Base Class: Rogue
Your penchant for gambling has given you the ability play the battlefield like a game and manipulate chance.
Tricks Up the Sleeve
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. Starting at 9th level, it has a range of 30 feet for you, and you may cast it as a bonus action.
Wild Card's Gambit
Starting at 3rd level when you choose this archetype, you gain proficiency with all gaming sets.
A deck of playing cards becomes deadly in your hands. You can treat a card as a light, finesse, thrown (range 20/60) weapon. You are proficient with this weapon and it deals 1d4 slashing damage. The card you throw counts as a magical weapon for the purposes of overcoming resistances and immunities. Whenever you make an attack roll using a playing card, draw a card from a deck containing 54 cards (52 cards and 2 jokers).
In addition, your combat prowess and luck sometimes allow your attacks to surpass mortal limits, granting additional effects depending on the card drawn. If you have not yet used your sneak attack this turn, you can instead draw a card from a 54 card deck and add an effect to your attack based on the Wild Card Suit Table Below. You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once) per short or long rest.
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Wild Card Suit Table |
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Suit |
Effect |
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Spades |
Roll your Sneak Attack damage and add it to your playing card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled. |
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Clubs |
Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way. |
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Hearts |
Roll your Sneak Attack damage and add it to your playing card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points. |
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Diamonds |
Take the disengage and then the dash actions. You still have the use of your bonus action and sneak attack after this card is drawn. |
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Wild Cards |
Aces and Jokers are wild cards, morphing suits depending on the dealer’s wishes. Choose Spades, Clubs, Hearts, or Diamonds. The card then immediately gains the suit’s respective effect. |
Shifting the Odds
Starting at 9 level, whenever you make an attack roll, ability check, or saving throw at disadvantage and roll a 1, you can treat both d20 rolls as a 20.
Twist of Fate
Beginning at 13 level, the world around you seems to tilt in your favor. Whenever you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw but before the roll is made, you can choose to replace it with your lucky number. The first time you use this feature your lucky number is 7. Whenever you replace a roll using this feature, roll a d20. The number rolled becomes your new lucky number. Once you use this feature, you cannot do so again until you finish a short or long rest.
Joker Wild
At 17th level, your mastery over chance encompasses even your own form, allowing you to temporarily perceive all potential realities. As a bonus action on your turn, you can enter a flow state, seeing the tells of all creatures around you and gaining the following benefits:
- You regain all expended uses of your Wild Card’s Gambit
- You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
- You can move through objects and creatures as if they were difficult terrain. You cannot end your turn inside a creature, and you cannot move through any objects you cannot see past, such as walls.
This flow state lasts for one minute or until you are incapacitated. Once you have used this feature, you cannot do so again until you finish a long rest.
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Posted Sep 10, 2024In the character builder, under Wild Card's Gambit, there are 4 dropdown menus with nothing in them. Just wanted to let you know.