Rogue
Base Class: Rogue

Being in the business of Fortune Telling can be very risky. Perceive a false fortune and you might have an angry customer on your hands. Some will rely on body guards to keep them safe, others will stay on the move. However, some will learn to fend for themselves and why not use the tool of their trade to do so. These Fortune Tellers have a minor connection to magic and use that magic to enchant their Tarroka/Tarot Deck to be deadly throwing weapons. Cunning and secrecy is still a necessary so many of them hide their ability to use the cards in this manner but will strike at a moments notice catching their targets off guards.

Tarroka/Tarot Deck

These deck of cards are considered a tool in which you are proficient in once you reach 3rd level in this class. Additionally, you may replace one of the current skills chosen for expertise with expertise in these decks of cards. Wisdom is the ability modifier used when attempting to read someone fortune. When doing so in a way not described by these class features, the DM determines the results and what you are able to foretell. Other than the knowledge of the future events, you gain no additional benefit knowing these events.

Optional Background: Fortune's Curse

Your ability to foretell the future was not learned but rather granted by another being.  Its up to you and the DM to decide the circumstances around this "gift". Whenever you make a skill check using your Tarroka/Tarot Deck you can add +1 the results of the check. The gift was given to you with a grave warning that was imprinted permanently in your mind.

"Look into your own future at great peril"

Magical Adept

At 3rd level, your connection to magic has opened up many different benefits to your trade. In your initial studies you learned 3 cantrips; Guidance and two other cantrips of your choice from the Wizard or Bard spell list. 

You learn additional spells that you can cast once per day without spending a spell slot, which are empowered by your enchanted deck. Wisdom is your spell casting ability for your spells and cantrips and your enchanted deck satisfies the spell casting component for the spells.

  • 3rd level - Augury, Fortune's Favor
  • 9th level - Conjure Barrage
  • 13th level - Divination
  • 17th level - Conjure Volley

Enchanted Deck

A deck of cards is an important tool of the trade for many fortune tellers. Beginning at 3rd level, you can spend an hour in ritual infusing a deck Tarroka/Tarot cards with your magic. Doing so grants the following effects to the deck of cards:

  • Each card in the deck becomes a Simple Melee Weapon dealing 1d4 slashing damage with the Light, Thrown (30/60), and Finesse properties.
  • As long as the majority of the deck remains in your possession, any cards that are lost or thrown magically returns to the deck after 1 minute. Otherwise, the remaining cards are likely lost or destroyed. 
  • The deck is considered magical for the purpose of overcoming resistances.
  • The deck can be enchanted like other magical weapons applying the effects to each card when thrown. A card must be returned to the deck to regain the enchantment after thrown.

Foretell Events

Beginning at 9th level, during your morning preparations, using your Enchanted Deck, you can make a number of predictions equal to your proficiency bonus. You see the circumstances around a future event and when you see a creature make an attack roll, ability check, or saving throw you can call on your predictions to aide or hamper the target imposing advantage or disadvantage on the roll. An advantage or disadvantage imposed by this feature cannot be cancelled by another source of advantage or disadvantage.

Disturbing Predictions

Beginning at 13th level, as a bonus action you may consults your cards then utter a litany of disturbing predictions of future events. A target of your choice within 30ft that can both hear and understand you must make a wisdom saving throw against your spell save DC or be frightened of you until the end of their next turn. A creature frightened in this manner must use all their movement to get as far away from you as possible.

You can use this ability a number of times per day equal to half your proficiency bonus.

Empowered Deck

At 17th level you fortune telling prowess has grown to the point that you have become much more deadly with your Enchanted deck, almost as if you are predicting where the target's vitals points will be allowing you to make deadly strikes. You gain a +2 bonus to attack rolls with your enchanted deck and each card deals additional damage equal to your wisdom modifier.

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