Rogue
Base Class: Rogue

This class at early levels brings Tricks and Trick points similar to Monk to the Rogue Class. Using a magical set of cards, you can do special techniques. Later on, you start learning how to add more magic to your set of cards and can add special effects to them. When you start learning to add more magic to your set of playing cards you can choose between 2 archetypes, Elementalist or Arcanist. It also adds some randomness into the mix. Most of your abilities relies on Trick Points/Tricks, and your magical set of cards.

 
 
 
 
 
 

Card Mechanic

When you choose this archetype at 3rd level, you gain proficiency with all gaming sets and expertise with the playing card set. You also gain the ability to magically create a full deck of cards every Long Rest.

 

Throwing Cards

Your playing cards now do 1d4+DEX modifier slashing damage and have a throwing range of 30ft/60ft. Cards you wield can be used as simple ranged weapons with the light, finesse, and thrown property.

The damage die for this attack increases as you gain rogue levels and become more adept at throwing cards, at 5th level (d6), 9th level (d8), 13th level (d10), and 17th level (d12).

When you use the Attack action with a non-playing card weapon that you are proficient in or a weapon that has the thrown property, you can make one playing card attack as a bonus action.

Every playing card attack is treated as a ranged attack by default unless modified by Tricks. You cannot Action playing card attack and Bonus Action playing card attack on the same turn unless modified by Tricks.

 

Wild Card

The first 2 times you roll a critical hit on any attack roll or an ability check using a playing card set, the card is considered a Joker. When you draw a Joker you receive a random effect detailed in the Random Effect table below.

You have two uses of this feature that you regain after a Long Rest.

D4 - Random Effect
1 - You gain back half of your expended Trick Points.
2 - The playing card explodes into gold confetti and magically deposits gold coins equal to your Charisma Modifier into your pocket. If the playing card was used as part of an attack the target takes an extra 1d10 bludgeoning damage.
3 - You gain advantage on your next attack roll with a playing card attack or ability check with a playing card set. This becomes disadvantage if the next attack roll or ability check you make if it does not involve a playing card.
4 - You are cured of 1 condition effecting you on the Minor Restoration spell list. you can choose the status effect to remove. If you are not currently effected by any conditions this card does nothing.

Deck of Tricks

When you choose this archetype at 3rd level, you can use Tricks to aid you in combat. Start out with 3 Trick points and you gain one more Trick point every level after 3rd. You regain all expended Trick points after a Short or Long rest.

3 Tricks are learned at 3rd level, and 1 additional Trick can be learned and swapped out at every Ability Score Improvement.

You can only use one Trick per turn.

Your save DC with Tricks is 8+PRO+DEX
-------------------------------------------------------------------------------------------------------------------
Tricks:

Bonus Card - You can spend 1 Trick point to make a melee playing card attack as a bonus action.

Distracting Fling - You can spend 1 Trick point to distract an enemy granting the next attack against that enemy advantage.

Disorienting Performance - You can spend 1 Trick point when you make a non playing card attack to give yourself advantage against the target.

Disarming Throw - You can spend 1 Trick point and attempt to disarm a target. The target must make a STR saving throw and on a failed save their weapon drops on the ground in front of them.

Scapegoat - You can spend 1 Trick point and anger a target, the target must make a WIS saving throw and on a failed save the target has disadvantage on all attacks targeted at anyone but you until the start of your next turn.

Sniper - You can spend 1 Trick point and double the range of a ranged playing card attack.

Hidden Strike - You can spend 1 Trick point and remain hidden when attacking from stealth as long as the attack is a playing card attack.

Misdirection - When a creature within 30ft of you makes a weapon attack you can use your reaction and spend 1 Trick Point to make a throwing card attack against that creature. If the attack hits, the target has disadvantage on its attack roll and they take the playing card damage.

Double Deal - Immediately after you take a non playing card attack action on your turn, you can spend 1 Trick point to make two throwing card attacks as a bonus action instead of one.

