Base Class: Rogue
The average scoundrel likes to gamble, either playing dice or cards. Some however, use cards for a different purpose, drawing on a mysterious deck of magic cards to aid them in their endeavors. Just as the nature of gambling, the deckmaster is never certain what they'll get.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in a gaming set of your choice and learn one additional language of your choice.
Wondrous Deck
Starting at 3rd level, you gain a deck of 10 magical playing cards brimming with wild magic. These cards reveal themselves to you when they are flipped or thrown, using up 1 of the 10 cards when you do so. You regain 1d6 expended cards upon completing a short rest or all cards upon completing a long rest. When you flip or throw a card, roll on the respective Wild Surge table for the result of the used card. If thrown, the card functions as a weapon and deals 1d4 slashing damage on hit and possesses the light, thrown (20/60), and finesse properties. You are proficient with your cards and can benefit from sneak attack from them as you would with other finesse weapons.
If a thrown card misses a target, the target does not take the initial 1d4 or sneak attack damage but is still subjected to the effects of the wild surge.
If a card is flipped, its effects are instead bestowed upon you or an ally within 30 feet that you can see if you choose.
Cards can be flipped or thrown as a bonus action on your turn and effects from cards as well as the initial thrown damage is magical for the sake of overcoming resistances.
(Wild Surge table detailed on next page)
SAVING THROWS.
Some of your Wild Card features require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Wild Card Save DC = 8 + your proficiency bonus + your Charisma modifier.
Wild Surge (Thrown)
1d20 |
EFFECT |
---|---|
1 |
Mudmaw. A small pit of foul smelling, sticky green mud emerges from the card beneath the feet of the target. The target must make a Dexterity saving throw. On a failed save, the target slips, falling prone and having their movement speed reduced to 0 until the start of their next turn, as they are stuck to the mud beneath them. On a successful save, the target has its movement speed halved until the start of your next turn and does not fall prone. |
2 |
Swarm. A swarm of biting and stinging insects emerge from the card. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 piercing damage and is poisoned until the end of your next turn. On a successful save, the target takes 1d6 piercing damage and suffers no additional effects. |
3 |
Fade. The target turns invisible for 1 minute. While invisible in this way, the target can attack, cast spells, or interact with objects while maintaining invisibility. |
4 |
Sickening Stench. A phantasmal ogre emerges from the card and releases a cloud of foul breath or flatulence upon the target. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 acid damage and becomes Sickened, spending its action during its next turn retching and reeling. On a successful save, the target takes 1d6 damage and suffers no additional effects. |
5 |
Hyperglow. The target is showered with a ray of blinding light. The target must make a Constitution saving throw or become blinded until the end of your next turn. |
6 |
Tongue Tie. The tongue of the target becomes five times its normal length and for 1 minute, the target is incapable of speaking coherently. If the target attempts to cast a spell with verbal components, the spell fails. |
7 |
Mend. The target is healed for a number of hit points equal to 1d10 + your proficiency bonus. |
8 |
Helping Hand. Shadowy hands emerge from the card, reaching for the target. The target must make a Dexterity saving throw. On a failed save, the target is restrained until the end of your next turn. On a successful save, the target suffers no additional effects. |
9 |
Internal Scream. A thundering scream erupts inside the mind of the target. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 thunder damage and is deafened for 1 minute. On a successful save, the target takes half as much damage and suffers no additional effects. |
10 |
Skewer. An ethereal sword emerges from the card. The target must make a Dexterity saving throw. On a failed save, the sword impales the target dealing 3d6 force damage. On a successful saving throw, the target takes half as much damage. |
11 |
Empower. The target is overcome with radiant energy. The next attack it makes within the next minute deals an additional 2d6 radiant damage and knocks the target prone. |
12 |
Mutiny. A shadowy version of the target appears next to it and makes an attack against it. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 psychic damage and can't take reactions until the end of your next turn. On a successful save, the target takes half as much damage and suffers no additional effects. |
13 |
Swoon. The target is struck by a pink arrow and must make a Wisdom saving throw. On a failed save, the target believes that you perfectly fit their visual desires and is charmed by you for 1 minute or until the target takes damage. On a successful save, the target is not charmed. |
14 |
Foresight. The target gains a quick vision, detailing your next move before you make it. The target gains advantage on the next attack it makes against you within 1 minute. |
15 |
Enfeeble. The target is hit with a ray of white energy and is overcome with weakness. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on any Strength, Dexterity, or Constitution checks and saving throws until the end of your next turn. |
16 |
Essence Drain. Two Wisps emerge from the card. The target must make a Charisma saving throw. On a failed save, the target takes 3d6 necrotic damage. On a successful save, the target takes half as much damage. After the target takes the damage, the Wisps transfer some of the target's life force to you, granting you temporary hit points equal to half of the damage inflicted. |
17 |
Terror. The card projects a phantasmal image of the target's greatest fear. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and becomes Frightened for 1 minute. While frightened in this way, the target must use its action during its turn to take the dash action, taking the most safe and direct route away from the card. The target can repeat the save if it breaks line of sight with the projection. |
18 |
Warp Strike. The target is empowered by arcane energy. It can immediately use its reaction to teleport up to 30 feet towards you and make a melee attack against you. |
19 |
Equilibrium. An orb of purple energy impacts the target. The target must make a Charisma saving throw. On a failed save, the target takes 3d8 force damage the next time it deals damage to you. |
20 |
Draconic Might. A phantasmal dragon claw emerges from the card, slashing down on the target. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 magical piercing damage and an additional 2d6 of your choice of acid, cold, fire, poison, or lightning damage. On a successful save, target takes half as much damage.
