Base Class: Rogue
As a cardslinger, your expertise with playing cards goes beyond sleight of hand tricks and winning at the poker table. Cards are weapons in your hands and your skill with them is uncanny. Your abilities allow you to throw cards with deadly accuracy and even infuse them with magic. Each time you draw a card, your connection to the arcane and a little luck allow for the extraordinary and unexpected. With each shuffle of your deck, you come closer to understanding your gift and realizing your true potential.
Deck of Cards
Beginning at 3rd level, you create a magical deck of cards. You must spend a total of 24 hours creating these cards, and expend 100 gp on fine paper and ink to do so. At the end of this process, you gain a set of magical playing cards, although they do not count as magical weapons.
Playing card set. 54 cards (4 suits of 13). Each suit (clubs ♣, diamonds ♦, hearts ♥, or spades ♠) contains an Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, and King. There are no duplicates. Additionally, the deck contains two unsuited Jokers. At the end of a long rest, the deck of cards replaces any missing cards, magically resetting the deck to a full 54 cards.
Cardsharp
When you choose this archetype at 3rd level, you gain proficiency with all gaming sets and expertise with the playing card set.
Card Tricks
At 3rd level, when you gain this feature, you learn three Card Trick options of your choice.
Once per turn, as an action, you can execute one of your Card Trick options by drawing a card from your deck. Your card tricks are fueled by Card Trick Dice. Your Card Trick Dice are a d6. You have three Card Trick Dice, and you regain all expended Card Trick Dice when you complete a short or long rest.
You gain an additional Card Trick option of your choice and an additional Card Trick Dice when you reach certain levels in this class: 9th, 13th, 17th level. Furthermore, your Card Trick Dice increase in value as you gain levels in this class, becoming 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
Card of Fear
You draw a card, enchanted with an illusion that projects itself into the minds of nearby creatures and you throw it to a point you can see within 60 feet of you. Each creature within 5 feet of the card that can see it must make a Wisdom saving throw. On a failed save, they take psychic damage equal to a roll of your card trick damage dice, and they are frightened for 1 minute. On a successful save, they take half of that damage and they are not frightened. Creatures who cannot be frightened take no damage. At the end of their turn, a frightened creature can make another Wisdom saving throw, ending the effect on a success.
Card of Humming Ricochet
You draw a card that hums and vibrates slightly in your hand. Use this ability after making a ranged weapon attack with the card you just drew. If you hit a creature with an attack made with a throwing card, you can expend one Card Trick Dice and cause that card to ricochet into another creature within 20 feet of your original target. Make another ranged weapon attack against your new target. On a hit, roll you Card Trick Dice and add it to the damage of the ricochet attack.
Card of Quick Escape
You draw a card that is and throw it at a point within 60 feet of you. You can then teleport to that point as part of that action as long as it is an unoccupied space. Until the end of your next turn, you can add your Card Trick Dice to any stealth roll you make.
Card of Snowstorm
You draw a card covered in frost. Make a ranged card attack against a target. On a hit, the target takes additional cold damage equal to a roll of your Card Trick Dice, and its speed is halved until the start of your next turn.
Card of the Illuminated
You draw a card that begins to faintly glow. Make a ranged card attack against a target. On a hit, the creature takes extra radiant damage equal to a roll of your Card Trick Dice. The creature must also succeed on a Constitution saving throw, or be blinded until the end of your next turn.
Card of the Inferno
You draw a card that starts to burn and throw it at a point you can see within 60 feet of you. Each creature within 5 feet of the card must make a Dexterity saving throw or take damage equal to a roll of your Card Trick Dice plus your sneak attack damage. On a success, they take half that damage. Anything flammable that is not being worn or carried in the area is set on fire.
Card of the Silver Tongue
You draw a card with indiscernible symbols written in silver on it. For the next 10 minutes, you can add your Card Trick Dice to any Charisma ability checks you make.
Card of the Viper
You draw a card with the image of a serpent on it. Make a ranged card attack against a target. On a hit, the creature takes extra poison damage equal to a roll of your Card Trick Dice. The creature must also succeed on a Constitution saving throw or be poisoned for 1 minute. A poisoned creature can make another Constitution saving throw at the end of each of their turns, ending the effect on a success
Card of Whispers
You draw a card with an open mouth on the front. You can speak a message into the card as if casting the magic mouth spell and place or throw it at a point within 60 feet of you. You do not need somatic or material components when casting magic mouth on the card in this way, but all other rules of the spell apply.
Card Throwing
At 3rd level, cards are deadly weapons in your hands. You can use cards as simple ranged weapons with the light, finesse, thrown (30/60) properties that deal 1d4 slashing damage on a hit. To throw a card, you must first draw a card from your deck (discard this card and do not reshuffle it into the deck until you complete a long rest). If you draw a 7, 8, 9, or 10, you can choose to reroll your damage. If you draw a Jack, Queen, King, or Ace you can apply Sneak Attack damage to the attack if you are not already benefiting from sneak attack on the attack. If you draw a Joker, you gain back a spent Card Trick charge.
Enchanted Cards
Starting at 9th level, your cards flow with magical energy and normal thrown card attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You gain a +1 bonus to attack and damage rolls made with your cards. This bonus becomes +2 at 13th level and +3 at 17th level. In addition, as a bonus action, you can imbue the next card you draw with a special ability based on its suit.
|
Card Suit |
Ability |
|
Club |
The target must make a Strength saving throw or be pushed back 10 feet. |
|
Diamond |
The attack deals an additional 1d6 slashing damage. |
|
Heart |
You regain 1d6 hit points. |
|
Spade |
The target must make a Constitution saving throw or have disadvantage on their next attack roll. |
Luck of the Draw
Beginning at 13th level, whenever you draw a card from your deck to make an attack, you can draw twice and choose which card to use. Place the card you don’t use at the bottom of your deck, and discard the card you do use.
Pocket Aces
Starting at 17th level, if you draw two cards from the deck to make an attack and both of the cards have the same number, you can turn that attack into a critical hit. You must discard both cards when you use this ability.
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