Rogue
Base Class: Rogue

Tricks Up the Sleeve

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. Starting at 9th level, it has a range of 30 feet for you, and you may cast it as a bonus action.

 

Wild Card's Gambit

Starting at 3rd level when you choose this archetype, you gain proficiency with the playing card set. You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and you can make their edges razor sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and, on a hit, it deals slashing damage equal to 1d4 + your Dexterity modifier. When you roll damage, look at the number rolled on the d4. The attack gains an effect based on the suites detailed in the table below. You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once) per long rest.

Wild Card's Gambit
Suite Effect
Clubs (1) Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
Diamonds (2) Roll your Sneak Attack damage and add it to your card’s damage. Additionally, your target must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target takes force damage equal to half the Sneak Attack damage rolled (rounded up).
Hearts (3) Roll your Sneak Attack damage and add it to your card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regained become temporary hit points.
Spades (4) Until the start of your next turn, the target has disadvantage on all attack rolls.

 

Shifting the Odds

Starting at 9th level, you are acutely aware of how to quit when you are ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 force damage on a failed save or half as much damage on a successful one.

You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have use this feature, you cannot do so again until you finish a long rest. At 13th level, you regain the use of this ability after a short or long rest.

 

Twist of Fate

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.

 

Joker Wild

At 17th level, your mastery over chance encompasses even your own form, allowing you to temporarily perceive all potential realities. As a bonus action on your turn, you can enter a flow state, seeing the tells of all creatures around you and gaining the following benefits:

  • You regain all expended uses of your Wild Card’s Gambit.
  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
  • You can move through objects and creatures as if they were difficult terrain. You cannot end your turn inside a creature, and you cannot move through any objects you cannot see past, such as walls.

This flow state lasts until the end of your next turn or until you are incapacitated. You may use this feature a number of times equal to half your Charisma modifier (rounded up, minimum of once) per long rest.

Tricks Up the Sleeve

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. Starting at 9th level, it has a range of 30 feet for you, and you may cast it as a bonus action.

Wild Card's Gambit

Starting at 3rd level when you choose this archetype, you gain proficiency with the playing card set. You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and you can make their edges razor sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and, on a hit, it deals slashing damage equal to 1d4 + your Dexterity modifier. When you roll damage, look at the number rolled on the d4. The attack gains an effect based on the suites detailed in the suite table. You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once) per long rest.

Wild Card's Gambit
Suite Effect
Clubs (1) Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
Diamonds (2) Roll your Sneak Attack damage and add it to your card’s damage. Additionally, your target must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target takes force damage equal to half the Sneak Attack damage rolled (rounded up).
Hearts (3) Roll your Sneak Attack damage and add it to your card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regained become temporary hit points.
Spades (4) Until the start of your next turn, the target has disadvantage on all attack rolls.

 

Shifting the Odds

Starting at 9th level, you are acutely aware of how to quit when you are ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 force damage on a failed save or half as much damage on a successful one.

You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have use this feature, you cannot do so again until you finish a long rest. At 13th level, you regain the use of this ability after a short or long rest.

Twist of Fate

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.

Joker Wild

At 17th level, your mastery over chance encompasses even your own form, allowing you to temporarily perceive all potential realities. As a bonus action on your turn, you can enter a flow state, seeing the tells of all creatures around you and gaining the following benefits:

  • You regain all expended uses of your Wild Card’s Gambit.
  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
  • You can move through objects and creatures as if they were difficult terrain. You cannot end your turn inside a creature, and you cannot move through any objects you cannot see past, such as walls.

This flow state lasts until the end of your next turn or until you are incapacitated. You may use this feature a number of times equal to half your Charisma modifier (rounded up, minimum of once) per long rest.

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