Rogue
Base Class: Rogue

You can cast magic based on your patron, throw cards that deal different effects when thrown and make deals left, right or during fights.

Pact Magic

When you reach 3rd level, you have made the ultimate deal and gained the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.

Cantrips. You learn Guidance + two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Dealer Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Dealer table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Rouge LEVEL CANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOT
LEVEL
3rd Guidance + 2 2 1 1st
4th Guidance + 2 2 1 1st
5th Guidance + 2 3 1 1st
6th Guidance + 2 3 2 1st
7th Guidance + 2 4 2 2nd
8th Guidance + 2 4 2 2nd
9th Guidance + 2 5 2 2nd
10th Guidance + 3 5 2 2nd
11th Guidance + 3 6 2 2nd
12th Guidance + 3 6 2 2nd
13th Guidance + 3 7 2 3rd
14th Guidance + 3 7 2 3rd
15th Guidance + 3 8 2 3rd
16th Guidance + 3 8 2 3rd
17th Guidance + 3 9 2 3rd
18th Guidance + 3 9 2 3rd
19th Guidance + 3 10 2 4th
20th Guidance + 3 11 2 4th

Otherworldly Patron

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each detailed in the Player’s Handbook, the Undying within the Sword Coast Adventurer’s Guide, and the Celestial or Hexblade in Xanathar’s Guide to Everything. Your choice augments some of your archetype features.

Your patron also grants you the ability to cast your Guidance cantrip as a bonus action.

The Archfey

You have chosen the Archfey as your otherworldly patron.

The Celestial

You have chosen the Celestial as your otherworldly patron.

The Fiend

You have chosen the Fiend as your otherworldly patron.

The Great Old One

You have chosen the Great Old One as your otherworldly patron.

The Hexblade

You have chosen the Hexblade as your otherworldly patron.

The Undying

You have chosen the Undying as your otherworldly patron.

Arcane Cards

Also, at Level 3, You gain a set of magical playing cards bestowed to you by your patron. You can use these cards to attack in battle. The cards are considered a ranged weapon in which you are proficient with. The cards have a range of 20/60 feet. It deals 1d4 + your dexterity modifier of slashing damage. Once per turn, before using your card to attack, you can overcharge the card with additional magic allowing it to do an additional effect based on the card thrown, follow the tables below. After throwing the card and the effect executing, the card will teleport back into the deck.

D4

Suit

Damage Type

1

Spade

Fire

2

Heart

Radiant

3

Clubs

Necrotic

4

Diamonds

Cold

 

D20

Number/Face

Damage Dice

Secondary Effect

2 - 7

2-4

Add 1d6 of Suite damage to the damage roll of your card.

-

8- 11

5-7

Add 1d8 of Suite damage to the damage roll of your card.

-

12 - 16

8-10

Add 1d10 of Suite damage to the damage roll of your card.

-

17

King

-

You make the attack roll with advantage.

18

Queen

-

You can choose to heal your sneak attack dice to yourself or any one creature within 30 feet of you, or you regain an expended spell slot.

19

Jack

-

The card immediately teleports back into the deck and overflows you with arcane energy. You instead cast a spell without the use of a spell slot.

20

Ace

You deal your Sneak Attack Dice of suite damage instead of the normal damage of your card.

You don't need to make an attack roll.

1

Joker

-

This card explodes with unkempt arcane energy and reappears in your deck. Roll for Wild Magic* and you don't make an attack.

*Use the Wild Magic Surge table from the Sorcerer class. If you roll 59-60, you regain an expended spell slot. If you roll 99-00 you instead can re-roll the cards suite and number/face, re-roll if you get another joker card.

Curated Deal

At Level 9, As an action, You can make a Charisma (Persuasion or Deception) check on a creature within 30 feet of you against the targets Wisdom (Insight) check. If you succeed, that creature is charmed for up to 24 hours. If you tell that creature to do a task, it will do it to the best of its ability. After completing the task, it is no longer charmed. You can only do this as many times equal to your Charisma modifier until a long rest.

Dealer's Arcanum

At Level 9, You successfully swindle your patron to give you a better deal. You gain an additional effect for your Arcane Cards depending on your patron.

The Archfey

When you draw an overcharged joker card, you can instead become invisible for 1 minute.

The Celestial

When you draw an overcharged queen card, you can heal half the total amount done by the queen card to an additional 3 creatures within 30 feet of you.

The Fiend

Whenever you deal fire damage, you can roll a Persuasion check; if you roll a 20 or higher, you can add your sneak attack dice to the fire damage roll. If you roll 10 or lower, you take half the fire damage dealt.

The Great Old One

When you draw an overcharged 2-10 card, you instead deal psychic damage instead of slashing damage.

The Hexblade

When you do an opportunity weapon attack, you can do so with an Arcane card and this attack isn't made with disadvantage. This attack can't be overcharged.

The Undying

When you bring a creature to 0 hit points with necrotic damage from an arcane card, you gain temporary hit points equal to the necrotic damage dealt.

Improved Arcane Cards

At Level 13, Your playing cards can count as magical weapons for the purpose of overcoming non-magic resistance and immunity. Also when you attack with your Arcane Cards without overcharging it, roll on the suite table and you add an additional 1d4 damage based on the suite.

Master of the Deal

At Level 17, You get advantage on all Charisma (Persuasion or Deception) checks when doing Curated Deal. You can add you Charisma modifier to your Sneak Attack.

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