Base Class: Rogue
Through extensive lessons, you have learned how to incorporate magic into a set of cards, resembling the Deck of Many Things. The secrets you know have been passed from family to family through the years, and can be traced back hundreds of years, if not more.
Card Throw
As long as you have your deck of cards on you, you can form spectral cards in between your fingers. As an attack action, you can form a number of cards equal to your proficiency bonus, and as part of the action, throw them at any targets in within range. 1d6+INT force damage per card, with a range of 30/60.
Power of the Deck
When you gain this trait at 9th level, you may choose two options from the list, one more at level 12, two more at level 15, and one more at level 18.
You may change any choice after completion of a long rest.
Balance
As a reaction, when a creature within 60ft. of you would roll at advantage or disadvantage, you can make it a normal role.
Comet
A humongous ball of fire slams down into an area within 120ft of you. All creatures within 30ft of the impact site must make a DEX save, DC 8+proficiency+INT, taking 10d10 fire damage on a failed save, or half as much on a success.
Once you use this feature, you may not do so again until you finish a long.
Donjon
When you hit a creature with your Card Throw feature, you may use you bonus action to form four spectral sword that attempt to pin the creature in place. The target makes a DEX save, DC 8+proficiency+INT, or be restrained for one minute. It may make a saving throw at the beginning of each of it's turns, ending the effect early on a success.
You may use this feature a number of times equal to your INT modifier.
Euryale
As a reaction, you can give target within 60ft of you disadvantage on a roll they are making.
You may use this feature a number of times equal to your proficiency bonus.
Flames
You gain the ability to cast Investiture of Flame.
You can use this feature a number of times equal to your INT modifier, and regain all expended uses after a short or long rest.
Fool
Choose an enemy within 30ft of you. They must make an INT save, DC 8+INT mod.+Proficiency, or become stunned for 1 minute. The stunned creature may make another save at the end of each of it's turns, ending the effect on a success.
Key
You gain advantage on lock-picking for the next hour, and your lock-picks cannot break during that time.
You may use this feature a number of time equal to your proficiency bonus, and regain all expended uses after a long rest.
Knight
Summon an ancient champion to fight for you. When you use this ability, you summon an Empyrean to fight for you. It lasts for for one hour, or until it dies.
You cannot use this feature again until you finish a long rest.
Moon
When you use this ability, you may cast wish once.
When you do so, you may not change out, or use this feature again for 1d8+4 long rests.
Rogue
You force an enemy to make a CHA save, DC 8+INT mod.+proficiency, or be charmed by you for 1 hour. The may remake the save every time you, or one of your party members acts hostile towards them. They will fight for you, but will protect their own life if it comes to it.
Once you use this ability, you must take a short rest to use it again.
Skull
You mark an enemy for death. A marked enemy has disadvantage on Wisdom(perception) checks to see you. Also, when you hit them with sneak attack, you may add additional damage die equal to double your proficiency.
You may use this feature a number of times equal to you proficiency bonus, and regain expended uses after a short or long rest.
Talons
You gain use of the find familiar spell, but it can only be summoned as a Raven. The raven can has a number of hit points equal to twice your rogue level. It counts as an ally in the way of granting sneak attack.
The Fates
You contact the spirits that created the cards, and get a use of the Commune Spell.
You may use this feature once per long rest.
Vizier
You gain use of the Foresight spell.
Once you use this feature, you may not change or use it again until you finish 1d6+3 long rests.
Throne
You gain the ability to cast Magnificent Mansion.
You may do so once per long rest.
The Void
You mark an enemy's soul for damnation. As an action, you choose an enemy within 60ft. of you. That enemy must make a INT. save, DC 8+INT mod.+proficiency. On a success they take 20d6 necrotic damage. On a failed save, they suffer the effects of the The Void card.
The powers on these abilities range from balanced and fun, to completely game breaking....mostly game breaking. The class also lacks lower lvl abilities and features making it particularly useless till 9th.
Suggest reworking of cards to bring them more in line with game balance and adding lower level traits.