Rogue
Base Class: Rogue

Cartomancers are the blessed few who have been blessed with Fey like abilities due to their skill of deception, card playing and card reading. They wield chance based tarot card abilities which can be extremely helpful to the Cartomancer, or outright deadly to the Cartomancer and their allies. 

Cartomancers thrive on the adrenaline of the unknown, preferring high stakes to the meaningless day to day lives most people live. Their Fey abilities just emphasis these traits.

Cards up the Sleeve

Your penchant for cards has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the Guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action.

Archfey's Gambit

Also at 3rd level.

Your mastery of tarot card reading and deception has caught the eye of an Archfey who has blessed you with chaotic abilities that manifest through your Archfey's Gambit ability. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist.  If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage also roll a d10. The attack gains a random effect based on the number rolled on the d10, as detailed in the Archfey's Fortune Deck table below. You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short rest. 

1.Death (Major Devil)

Until the end of your next turn all damage you take counts is as if it were a critical hit. Your card does not hit the target regardless of whether or not the attack hit.

2.Hanged Man (Major Angel)

Until the start of your next turn the target’s speed is halved. It can’t make more than one attack while it’s speed is reduced this way.

3.Sun (Major Devil)

Your card explodes and anyone within 10ft of your, including yourself. Is subjected to fire damage equal to your sneak attack damage. Your razor card does not hit the target regardless of if the attack hit or not.

4.Star (Major Angel)

Your sneak attack is added to the razor card damage. You also immediately regain a number of hit points equal the damage dealt. Any excess hit points regained become temporary hit points.

5.Fool (Minor Devil)

Your hair turns rainbow, your sclera go purple and you speak a language no one can understand until the start of your next turn.

6.Tower (Major Angel)

If the target attempts to attack someone on their next turn they will miss with all attacks.

7.Chariot (Minor Devil)

You become frightened of one of your allies (chosen by the DM) until the start of your next turn unless they heal you before the start of your next turn.

8.Magician (Minor Angel)

Roll your Sneak Attack damage and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.

9.Twilight (Major Devil)

Until the end of your next turn you are banished to the Feywild. Your attack does not hit the target regardless of what you rolled on the d20.

10.The World

You can choose which effect from the Tarot Card deck occurs.

Shifting Fate

Starting at 9th level, you are acutely aware of how to quit when you’re ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you (allies unaffected) must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 force damage on a failed save or half as much on a successful one.

You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest.

Swap Fates

At 13th level, your mastery over the fates allows you to swap fates with someone. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.

Weaver of Destiny

At 17th level, you gain the ability to tap into the near future for one minute granting yourself insane precognitive abilities.

As a bonus action you can tap into the near future for one minute. When you activate it every attack roll against you is made with disadvantage, every attack roll and saving throw you make gains an additional +5 to hit and you can choose what tarot cards you use from your deck. This ability can end early only if the user falls unconscious or wills it to end. This ability comes back on a Long Rest.

Cartomancer Image

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