Rogue
Base Class: Rogue

Wildcard rogues are charismatic tricksters either flamboyant or shady. With their skills they host magnificent shows, run elaborate schemes, and dominate high-stake games. Thanks to their unique magic, the deck of cards isn't a mere source of evening entertainment. But also a dreaded weapon with an ability to spread mayhem, only equal to its unpredictability.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice; Deception, Performance, or Sleight of Hand.

You also gain proficiency with playing cards and one additional gaming set of your choice

WildCard's Gambit

Starting at 3rd level, while tossing a card you can enchant it with powerful magic and turn it into a dangerous weapon.

While holding a playing card set, you gain a new attack option that you can use with your Attack action. This special attack is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is a d4. You can apply your Sneak Attack to this special attack (the damage type is force), the rules for its use must be met as normal. If you have at least one card from a playing card set at the end of a short or long rest, it magically replenishes itself into a full deck.

Additionally, when you hit a creature with this special attack, you deal an extra 1d6 force damage and roll a d4. The attack gains a random gambit effect based on the number rolled as shown in the WildCard's Gambit Table below, DC for saving throws made against your gambit effects equals 8 + proficiency modifier + your Charisma modifier.

You can use this feature this way a number of times equal to 1 + your Charisma modifier (minimum of once), you regain all expended uses after finishing a long rest.

WILDCARD'S GAMBIT TABLE

D4 Gambit Effect


 

1 Blue Eye: You must make a DC 13 Charisma check, on a success you regain two expended uses of your WildCard's Gambit. If you regain all expended uses, you gain temporary hit points equal to twice your Charisma modifier


2 Golden Shackle: The target must make a Strength saving throw. On a failed save the creature's movement speed is reduced by half, it cannot use its reactions, and regardless of its abilities or magic items it cannot make more than one melee or ranged attack until the end of its next turn.


3 Red Rose: The target and all creatures of your choice within 5 feet of it must make a Dexterity saving throw, taking 2d8 force damage on a failed save or half as much damage on a successful one.


4 Wild Ace: Choose Blue Eye, Golden Shackle, or Red Rose. The attack gains the chosen gambit effect

Professional Bluffer

At 9th level, you are able to call bluffs of others as well as getting the upper hand on others by tricking them.

All Charisma (Deception) checks against you are made with disadvantage.

Additionally, you can use a bonus action given by your Cunning Action to choose one creature within 60 feet of you that can see you and make a Charisma (Deception) check contested by its Wisdom (Insight) check. If you succeed you gain a bonus to arrack rolls made against the target before the end of your current turn equal to your Charisma modifier.

Lady Luck is Smiling

After reaching 17th level, your inexplicable luck allows you to always land a true hit.

Whenever you roll a 1 or 2 on a damage die of your Sneak Attack or WildCard's Gambit special attack, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2

Wildcard Image

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