Rogue
Base Class: Rogue

Lv 3: Magic Deck, Card Throwing Proficiency, Slight of Hand Proficiency/Expertise
Lv 9: Enhanced Deck
Lv 13: Unlocked Deck
Lv 17: Trick up your sleeve

Card Throwing Proficiency:
    Gain proficiency in throwing cards as improvised weapons

Slight of Hand Proficiency/Expertise:
    Gain proficiency in the slight of hand skill
    If you already have proficiency in slight of hand, gain expertise in slight of hand.
    If you already have expertise in slight of hand, gain proficiency in another skill of your choice.
   
Magic Deck:
    Magically enchants a standard deck of cards (52 + 2 jokers)
    Cards can only be drawn from the top of the deck. Attempting to draw a card from another part of the deck is not possible while it is enchanted in this way.
    The deck appears as a solid opaque box of the player's design from all angles to prevent it being seen into. All card faces appear blank until drawn from the deck.
    All cards look identical until drawn, and any distinguishing marks or deformities are magically removed and mended.

    Dispel magic and counter-spell have no effect on the cards (since they are not spells), but anti-magic effects (ie: Antimagic Field) will render the cards mundane.
    If the cards are made to be non-magical in this way, they become magical once again when the anti-magic effect ends or is out of range, and is magically reshuffled with the remaining cards, but is not replenished.
    If the deck is destroyed while rendered mundane, it is not restored when the effect ends, and a new deck must be enchanted after a long rest.

    If all cards are drawn, or the deck is lost or destroyed, you can enchant a normal deck of cards into your magic deck after finishing a long rest. Enchanting a new deck destroys the previous one if it is not already destroyed.
    Cards drawn from the deck disappear until the end of a long rest.
    The deck magically replenished of any missing cards, and is magically shuffled at the start of each day.

    It takes an action to draw and use a card from the deck. The card can be thrown at a target of the player's choice or discarded, however discarding the card does not give you back your action.
    The target can be chosen after drawing the card. Only one card can be drawn at a time. Drawing another card will automatically discard the previous card.
    A card is consumed even if the attack or effect fails.

    Attacks with these cards are considered magical for the purposes of overcoming resistances/immunity to non-magical attacks and damage.
    Your attacks can apply sneak attack.
    Deck AC = Rogue Level + PB, or 15, whichever is higher.
    Range: 30/60
    Damage: Deals slashing damage equal to HALF the value of a card between 2-10 + DEX. Card value doubles on a Critical Hit as if it was a dice roll.
            Jack:     1d4 slashing + 1d4 force + DEX (slashing)
            Queen:  1d4 slashing + 1d6 force + DEX (slashing)
            King:      1d4 slashing + 2d4 force + DEX (slashing)
            Ace:       1d4 slashing + 2d6 force + DEX (slashing)
            Joker:    Draw again and immediately attack as a critical hit. Negates the effect of a critical miss (Nat 1). If the redrawn card is also a joker, this card has no effect, but the second joker acts as normal.

   
Enhanced Deck:
    Increases the slashing damage on Jack/Queen/King/Ace from 1d4 to 1d6
    Attacks with the magic deck deal an additional 1d6 damage based on the suit of the card.
        Clubs:         1d6 thunder
        Hearts:       1d6 fire
        Diamonds: 1d6 cold
        Spades:      1d6 force


Unlocked Deck:
Cards between 2-10 deal FULL card value damage instead of HALF.
Ability choose between dealing damage, or cause a special effect based on the suit of the card.
You can use this effect a number of times equal to 2 + PB per short rest.

    Clubs:         Grant an ally's next attack roll or saving throw bonus equal to half numeric value of the card (2-10, Jack=11, Queen=12, King=13, Ace=14). Can be used on self.
    Hearts:       Heal an ally within range based on how much damage the card would deal. Can be used on self.
    Diamonds: Target must succeed a DC(8+PB+CHA) Charisma Save or be charmed for 1 minute. Creatures hostile to the player have advantage on the save.
    Spades:      Target must succeed a DC(8+PB+CHA) Constitution Save or be restrained until the start of your next turn.
    Joker:          Choose one of the available effects of the other suits, with a bonus effect.
                If the chosen effect is the club, Joker grants automatic success on a save, or automatic critical hit on an attack roll
                If the chosen effect is the heart, heal for 6d6+PB+CHA
                If the chosen effect is the Diamond or Spade, Increase the DC of that effect by 3


Trick up your sleeve:
    After a long rest, you can choose to draw up to a number of cards equal to your Charisma modifier (minimum 3 cards), and keep one of those cards aside to be used to replace a drawn card as a free action.
    The other drawn cards are discarded for the day.
    The replaced card when using this feature is also discarded.
    The drawn card is consumed after using this feature to replace a card.
    This feature can only be used once per long rest.

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