Rogue
Base Class: Rogue

WIP

Dealer

You gain proficiency with the Playing Card Set and one other gaming set of your choice.

Call

Proficiency bonus times per day, as a Bonus action you can decide to test your luck. Flip a coin and call Heads or Tails before it lands. If your call is correct chose one of the following effects:

Glint: Until your next turn, all attacks you make have advantage.

Red Thread of Fate: The next attack you make counts as a critical hit; Bypassing the target's AC as well as doubling the dice rolled for damage.

If, however, your call is incorrect, you Bank the failure. Your banked failures reset on a long rest. You do not spend a use of this ability if your call is incorrect.

Pity

Your bad calls add up, but they are far from useless.

As a Bonus Action or if you fail a Call, you may spend a number of Failures from your Bank to call upon Lady Luck's pity and invoke one of these effects:

Aches (1) The target’s speed is halved until the start of your next turn.

Distraction (2) The target has disadvantage on the next saving throw they make.

Bolster (2) You gain a number of Temporary Hit Points equal to your Rogue level.

Cripple (4) The target has disadvantage on the next attack roll they make, and their speed is 0 until your next turn.

 

Lady Luck's Blessing

Whenever you make an attack roll, ability check, or a saving throw, you can give yourself advantage on the roll. You must use this feature before knowing the outcome of the roll. Additionally, if a hostile creature hits you with an attack, you can force them to re-roll their attack.

You can use this feature twice, regaining all expended uses when you finish a short or long rest.

One-Armed Bandit

Once per turn, when you trigger sneak attack, you may choose a number of sneak attack dice to "wager". Then roll 3d6 Slot Dice, the amount of matching Slot Dice will determine the effect.

0 Matching - Remove the wagered sneak attack dice from the damage roll

2 Matching - Double the amount of the wagered dice and add it to the damage roll

3+ Matching - Triple the amount of wagered dice and add it to the damage roll

You may spend banked Failure points to add 1d6 per point to the number of Slot Dice rolled. You may do this 3 times per long rest.