Rogue
Base Class: Rogue

By invoking magic similar to a Bard's (with a bit more volatile output) you're able to use a set of cards that you can magically imbue to deal damage. Not to mention some of the face traits that come with the part of being a gambler... like cheating...

Magic Tricks

At 3rd level when you choose this subclass, you can attack with throwing cards using a regular deck of cards very similarly in the way a bard uses their instrument.

When you attack with the throwing cards you first roll 1d4 this will determine the damage/symbol type;

  1. Acid/Spades
  2. Cold/Diamonds
  3. Fire/Hearts
  4. Poison/Clovers

Once the damage type has been rolled for you roll for the actual damage; 1d12. each number represents a different card in order: ace, two, three, four, five, six, seven, eight, nine, ten, queen, and king.

You also get proficiency in sleight of hand.

Gambler's Glint

A pokerface comes in handy on many occasions. Starting at 3rd level when you choose this subclass, you gain half proficiency in all charisma skills, and once you reach 13th level you gain full proficiency.

Tricks Up The Sleeve

When dealing with cards it's always a good idea to have a few tricks up the sleeve. for this reason you've fine tuned you're skills of cheating. At 9th level, you gain advantage when you roll sleight of hand checks.

Underhanded Deck

It's easier to win when you're underhanded. At 13th level, You can choose the damage type of your throwing cards (Acid, Cold, Fire, or Poison) rather than rolling for it.

Gambler's Glint (13)

Continued from the first iteration.

Lucky Ace

Even in the worst possible situation your doing exceptionally well, your aces are just as powerful as your kings. At 17th level, when you roll a 1 on the damage die of a throwing card it counts as a 12 instead.

Comments

Posts Quoted:
Reply
Clear All Quotes