Curved Card - You can spend 1 Trick Point to curve a throwing card attack. The attack ignores the effects of half and three quarters cover and has advantage against creatures who are not behind cover and not within 5ft of you.

Ricochet - You can spend Trick points up to your proficiency bonus (minimum 2) to cause one of your throwing card attacks to ricochet up to the Trick points you spent to additional targets that are within 10ft of the initial creature you attacked with a ranged playing card. The attack cannot ricochet to the same target more than once including the initial target. Each new target you must make a new attack roll against.

Intervening Play - You can spend 2 Trick points and your reaction to make a ranged playing card attack against up to two targets that enter or are within 30ft of you. You may attack the same target twice.

Slight of Hand - You can spend 2 Trick points and attack with a playing card attack on both your action and bonus action.

Imposing Draw - You can spend 2 Trick points to force the target make a WIS saving throw or become Frightening of you until the end of your next turn.

Enthralling Draw - You can spend 2 Trick points to force the target make a STR saving throw or become Restrained until the end of your next turn.

Jack Of All Trades - You may spend 2 Trick points to activate magic cards without spending your Bonus Action and randomly roll a 1d4/5/6 to determine what element you get from your list.

 
Jack Of All Trades

You may spend 2 Trick points to activate magic cards without spending your Bonus Action and randomly roll a 1d4/5/6 to determine what element you get from your list.

 

Bonus Card

You can spend 1 Trick point to make a melee playing card attack as a bonus action.

Curved Card

You can spend 1 Trick Point to curve a throwing card attack. The attack ignores the effects of half and three quarters cover and has advantage against creatures who are not behind cover and not within 5ft of you.

Disarming Throw

You can spend 1 Trick point and attempt to disarm a target. The target must make a STR saving throw and on a failed save their weapon drops on the ground in front of them.

Disorienting Performance

You can spend 1 Trick point when you make a non playing card attack to give yourself advantage against the target.

Distracting Fling

You can spend 1 Trick point to distract an enemy granting the next attack against that enemy advantage.

Double Deal

Immediately after you take a non playing card attack action on your turn, you can spend 1 Trick point to make two throwing card attacks as a bonus action instead of one.

Enthralling Draw

You can spend 2 Trick points to force the target make a STR saving throw or become Restrained until the end of your next turn.

Hidden Strike

You can spend 1 Trick point and remain hidden when attacking from stealth as long as the attack is a playing card attack.

Imposing Draw

You can spend 2 Trick points to force the target make a WIS saving throw or become Frightening of you until the end of your next turn.

Intervening Play

You can spend 2 Trick points and your reaction to make a ranged playing card attack against up to two targets that enter or are within 30ft of you. You may attack the same target twice.

Misdirection

When a creature within 30ft of you makes a weapon attack you can use your reaction and spend 1 Trick Point to make a throwing card attack against that creature. If the attack hits, the target has disadvantage on its attack roll and they take the playing card damage.

Ricochet

You can spend Trick points up to your proficiency bonus (minimum 2) to cause one of your throwing card attacks to ricochet up to the Trick points you spent to additional targets that are within 10ft of the initial creature you attacked with a ranged playing card. The attack cannot ricochet to the same target more than once including the initial target. Each new target you must make a new attack roll against.

Scapegoat

You can spend 1 Trick point and anger a target, the target must make a WIS saving throw and on a failed save the target has disadvantage on all attacks targeted at anyone but you until the start of your next turn.

Slight of Hand

You can spend 2 Trick points and attack with a playing card attack on both your action and bonus action.

Sniper

You can spend 1 Trick point and double the range of a ranged playing card attack.

Practised Hands

Starting at 14th Level you may choose 1 additional Trick from the Trick list. You learn how to use it without expending Trick Points up to your Proficiency Modifier per Long Rest. You may change what Trick benefits from this feature on an Ability Score Improvement.

 
Hidden Strike

You can spend 1 Trick point and remain hidden when attacking from stealth as long as the attack is a playing card attack.

