Rogue
Base Class: Rogue

Masters of Fortune and Deception

To most, tarot cards are curiosities — tools of con artists and mystics used to charm coins from the gullible. But to a Fate Dealer, each card hums with a secret rhythm, a pulse of cosmic symmetry connecting all living things. Their decks are not mere paper and ink, but reflections of their own soul and intuition — mirrors through which they glimpse the endless weave of destiny.

Where other rogues rely on stealth and steel, the Fate Dealer draws upon intuition, pattern recognition, and supernatural chance. Every card flipped is a whisper of what’s to come, and every choice is a wager against fate itself.

Fate Dealers blend showmanship, insight, and psychic sleight of hand into a seamless art. One moment they’re predicting an opponent’s strike before it lands; the next, they’re twisting probability so a blade finds its mark or a friend escapes death by inches. Some are genuine prophets whose cards shimmer with divine purpose. Others are charismatic tricksters who make destiny itself their greatest con.

Cards of Fate

When you choose this archetype at 3rd level, you gain a Tarot Deck — a set of enchanted cards that reflect the threads of destiny.

You can draw upon this deck to read fate and alter events. You gain a number of Tarot Dice equal to your proficiency bonus, which are d6s. You regain all expended Tarot Dice when you finish a long rest. You can regain one expended die when you score a Sneak Attack Critical Hit.

You can spend a Tarot Die to use one of the following effects after you make or see a d20 roll (attack, ability check, or saving throw):

  • The Fool (Misstep): Subtract your Tarot Die from an attack roll made against you or an ally within 30 feet (reaction).

  • The Magician (Inspiration): Add your Tarot Die to your attack roll, ability check, or saving throw (bonus action).

  • The Tower (Downfall): When a creature you can see fails a saving throw, deal additional psychic damage equal to your Tarot Die.

  • The Hanged Man (Stall): Reduce a creature’s speed to 0 until the start of its next turn when it takes damage from your Sneak Attack (no action).

Additionally, you gain proficiency in Insight or Deception (your choice).

Deception

You gain proficiency in Deception

Insight

You gain proficiency in Insight.

Reading the Spread

Your connection to the cards deepens, allowing you to see glimpses of imminent possibilities.

Whenever you finish a short or long rest, roll three Tarot Dice and record the numbers — this is your Spread.

  • Once per turn, when a creature within 30 feet makes an attack roll, ability check, or saving throw, you can replace their roll with one of the stored numbers from your Spread (no action required).

  • You can do this a number of times per long rest equal to your proficiency bonus.
  • The replaced die becomes expended from the Spread.

  • You regain all expended Spread dice when you finish a rest.

Additionally, your mastery of intuition lets you briefly peek behind illusions:

When you use Cunning Action: Hide, you can immediately make a Wisdom (Perception) or Wisdom (Insight) check. If you succeed, you automatically detect any illusion, invisible creature, or hidden door within 30 feet until the start of your next turn.

Twist of Fate

You learn to weave fortune and misfortune with precision. When you use a Tarot Die or a Spread number on a creature’s roll, you can impose one of the following fate twists:

  • The Lovers: If the roll affects an ally, another ally within 30 feet gains temporary hit points equal to your Sneak Attack dice.

  • Death: If the roll affects an enemy, it becomes vulnerable to the next damage it takes before the end of your next turn.

  • The Wheel: You may reroll your Tarot Die instead of spending it once per turn.

You can use one Fate Twist per turn.

Major Arcana

You can now channel the deck’s full power, manifesting archetypes that shape the world’s threads.

As a bonus action, draw a Major Arcana card — rolling a d6 to determine its form — or choose one if you expend three Tarot Dice.
You can use this feature once per short or long rest (or by spending three Tarot Dice).

d6 Major Arcana Effect
1 The Sun You and allies within 30 ft gain advantage on attack rolls and saving throws until the start of your next turn. You also shed bright light in a 30-ft radius.
2 The Moon You become invisible and intangible (like blur) until the end of your next turn or until you attack.
3 The Star Choose up to three creatures within 30 ft. Each regains HP equal to your Rogue level + Charisma modifier.
4 The Devil Each enemy of your choice within 15 ft must succeed on a Wisdom save (DC = 8 + PB + Charisma mod) or be frightened and take psychic damage equal to your Sneak Attack dice.
5 Justice Until the start of your next turn, whenever you or an ally within 30 ft hit a creature, that attack automatically scores a critical hit on a 19–20.
6 The World You immediately regain half your maximum Tarot Dice and all expended uses of Fate Twist and Cunning Action for the next minute.

Your Major Arcana manifests visually as glowing cards that swirl through the air, each depicting its symbol with luminous, haunting artistry.

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