Sorry if this has been adressed - but I'm no longer seeing the wild card rogue subclass on the rogue page or in the characer builder. Have i messed up a setting or has it been removed from dndbeyond?
I'd hoped to make a character using this soon - so any help would be greatly appreciated.
Wild card was a playtest released by WotC. Playtest content gets added for a limited amount of time and is no longer officially on the site. If you're interested in playing one and have DM permission (or you just want to build one) you can look up the pdf of the Unearthed Arcana where it was released and make a homebrew copy of it, just don't publish it.
It had absolutely nothing whatsoever to do with WotC, it was from another company that produces a card game that competes with M:tG, and the prevailing guess is that’s why WotC made DDB take it down, but anyone who knows for sure isn’t talking.
If you're asking whether getting a subscription would allow you to use the subclass: no. You would have to make the subclass in homebrew yourself privately and a subscription would not help with that.
Wild Card was not official content (ie not published by WotC). It was time limited partnered content with Legends of Runeterra. So treat like DM's Guild stuff.
Your options are to re-implement yourself as homebrew or see if anyone else has (which would require a hero sub to use other people's public homebrew)
For the second option, I am working on a revised version now, but I am not quite ready to publish yet. Preliminary mechanics in the spoiler below.
Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you’ve always gotten a kick out of leaving things up to chance.
Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.
Wild Card's Gambit
Upon taking the archetype at 3rd level, you begin to master the tools of the trade. Choose a gaming set to gain proficiency with.
In addition, you can use the playing pieces of of that set as your attacks. You may use a playing card, die, or dragonchess piece as an improved weapon you are proficient with. It has the light, finesse, and thrown (20/60 ft) properties. It does 1d4 damage with the type depending on the piece: slashing damage (cards), bludgeoning damage (dice), or piercing damage (dragonchess).
When you deal damage with a playing piece, you may choose to have it gain an additional effect chosen from the list below, but you cannot choose the same effect twice in a row. You may empower a piece in this way a number of times equal to your Charisma modifier (minimum 1) and regain expended uses when you finish a long rest.
Coins: your target's speed is reduced by half.
Glyphs: you gain temporary hit points equal to half your rogue level.
Swords: each creature of your choice within 5 feet of your target takes damage equal to half your rogue level.
Stars: the attack's damage type changes to force.
Better Lucky Than Good
Your penchant for games 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.
When you cast this spell or at the start of each of your turns while you are concentrating on it, you can call evens or odds and then roll a d4. If you guess correctly, until the start of your next turn, you don't need advantage to use your sneak attack as long as you are within 20 feet of your target and you don't have disadvantage on the roll.
While using a gaming set you are proficient with or while you are in combat, you may make a Sleight of Hand skill check to conceal your casting of this spell. It is opposed by your opponents passive perception unless they take the Search action.
Practiced Hustle
Beginning at 9th level, you can work your marks with incredible ease. You have advantage on ability checks with gaming sets you are proficient with and the damage die of your gaming pieces increases to 1d6.
High Roller
Starting at 13th level, you may cast Guidance as a bonus action and it has a range of 30 feet for you.
All In
When you reach 17th level, your luck seems to never run out. You regain two uses of Wild Card's Gambit when you roll initiative if you have no uses remaining. In the first round of combat, instead of moving you may teleport up to twice your walking speed instead.
Hi,
Sorry if this has been adressed - but I'm no longer seeing the wild card rogue subclass on the rogue page or in the characer builder. Have i messed up a setting or has it been removed from dndbeyond?
I'd hoped to make a character using this soon - so any help would be greatly appreciated.
Regards,
Jamie
Wild card was a playtest released by WotC. Playtest content gets added for a limited amount of time and is no longer officially on the site. If you're interested in playing one and have DM permission (or you just want to build one) you can look up the pdf of the Unearthed Arcana where it was released and make a homebrew copy of it, just don't publish it.
The Wildcard was Runeterra content:
https://www.dndbeyond.com/forums/d-d-beyond-general/news-announcements/71981-legends-of-runeterra-content-available-through
It had absolutely nothing whatsoever to do with WotC, it was from another company that produces a card game that competes with M:tG, and the prevailing guess is that’s why WotC made DDB take it down, but anyone who knows for sure isn’t talking.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Hero tear subscription says: "Add publicly-shared homebrew content to use within the toolset"
would this likely be available to use in character builders through that process? (i dont have a subscription yet, haven't explored that option)
If you're asking whether getting a subscription would allow you to use the subclass: no. You would have to make the subclass in homebrew yourself privately and a subscription would not help with that.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
No. The wildcard was never “Homebrew.” And nobody can make it as publicly shared homebrew as that would be a copy write infringement.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Wild Card was not official content (ie not published by WotC). It was time limited partnered content with Legends of Runeterra. So treat like DM's Guild stuff.
Your options are to re-implement yourself as homebrew or see if anyone else has (which would require a hero sub to use other people's public homebrew)
For the second option, I am working on a revised version now, but I am not quite ready to publish yet. Preliminary mechanics in the spoiler below.
Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you’ve always gotten a kick out of leaving things up to chance.
Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.
Wild Card's Gambit
Upon taking the archetype at 3rd level, you begin to master the tools of the trade. Choose a gaming set to gain proficiency with.
In addition, you can use the playing pieces of of that set as your attacks. You may use a playing card, die, or dragonchess piece as an improved weapon you are proficient with. It has the light, finesse, and thrown (20/60 ft) properties. It does 1d4 damage with the type depending on the piece: slashing damage (cards), bludgeoning damage (dice), or piercing damage (dragonchess).
When you deal damage with a playing piece, you may choose to have it gain an additional effect chosen from the list below, but you cannot choose the same effect twice in a row. You may empower a piece in this way a number of times equal to your Charisma modifier (minimum 1) and regain expended uses when you finish a long rest.
Better Lucky Than Good
Your penchant for games 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.
When you cast this spell or at the start of each of your turns while you are concentrating on it, you can call evens or odds and then roll a d4. If you guess correctly, until the start of your next turn, you don't need advantage to use your sneak attack as long as you are within 20 feet of your target and you don't have disadvantage on the roll.
While using a gaming set you are proficient with or while you are in combat, you may make a Sleight of Hand skill check to conceal your casting of this spell. It is opposed by your opponents passive perception unless they take the Search action.
Practiced Hustle
Beginning at 9th level, you can work your marks with incredible ease. You have advantage on ability checks with gaming sets you are proficient with and the damage die of your gaming pieces increases to 1d6.
High Roller
Starting at 13th level, you may cast Guidance as a bonus action and it has a range of 30 feet for you.
All In
When you reach 17th level, your luck seems to never run out. You regain two uses of Wild Card's Gambit when you roll initiative if you have no uses remaining. In the first round of combat, instead of moving you may teleport up to twice your walking speed instead.
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