 

Misdirection

Misdirection - When a creature within 30ft of you makes a weapon attack you can use your reaction and spend 1 Trick Point to make a throwing card attack against that creature. If the attack hits, the target has disadvantage on its attack roll and they take the playing card damage.

 

Bonus Card

You can spend 1 Trick point to make a melee playing card attack as a bonus action.

 

Curved Card

You can spend 1 Trick Point to curve a throwing card attack. The attack ignores the effects of half and three quarters cover and has advantage against creatures who are not behind cover and not within 5ft of you.

 

Disarming Throw

You can spend 1 Trick point and attempt to disarm a target. The target must make a STR saving throw and on a failed save their weapon drops on the ground in front of them.

 

Disorienting Performance

You can spend 1 Trick point when you make a non playing card attack to give yourself advantage against the target.

 

Distracting Fling

You can spend 1 Trick point to distract an enemy granting the next attack against that enemy advantage.

 

Double Deal

Immediately after you take a non playing card attack action on your turn, you can spend 1 Trick point to make two throwing card attacks as a bonus action instead of one.

 

Enthralling Draw

You can spend 2 Trick points to force the target make a STR saving throw or become Restrained until the end of your next turn.

 

Imposing Draw

You can spend 2 Trick points to force the target make a WIS saving throw or become Frightening of you until the end of your next turn.

 
 

Intervening Play

You can spend 2 Trick points and your reaction to make a ranged playing card attack against up to two targets that enter or are within 30ft of you. You may attack the same target twice.

 

Jack Of All Trades

You may spend 2 Trick points to activate magic cards without spending your Bonus Action and randomly roll the 1d6 on the magic cards table.

 

Ricochet

You can spend Trick points up to your proficiency bonus (minimum 2) to cause one of your throwing card attacks to ricochet up to the Trick points you spent to additional targets that are within 10ft of the initial creature you attacked with a ranged playing card. The attack cannot ricochet to the same target more that once including the initial target. Each new target you must make a new attack roll against.

 

Scapegoat

You can spend 1 Trick point and anger a target, the target must make a WIS saving throw and on a failed save the target has disadvantage on all attacks targeted at anyone but you until the start of your next turn.

 

Slight of Hand

You can spend 2 Trick points and attack with a playing card attack on both your action and bonus action.

 

Sniper

You can spend 1 Trick point and double the range of a ranged playing card attack.

 

Ace In The Hole

Starting at 15th level, your weapon attacks score a critical hit upon rolling a 19 or a 20 on an attack roll. When you score a critical hit on an attack with a
playing card the target suffers additional slashing damage equal to the initial damage dealt minus modifiers. If you imbued your card with a damage type from the Magic
Cards feature use that damage type instead of slashing. You can use this feature 6 times per Long Rest.

 

Magic Cards

Starting at 9th level, your cards flow with magical energy and your card attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

When you begin your exploration of this magic, you may choose from the following two paths. The Arcanist Table (Necrotic, Psychic, Radiant, Force, Acid, Piercing) and Elementalist Table (Cold, Fire, Lightning, Thunder, Poison, Bludgeoning). These paths grant you unique abilities and add a stylistic flair to your card slinging.

At 9th level you can choose 4 choices to add to your list and another one at 13th and 17th Levels. You may swap out all choices with different ones at every Ability Score Improvement.

By spending your Bonus Action you may charge a card with one of the damage types listed in either the Arcanist or Elementalist tables that you chose and you can hold the charge on this card as if holding concentration on a spell up to 1 minute.

When you successfully hit an enemy with a charged playing card attack you may choose to convert your sneak attack damage into the elemental damage type you charged the card with or you can choose to convert your sneak attack into the effect tied to the elemental damage type. If the effect deals damage it deals half of your sneak attack damage unless stated.

