Rogue
Base Class: Rogue

This class is best enjoyed through the use of a real deck of playing cards which you can shuffle after each fight, rest, or dawn. Discuss this with your DM.

Card Slingers are rogues who depend as much on their agility as their charisma and uncanny abilities with playing cards. 

As a Card Slinger, 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 elemental magic. Each time you draw a card, your connection to the arcane, as well as a little luck, allow for extraordinary and unexpected feats. With each shuffle of your deck, you come closer to understanding your gift and realizing your true potential

Cardsharp

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 a deck of 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.

Wild Card

The first 2 times you roll a 20 on any attack roll or ability check using a playing card set, you can choose for that card to be considered a Joker. When you 'draw' this Joker, you receive a random effect from the table below. Drawing a Joker does not consume a card, and you regain all uses of this feature after a short rest.

D4 Random Effect

1

You regain 1 use of Card Trick.

2

You gain a -2 to all attack rolls and a +2 to all damage rolls made with throwing cards for the next minute.

3

You gain advantage on your next attack roll with a throwing card 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 (e.g blinded, deafened). If you are not currently affected by any conditions this card does nothing.

 

Card Throwing

At 3rd level, your skill with a playing card set it becomes more than just mastery. Cards are now deadly weapons in your hands, and you have created your own deck with razor-sharp edges. Cards you wield can be used as simple ranged weapons with the light, finesse, and thrown properties and deal 1d4 slashing damage on a hit. Once per turn, if you draw a Jack, Queen, King, or Ace, you can choose to reroll your damage.

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

Each throwing card attack consumes 1 card. These cards can be replenished after a short rest.

Card Tricks

At 3rd level, when you gain this feature, you learn 3 Card Trick options of your choice.

Once per turn, as an action, you can execute a Card Trick by drawing a card from your deck. You have 2 uses of this ability and regain all expended uses by shuffling a playing card set during a short or long rest.

You gain an additional Card Trick and use of this feature at 9th, 13th & 17th level.

Acid Burst

You charge a card with acidic energy before throwing it at a target, making a ranged card attack. On a hit, the target takes an additional 1d6 acid damage as the card bursts into a spray of acid. All creatures within 5 feet of the target must make a Dexterity saving throw or take 1d4 acid damage.

This trick's acid damage increases by 1d6 damage at 9th level (2d6), 13th level (3d6) & 17th level (4d6). The burst damage also increases by 1d4 at 9th (2d4), 13th (3d4) & 17th level (4d4).

Bluff

You draw a card which appears to shimmer, blur and distort to anyone other than you. You may bluff a humanoid target within 30 feet that you can see and they must make a Wisdom saving throw. On a failed save, you gain advantage on Deception checks made against them for the next minute.

This trick allows you to target an extra humanoid within 30 feet at 9th, 13th and 17th level.

Cold Call

You call moisture in the air to gather and freeze on a card as you throw it, making a ranged card attack. On a hit, the target takes an additional 1d6 cold damage, and it's speed is reduced by 10 feet until the start of your next turn.

The cold damage increases by 1d6 at 9th (2d6), 13th (3d6) and 17th level (4d6).

Curved Card

You place a slight bend in a card, causing it to curve around objects as you make a ranged card attack. The attack ignores the effects of half and three quarters cover and has advantage against creatures who are not behind cover. 

Duplicate

You draw a card and tear it in two, creating an illusory duplicate of yourself which lasts for 1 minute, or until you lose concentration (as if on a spell).

The illusion appears in an unoccupied space within 30 feet of you. As a bonus action on your turn, you may move the illusion up to 30 feet to a space you can see, but within 90 feet of you.

For the duration, while both you and the duplicate are within 5 feet of a creature which is able to see the illusion, you have advantage on attack rolls against that creature.

At 13th level, you can throw a card as if you were in the space of the duplicate.

Heater

You channel any heat around you into a card, which begins to glow faintly as you throw it, making a ranged card attack. On a hit, the card ignites, and the target takes an additional 1d6 fire damage. A flammable object hit by this card ignites if it isn't being worn or carried.

The fire damage increases by 1d6 at 9th (2d6), 13th (3d6) and 17th level (4d6).

Lucky Draw

You draw a card and slip it up your sleeve, ready to use in a sticky situation. For the next minute, whenever you make an attack roll, ability check, or saving throw, you can retrieve this card with a flick of your wrist, allowing you to roll an additional d20. 

You may choose to use this after you roll the die, but before the outcome is determined. You may choose which of the results to take.

At 13th level you can pass this card to someone else, allowing them to gain it's effect instead.

Quick Escape

You throw a card up to 30 feet to an unoccupied space you can see. The second the card hits the ground, you dissolve into mist, and reappear at the card's location.

At 13th level, when you teleport, you turn invisible until the start of your next turn, unless you make an attack or cast a spell. Anything you are wearing or carrying is also invisible.

Radiant Burst

You draw a card, which begins to shine with radiant energy as you throw it, making a ranged card attack. On a hit, the target takes an additional 1d6 radiant damage and must succeed on a Constitution saving throw or be blinded until the start of your next turn. The DC is 8+your proficiency+your Charisma modifier.

The radiant damage increases by 1d6 at 9th (2d6), 13th (3d6) and 17th level (4d6).

Shocking Draw

You draw a card which begins to spark with electrical energy as you throw it, making a ranged card attack. On a hit, the target takes an additional 1d6 lightning damage and must succeed on a Constitution saving throw or be Stunned until the start of its next turn. The DC is 8+your proficiency bonus+your Charisma modifier

The lightning damage increases by 1d6 at 9th (2d6), 13th (3d6) and 17th level (4d6).

Magic 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. As a bonus action, you can elementally charge a card based on its suit, adding an extra 2d6 damage of that type on a hit.

If a card is used for a trick which deals damage, it loses its elemental charge.

Card Suit Damage Type
Club Thunder
Diamond Force
Heart Necrotic
Spade Radiant

Card Counter

Beginning at 13th level, when an enemy misses you or an ally (within range of your card throw) with a melee or ranged attack, you may use your reaction to throw a card at that enemy. If you draw an Ace and you hit on your attack roll, the attack roll is treated as a critical hit regardless of what the dice roll value was.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Loaded Cards

At 13th level, you gain the ability to magically load your attack with additional cards which fan out as they strike a target. This consumes a single card.

Choose one point within 60 feet of you. Any creature within a 10-foot radius of that point must make a Dexterity saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.

A target takes 2d8 slashing damage on a failed save and half as much on a successful one. Creatures behind half and three quarters cover instead take half damage on a failed save and no damage on a successful one. The damage die for this attack increases at 17th level (2d10).

You can use this ability once per long rest.

Ace in the Hole

Starting at 17th level, if you roll initiative and have no uses of Card Trick remaining, you regain one Card Trick use.

Also at 17th level, your throwing card attacks score a critical hit upon rolling a 19 or a 20 on the attack roll.

When you score a critical hit on an attack with a throwing card the target suffers additional damage of the card's Magic Damage type equal to half of the initial damage. The damage type is determined by the 'Magic Cards' feature.

Previous Versions

Name Date Modified Views Adds Version Actions
12/13/2021 5:04:25 PM
90
11
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