|
Wild Surge (Flipped)
1D20 |
EFFECT |
---|---|
1 |
Adrenaline. The target is overcome by a minor bout of haste. The target gains 1 additional action on its next turn and an additional 10 feet of movement. |
2 |
Shroud. The target becomes invisible for up to 10 minutes or until it makes an attack or casts a spell. Additionally, the target's footsteps do not leave behind a footprint or make a sound. |
3 |
Growth. The target gains 100 lbs, having its movement speed halved until the start of its next turn. While under the effects, the target has disadvantage on Dexterity saving throws and checks and advantage on Strength saving throws and checks. |
4 |
Soothe. The target is rinsed with healing waters and is healed for 2d6 + your proficiency bonus and is cured of any poisons or diseases ailing it. |
5 |
Gloom Mantle. The target is adorned with 4 orbs of shadowy energy. For 1 minute, whenever a creature deals damage to you, one of the orbs fires off at the attacker, dealing 2d4 necrotic damage to the attacker. |
6 |
Ferry. The target can immediately teleport to an unoccupied space it can see within 60 feet. |
7 |
Combust. The target bursts into flame, taking 2d6 fire damage. Creatures within 5 feet of the target must make a Dexterity saving throw. On a failed save, they also take 2d6 fire damage. On a successful save, they take no damage. |
8 |
Dampening Ward. When the target sustains damage, it can use its reaction to summon forth a transparent blue ward of energy to reduce the damage by 2d8 + your proficiency bonus once within the next minute. |
9 |
Carapace. The target gains a +2 to its AC for 1 minute as an ethereal shield hovers around them providing protection. |
10 |
Unleash Potential. The target's next successful attack gains a +5 to damage and the target can re-roll one damage die from the attacks damage. |
11 |
Thunderpants. The target is struck with violent flatulence in random intervals for an hour and has disadvantage on Stealth checks, Constitution checks to maintain concentration on spells, and Charisma checks to Charm or Persuade others. |
12 |
Bullrush. The target sprouts a set of sharp horns on its head and can use its reaction to immediately charge towards a creature within 30 feet, making a horn attack against the target. The target takes 2d8 + your Dexterity modifier piercing damage and is knocked prone. |
13 |
Recall Arms. For one hour, any weapon lacking the heavy property gains the thrown property (20/60) and can be thrown by the target. Additionally, the thrown weapon returns immediately to the hand of the target at the end of its turn. |
14 |
Bolt of Omen. The target is struck by a bolt of lightning and is Stunned until the start of its next turn. |
15 |
Twist Fate. The target can re-roll one dice roll within the next minute, choosing either result. |
16 |
Watchful Iris. The target gains a +5 to Wisdom checks and saving throws for 1 hour and advantage on perception checks as a third eye emerges on its forehead. |
17 |
Flight. The target gains the ability to fly through phantasmal wings or through levitation for 1 minute. The target gains a flying speed equal to their walking speed. If the target is still aloft when the duration ends, they gently float down. |
18 |
Exposed. The target has their armor and clothing briefly disappear, exposing themselves and having their Armor Class become 10 until the start of their next turn. |
19 |
Sticky Touch. The hands and feet of the target becomes sticky, allowing for the target to climb on walls and ceilings as if under the effects of the Spider Climb spell for 1 hour. |
20 |
Ancient Breath. The target becomes empowered with draconic energy and can use its reaction to immediately make a dragon breath weapon attack in a 15 foot cone or a 30 foot long, 5 foot wide line. Creatures within range must make a Dexterity saving throw. On a failed save, they take 4d6 acid, cold, fire, lightning, or poison damage (your choice). On a successful save, they take half as much damage. |
Trump Card
Starting at 9th level, you gain a special black card to add to your deck. The card has three charges and regains expended charges upon completing a long rest. Choose one spell from the Sorcerer spell list of 3rd level or lower. If the chosen spell is below 3rd level and is capable of being casted at higher levels, it is casted at 3rd level. You can spend 1 charge to cast your chosen spell. The spell functions as it would normally, using the original casting time of the spell casted. The spell does not require material components to cast. When you finish a long rest, you can choose a different spell to be stored in your Trump Card, replacing your currently stored spell. If your spell calls for a saving throw to be made, it uses your Wild Card Save DC and your Spellcasting ability modifier is Charisma.
Controlled Chaos
At 13th level, you gain more influence over your deck. When you flip or throw a card, you can roll twice on the respective wild surge table and use either number.
Royal Flush
Starting at 17th level, your deck grows in Strength. Whenever you flip a card, you can grant the wild magic surge to one additional creature if you choose. If you throw a card and the target suffers sneak attack damage from it, the creature also has disadvantage imposed on its next saving throw.
Previous Versions
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8/25/2021 10:25:04 PM
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