Base Class: Rogue
For generations powerful and weak people alike have found themselves in the dark back rooms of the Gibbering God. In a place filled with smoke and shadow called the House of Games. Here anyone with something of value can gamble for great power. Anything from wealth to entire kingdoms is on the table. To win all one needs to do is to risk their soul.
Draw
Level 3
Your victories in the House of Games have earned you the Gamblers Tarot. With this deck of cards you learn 4 spells of a level you can cast from any spell casters list. You can not cast these spells normally. In order to cast them you must draw them from your Gamblers Tarot. Assign a number from 2-19 to each of these spells.
As a bonus action on each of your turns you may roll a d20 to draw a card from your Gamblers Tarot. On a result of 1 you may not draw again until the beginning of your next turn. On a result of 20 you may choose any spell from the Tarot to cast. Barring a 1, whatever your result you may cast a drawn spell as a bonus action on your turn. You may hold a spell, but while you hold a spell you may not draw again.
Additionally you may return to the House of Games to swap your spells out for spells of equal level.
When casting a spell this way you may expend a spell slot to cast a spell at a higher level, otherwise they cast at their default level.
The Trap Card
Also at level 3
When targeted for a spell you may make a Dexterity (Slight of Hand) saving throw against the casters spell save DC instead of a save offered by the spell to draw a blank card from the Gamblers Tarot and attempt to absorb the spell.
On a natural 20 you suffer no negative effects from the spell. Otherwise a successful save causes you to suffer half effects from the spell. Additionally if you succeeded on the save your previously blank Tarot card now features the spell saved against and may now be casted by being drawn.
Alternately you may use your Bone Dice to obtain a cantrip in the same manner.
You may use this feature a number of times equal ½ your rogue level rounded down (minimum of one) per long rest.
Finally you may make this save for an ally as long as they are within 10ft of you once per long rest.
Roll the Bones
At level 6
Another boon won in the House of Games is your Bone Dice. You learn 3 cantrips of your choice from any list. You may not cast these normally. Assign each spell a number from 1-5.
As a bonus action on your turn you may roll a d6. On a result of 1-5 you may cast the cantrip associated with that number. On a result of 6 you may choose whichever cantrip you want. You may do this even if you are holding a spell from the Gamblers Tarot. During any subsequent turn you may use a free action to cast the held cantrip if you have not already.
Additionally you may now spend a minimum of two hours after leveling up on a long rest to return to the House of Games to play games against the members to learn a cantrip or spell from a list of spells offered by the member, so long as you are of the level to learn it. (these are spells vary greatly in power or use but the player must gamble something for this, be it wealth, knowledge, or even fragments of their soul, the power of the spell desired should be reflected by the DC of the gambling rolls required to earn them)
Stacking the Deck
At Level 9
You have advantage on all Dexterity (Slight of Hand) check if you have not drawn from the Gamblers Tarot this turn.
On your turn you may make a Dexterity (Slight of Hand) check to attemp to draw a specific spell from your Gamblers Tarot with the Draw feature. This check is made at a DC of 13+ the targeted spells Level. e.g. You want to draw Fireball from your Tarot, Fireball is a level 3 spell so the DC check would be 16.
You may do this a number of times equal to your Dextarity modifier per long rest.
Heads I Win, Trails You Lose
At level 13
When you draw from the Gamblers Tarot you may choose to toss a coin and call it. If you call it correctly you may replace the card and draw again. If you call it wrong deal 1d8+Dexterity Modifier damage to one target creature you can see.
You may do this a number of times equal to your proficiency bonus + your dexterity modifier per short rest.
The Heart of the Cards
At level 17
Immediately after a long rest roll a 1d6 apply the appropriate results.
1.) You may choose to succeed on a Slight of Hand Check 2 times in the next 12 hours.
2.) Your Gamblers Tarot spells deal maximum damage for 8 hours.
3.) You restore 2d8 hp to yourself or a creature you can see each time you draw from the Tarot for 12 hours.
4.) Double the effects of cantrips you cast for 8 hours.
5.) For the next 12 hours, on each draw from the Tarot you may draw 3 cards and choose one to use placing the others back into the deck.
6.) Twice in the next 8 hours you may draw and hold up to 2 cards from the Tarot instead of one each turn.
Additionally you may choose to add or subtract your Dexterity modifier from your rolls on the Draw or Roll the Bones features.
Previous Versions
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12/15/2019 9:44:38 PM
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Posted Jul 1, 2021This is a clunky, poorly thought out mess that is, by all regards, utterly broken. My personal advice? This shouldn't be played.