Base Class: Rogue
You are a gambler, a gamer, a scoundrel, or simply a person who seems a bit luckier than his opponents.
Bonus Proficiencies
Starting at 3rd level, you gain proficiency in 3 gaming sets of your choice. Additionally, choose Deception, Insight, or Sleight of Hand. You gain proficiency in that skill, and your proficiency bonus is doubled for any ability check you make that uses that proficiency.
Throwing Cards
Starting at 3rd level, a deck of cards becomes a deadly weapon in your hands. While you are holding a playing card, it is considered a simple ranged weapon with which you are proficient. It has the thrown and finesse properties with a normal range of 30 feet and a long range of 60 feet. It deals 1d4 slashing damage on a hit.
When you make an attack with a playing card, you may draw it as part of that attack. Additionally, when you take the attack action with a playing card, you may make a second attack with a playing card as a bonus action.
Joker’s Wild
Starting at 9th level, you have learned to augment your playing card attacks with luck that borders on the magical. Attacks you make with playing cards are considered magical in terms of overcoming resistances.
Additionally, when you make an attack with a playing card against a creature, if that attack would add Sneak Attack damage on a hit, you may choose to subtract any number of d6’s from the Sneak Attack damage you would deal and add half that many d6’s (rounded down) to the attack roll made with that weapon. You may choose to do this after you roll the attack, but before the DM tells you whether or not the attack would hit.
All In
By 13th level, you have learned how to ignore precision in favor of power. As an action, if you are holding a partial or complete deck of cards, you may choose to launch out all of those cards in a 30 foot cone in front of you. Each creature in range makes a Dexterity saving throw. On a failure, that creature takes slashing damage equal to your Sneak Attack damage. On a success, that creature takes half as much damage. The saving throw for this action is equal to 8 + your proficiency bonus + your Dexterity modifier.
When you take this action, you may not take an action on your next turn.
Double or Nothing
At 17th level, you have learned the ultimate gamble. When you would make an ability check, attack roll, or saving throw, you may choose to instead roll a single d20. On a roll of 10 or less, that result is considered a 1 on the die. On a roll of 11 or higher, that result is considered a 20 on the die. This d20 and the result of the roll may not be modified in any way, including by advantage or disadvantage, modifiers, or the Reliable Talent feature.
Once you use this feature, you can not use it again until you finish a long rest.
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