Base Class: Rogue
As a rogue you've preferred to optimize your influence in the arts of recreational down time. Dice, cards, you name it. Its laughable the way everyone seems to refers to these as games oddly enough. A game would assume some sort of competition is occurring between players. But not the way you do it, Its not even close. Your hand was a straight from the beginning. The roll of dice? Only ever 7s. You've incurred a knack for pulling through right whenever you need it. Some call it luck and losers will chant con. Hard as it is the believe, fate likes to pick favorites and as you see it, you're her number 1.
Ace up your Sleeve
Starting at 3rd level, 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. You may cast this spell as a bonus action. When ever you cast this cantrip you may use an action to make a Sleight of Hand skill check to conceal your casting of this spell, opposed by your any observant passive perception.
So long as you are concentrating on this spell, you can use your Sneak Attack against a target within 30ft of you even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
You also gain proficiency with two gaming sets of your choice.
Loaded Dice and a Stacked Deck
Starting at 3rd level, you begin to master gaming the battlefield both on the table and within a scuffle. Using the pieces of your gaming sets, you can now use them as part of your attacks so long as you're proficient with the gaming set. Playing cards, dice, or dragon-chess pieces act as improvised weapons you are proficient with. Any attack you make with these gaming sets has the light, finesse, and thrown (20/60 ft) property. They do 1d4 damage each and depending on the gaming set will determine what damage type that attack has. Attacks made with any gaming sets that you're proficient with are magical for the sake of overcoming resistances.
- Your cards do 1d4 slashing damage (20/60 range, light, finesse, thrown)
- Your dice do 1d4 bludgeoning damage (20/60 range, light, finesse, thrown)
- Your dragon-chess piece does 1d4 piercing damage (20/60 range, light, finesse, thrown)
When you deal damage with a playing piece, you may choose to have it gain an additional effect chosen from the list below. You cannot choose the same effect twice in a row. You may empower a piece in this way a number of times equal to your Dexterity modifier (minimum 1) and regain all expended uses when you finish a long rest.
- Bluff: Your target's speed is reduced by half and their next attack has disadvantage.
- Glyphs: You gain temporary hit points equal to half your rogue level rounded up plus your proficiency.
- Ante: Each creature within 5ft of the creature you hit takes damage equal half your rogue level rounded up.
- Stars: The attack's damage type changes to force damage and the target takes additional damage equal to half your rogue level rounded up.
Gamblers Vice
Beginning at 9th level, you've been playing the con for so long and to such great benefit you start to believe luck might be a practiced skill, nice to know you're a natural. You gain advantage on all Sleight of Hand checks. The damage die of your Loaded dice and a stacked deck increases to 1d6 and their range is doubled. You now regain uses of Loaded dice and a stacked deck on a short rest.
Double-Dealing
At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with another creature that you can see. If the creature is one of your allies, the ally must agree to swapping with you. If the creature is an enemy, make a Sleight of Hand check. If you would meet or exceed the targeted creatures initiative, you can swap initiative with that target.
Destiny Chooses Favorites
Once you've reached 17th level you become the decider of fortune and fate, you can now steal the roll of any creature you can see within 60ft of you. After a creature has rolled its attack, ability check or saving throw, and determined its outcome after rolling modifiers (as in the case of advantage or disadvantage) you can use your reaction to take that d20 outcome and hold onto it. That creature must make another roll, rolling twice if it was with advantage or disadvantage as it would have done normally to get its new out come. Any time afterwards while you are holding onto that outcome, you can freely replace another attack, ability check or saving throw of a target with the number you had stolen after the target rolled but before the DM states if the number was successful or not. A creature that has had its roll stolen cannot have their roll stolen again until they've had a long rest. A creature that has had its roll replaced cannot have their roll replaced again until they've had a long rest.
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Posted Aug 31, 2022This is my take on another homebrew on dndbeyond using their 3rd and 9th level abilities. The original of those were from a subclass titled "Ace of Fate" by the user "Houligan" so please show all adoration towards them for the subclass.