Your save DC with Magic Cards is 8+PRO+CHA
-------------------------------------------------------------------------------------------------------------------
Arcanist Table

Damage Type - Extra Effect
Acid - The target must make a DEX saving throw or take a penalty to its AC until the start of your next turn equal to 1d6 at 9th level, 1d8 at 13th level, 1d10 at 17th level.
Psychic - You may make an illusion as outlined in the minor illusion spell up to 30ft away from the target struck by this attack. OR You can make a scent or stench radiate in a 20ft radius sphere around the target struck, it goes anywhere air can but can’t harm anyone. It lingers for 5 minutes or 2 minutes if there is a breeze.
Necrotic - The target takes a quarter sneak attack damage and you regain Hit Points equal to the damage dealt.
Radiant - The target takes a quarter sneak attack damage and you may choose 1 ally that you can see within 60ft and they regain Hit Points equal to the damage dealt.
Force - The target and any creatures you choose within 10 feet of it, up to your Charisma Modifier, must make a CON saving throw or be knocked prone.
Piercing - A 10ft square of thorns erupts from the target's location, everyone inside must make a DEX saving throw or take half sneak attack damage on a failed save, or quarter sneak attack damage on a successful. This square of thorns counts as difficult terrain and lasts one minute.
------------------------------------------------------------------------------------------------------------------
Elementalist Table

Damage Type - Extra Effect
Poison - A 10ft cube of smoke comes out of the card forcing everyone inside the cube to make a CON saving throw or take half sneak attack damage and be blinded on a failed save, or take quarter sneak attack damage and not be blinded on a successful one.
Fire - The target and any creatures within 10ft of it must make a DEX saving throw or take half sneak attack damage on a failed save, or quarter sneak attack damage on a successful.
Cold - The target has it's speed halved until the start of your next turn.
Lightning - Everything between yourself and the target you struck with the card in a straight line up to 30ft must make a CON saving throw or take half sneak attack damage on a failed save, or quarter sneak attack damage on a successful save.
Thunder - The target cannot take reactions until the start of your next turn. OR The target must make a STR saving throw or be pushed 15ft in a direction you choose.
Bludgeoning - The target must make a WIS saving throw or be charmed by you until the end of your next turn.

 
Acid

The target must make a DEX saving throw or take a penalty to its AC until the start of your next turn equal to 1d6 at 9th level, 1d8 at 13th level, 1d10 at 17th level.

Bludgeoning

The target must make a WIS saving throw or be charmed by you until the end of your next turn.

Cold

The target has it's speed halved until the start of your next turn.

 

Fire

The target and any creatures within 10ft of it must make a DEX saving throw or take half sneak attack damage on a failed save, or quarter sneak attack damage on a successful save.

 

Force

The target and any creatures you choose within 10 feet of it, up to your Charisma Modifier, must make a CON saving throw or be knocked prone.

Lightning

Everything between yourself and the target you struck with the card in a straight line up to 30ft must make a CON saving throw or take half sneak attack damage on a failed save, or quarter sneak attack damage on a successful save.

 

Necrotic

The target takes half sneak attack damage and you regain Hit Points equal to the damage dealt.

 

Piercing

A 10ft square of thorns erupts from the target's location, everyone inside must make a DEX saving throw or take half sneak attack damage on a failed save, or quarter sneak attack damage on a successful. This square of thorns counts as difficult terrain and lasts one minute.

 

Poison

A 10ft cube of smoke comes out of the card forcing everyone inside the cube to make a CON saving throw or take half sneak attack damage and be blinded on a failed save, or take quarter sneak attack damage and not be blinded on a successful one.

 

Psychic

You may make an illusion up to 30ft away from the target struck by this attack (minor illusion) OR You can make a scent or stench radiate in a 20ft radius sphere around the target struck, it goes anywhere air can but can’t harm anyone. It lingers for 5 minutes or 2 minutes if there is a breeze.

 

Radiant

The target takes half sneak attack damage and you may choose 1 ally that you can see within 60ft and they regain Hit Points equal to the damage dealt.

 

Thunder

The target cannot take reactions until the start of your next turn.  OR  The target must make a STR saving throw or be pushed 15ft in a direction you choose.

Trick Points

You regain all Trick points on a Long Rest.

Card Slinger Image

Comments

Posts Quoted:
Reply
Clear All Quotes