Base Class: Rogue
When you became a rogue, the scheme you picked wasn't some fancy criminal specialty, or the art of killing from the shadows. You, instead, honed your mental ability and your dexterous fingers to play a mean game of cards, or dice. And, instead of relying on luck, your have become a prolific cheater. You know every trick under the sun: card counting, pocket aces up your sleeve, false and forced shuffles, weighted dice, and more. It's not cheating unless you get caught. Your spell save DC is 8 + your Charisma modifier + your proficiency bonus.
Poker Face
When you pick this roguish archetype at 3th level, you gain expertise in Insight and Deception. From practice and repeated play, you have mastered your poker face, being able to bluff, deceive, and read any opponent.
Card Counting
When you choose this archetype at 3rd level, you can accurately recall any information you have learnt from the past month. After repeated practice for card counting and memorizing card orders, you have sharpened your mind and memory to the maximum. You can also add your Intelligence modifier to rolls made while playing a game.
Wild Cards
Starting at 9th level, you are blessed by the God of Play and gain a deck of magical cards. When you land an attack on an opponent, you can use your bonus attack to throw 3 cards out in a 15 ft cone. The cards damage the first enemy it hits, dealing 1d6 + your Charisma modifier. When you play a game with these dice, you can add your Charisma modifier to your roll.
Stacked Deck
At Level 13, your Wild Cards grow more powerful and deal 2d6 + your Charisma modifier Force damage.
Loaded Dice
By 13th level, you are granted a number equal to your Charisma modifier pairs of magical dice by the God of Play. After landing an attack on an opponent, you can throw a pair of dice up to 30 ft away. Upon landing, the dice detonate and affects everyone within 5 ft of it. Depending on the face of the dice when they land, a different affect occurs. When you play a game with these dice, you can add your Charisma modifier to your roll.
- 2-3: The pair of dice does nothing and disappears.
- 4-5: Targets make a Strength saving throw. If they fail, they are knocked prone by magical force.
- 6-8: Targets make a Dexterity saving throw. If they fail, they take 1d10 + Charisma modifier Force damage. Other wise, take half damage.
- 9-10: Targets make a Wisdom saving throw. If they fail, they take 3d4 + Charisma modifier Psychic damage and is frightened.
- 11-12: The pair of dice becomes a fireball spell.
Loaded Dice - Double or Nothing
When you reach 17th level, you can even alter fate with a roll of your dice. Expanding a pair of your loaded dice, you can roll a second d20 after rolling the first one. If you choose to roll again, reliable talent does not apply to the second dice. If both are successes, then it is a critical hit. If both fail, then it is treated as a critical miss. If the results alternate, then the effect is canceled. You can use this as long as you have loaded dice left.
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