Base Class: Rogue
In almost every major casino and tavern across the lands sits a figure with a strange tattoo shuffling a deck of cards. Anyone who has the misfortune of crossing their path will attest to their remarkable gambling ability. These figures are a part of an organization known as the Masters of Chance. They are able to manipulate and scam even the sharpest illusionists around. Each Master is given two decks of cards, one appears to be normal on the outside but is actually filled with plenty of magical tricks to guarantee victory while the other is a Master's most important tool. This deck is special made and imbued with cosmic power. No one knows how these decks came about and there is only a set amount in the universe. Each deck is full of magic that's harnessed through the cards and can be used to achieve the user's goal.
Master of Cards
You are gifted The Deck of Wonders by a former Master of Chance. You can draw a card as an action and apply the effect towards a single target. Once per day, a random card in the deck shifts to the Cosmic Joker. When this card is drawn, a random event or action is taken as chosen by the DM. The deck is reshuffled after each draw and ready to be used the next turn.
Deck of Tricks
You are given a Deck of Tricks. You can use this magical deck to rearrange the entire deck whenever you are holding it and the deck allows your hands to move nimbler and faster while holding them. This gives you advantage on sleight of hand and dexterity checks involving both decks of cards.
Nimble Fingers
When drawing a card from the Deck of Wonders, you can use a reaction to redirect the card towards a different target. This action must be taken after the card is known but before the effect begins to take affect.
Attunement
You begin to connect with the energy of the cards. You are now able to pick a specific suit that you would like to draw from and continue drawing cards until you reach the desired suit. All cards that were drawn and not used, go back into the deck without being activated.
True Connection
You have become heavily familiar with the energy of the cards. You are able to sense the energy of a card before you use it, and you can decide whether to use the card or put it back into the deck. This may be done as many times as your dexterity modifier. The card that is not used is put at the bottom of the deck and the effect is not used.
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