection with your Cards. When you gain this feature at 9th Level, After finishing a Long Rest, You can enchant a Deck of Playing Cards with Cartomantic Magic. Attacks with the Enchanted Deck of Cards count as Magical for the purpose of overcoming Resistance. Also, a number of times equal to your proficiency bonus, You can use a Bonus action to imbue your next Playing Card attack with Greater Magic. Roll a d6 to randomly decide what magic enchants itself onto the card.

1-2: Empowered Card: On a hit, deal an additonal 1d12 Magic Slashing Damage and regain the expended use of "Pick a Card"
3-4: Slowing Card: On a hit, deal an additonal 1d10 Cold Damage to all creature's within 10ft of the initial Target, including the target, and reduce their movement speed by 10ft.
5-6: Stunning Card: On a hit, deal an additional 1d8 Force Damage and the Target must succeed on a Wisdom Saving Throw or be Stunned until the end of your next turn.

Save DC = 8 + Dexterity Modifier + Proficiency Bonus

 

Stacked Deck

You gain a greater feel for the Cartomantic Magic that lives within your Enchanted Decks of Cards. Starting at 13th level, Once per Long Rest, you can Rig your Deck and decide what extra effect you gain from using your Bonus Action "Pick a Card". And While using Playing Cards as Weapons, you no longer have Disadvantage on Ranged attacks within 5ft using Playing Cards, can use them as Melee Weapons and you Critically Hit on a Roll of 19-20.

Destiny's Eye

You can now feel Destiny within your Cards and can use this in your favour. Upon gaining this feature at 17th level, You can use a Bonus action to gain 120ft Truesight until the end of your next turn. While under the effects of "Destiny's Eye" you can use your reaction to disappear in a Cascade of Cards. You teleport to a point you can see upto 120ft away. Upon arriving you can make one attack with a Free Use of "Pick a Card". You can use this feature once per Long Rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/16/2024 1:04:24 PM
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