Rogue
Base Class: Rogue

A Croupier is the assistant chairman at a public dinner, seated at the lower end of the table. Many casinos employ these Croupiers to keep contestants from cheating. At least, that is what they would have you think. In reality, these Card Rogues, as they have come to be known as, are there to make sure the casino doesn't lose. Croupiers don't bend luck, and they don't stop cheaters. They make their own luck by cheating themselves.

Card Dealer

At 3rd level, you have developed the deceptive skills of the shadiest croupiers. You gain proficiency with improvised weapons and the Sleight of Hand skill. Many croupiers choose to use a deck of cards as throwable blades, or even coins and other common objects found in many casinos.

Ace in the Hole

At 3rd level, when you deal Sneak Attack damage with an improvised weapon, you may allow an allied creature within 30ft of you to make a weapon attack against the same creature as a reaction.

Card Up Your Sleeve

Starting at 9th level, whenever you use your Cunning Action to take the Disengage action, before moving, you may make a Dexterity (Sleight of Hand) skill check against a DC equal to an adjacent opponent's passive Wisdom (Perception). On a success, you take a small object from them that they are not holding; this item is random and therefore up to the choice of the Dungeon Master. It may be a bit of money, a small weapon, etc.

Balanced Hand

At 9th level, whenever a creature you dealt Sneak Attack damage to on your last turn deals damage to you or another creature that exceeds the amount of damage you dealt with your previous Sneak Attack, you may use your reaction to halve that damage dealt.

Loaded Dice

At 13th level, you may use your bonus action to roll your Sneak Attack die; when an ally within 5ft of you deals damage, you may use your reaction to deal extra damage to any damaged targets equal to your roll.

Null Game

At 17th level, you may choose to forego any actions other than movement. When you do this, choose a single target within 60ft of you. This target must make a Wisdom saving throw contested by your own Dexterity (Sleight of Hand) skill check. On a fail, that target cannot deal damage on their next turn, and must decide between a single action, bonus action, or reaction; the target still retains their movement. On a success, you gain either one action or bonus action back, and the opponent deals less damage equal to a single roll of your Sneak Attack dice. You may use this ability an amount of times equal to your proficiency modifier per long rest.

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