Base Class: Rogue
Some rogues favor honing their skill and precision, others perfect a silver tongue, but gamblers of fate always get a kick out of leaving things up to chance. Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.
Tricks Up the Sleeve
When you choose this archetype at 3rd level, you gain proficiency with the playing card set. You can now throw playing cards as weapons and you can draw a throwing weapon as part of an attack you make with it. For you, a card is a simple ranged weapon with the Finesse, Light, Range (60/120) and Thrown properties. Its damage die is a d4, and its damage type is slashing. This damage die can increase as you find vendors with sharpened cards. One deck of playing cards is usually 5 silver, and contains 52 cards.
Some of your techniques require your target to make a saving throw to resist certain effects. The saving throw DC is calculated as follows:
Wild Card’s Gambit
At 3rd level, your ability to play with fate begins to manifest itself.
Once per turn, before you apply your Sneak Attack damage to an attack, you can expend your reaction and draw a card from a deck. Depending on the result of the card you draw, one of the following effects takes place. Any time you draw a card that is not on the list:
You can use your reaction to teleport up to 15 feet to an unoccupied space of your choice that you can see.
| Playing Card | Card |
|---|---|
| Ace of diamonds | At the start of its next turn, the target takes additional damage equal to half of the Sneak Attack damage dealt with this attack. |
| King of diamonds | You can take one additional action immediately. If you choose to attack with this action you can add your Sneak Attack damage to the damage. |
| Queen of diamonds | All creature within 30ft of the target must make a Dexterity Saving throw or takes damage equal to the Sneak Attack damage. On a successful save the creatures take half damage. As razor sharp cards starts flying out from the creature. |
| Jack of diamonds | The target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. |
| Two of diamonds | The target must make a Strength saving throw or drop what ever they are holding. |
| Three of diamonds | The target must make a Constitution saving throw or be stunned for turn |
| Four of diamonds | Your Sneak Attack damage is now Radiant Damage until the end of your next turn. |
| Ace of hearts | Choose one creature within 60 feet of your target. It regains hit points equal to half the Sneak Attack damage rolled + your Charisma modifier |
| King of hearts | You have advantage on all Charisma based checks and saving throws for 1 minute. |
| Queen of hearts | You or a creature of your choice within 30ft of you gains resistance to all damage of 1 minute. |
| Jack of hearts | You regain 2d10 hit points. |
| Two of hearts | If you take damage, you regain 2 hit points at the start of each of your turns. This last for 1 minute. |
| Three of hearts | You can add 1d6 + half of your proficiency bonus to you Armour Class until the start of your next turn. |
| Four of hearts | Your Sneak Attack damage is now Necrotic Damage until the end of your next turn. |
| Ace of clubs | This card morphs suits depending on the dealer’s wishes. Choose Diamond, Spade, or Heart. The card then immediately gains the suit’s respective effect. |
| King of clubs | You must take your next turn stunned or take 1 level of exhaustion. |
| Queen of clubs | A bolt of lighting comes down from the sky and strikes you. You must make a Dexterity Saving throw or take 10d6 lighting damage or half as a success. |
| Jack of clubs | You drop all everything you are carrying including your armour and weapons |
| Two of clubs | Roll 3d6: If the total equals or exceeds the your’s Intelligence score, that score is reduced to 0. You fall unconscious until you regains at least one point of Intelligence. Or until you take a short or long rest. |
| Three of clubs | You must make constitution saving throw or be stunned until the beginning of your next turn. |
| Four of clubs | Your Sneak Attack damage is now Magical Force Damage until the end of your next turn. |
| Ace of spades | The target's speed is reduced to 0 until the start of your next turn, and it must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls against your allies until the start of your next turn. |
| King of spades | The card passes through the target dealing no damage. Rather you make an attack roll against a random creature within 30ft of the target, including yourself. If you hit you deal the normal damage plus the Sneak Attack damage. |
| Queen of spades | You are frightened by the nearest creature until the end of your next turn and must use a dash action to get away. |
| Jack of spades | You and all creatures within 30 feet of you gain vulnerability to all damage for the next minute. |
| Two of spades | You fall prone and have disadvantage on Dexterity Checks and Saving throws for 1 minute |
| Three of spades | All attacks against you have advantage until the end of your next turn |
| Four of spades | Your Sneak Attack damage is now Psychic Damage until the end of your next turn. |
| Joker (coloured) | You double the damage of all of your attacks rolls, including this one, made against the target until the end your next turn. |
| Joker (not coloured) | You heal the target, it regains hit points equal to the Sneak Attack damage rolled + your Charisma modifier. |
Finale
Starting at 9th level, as a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw equal to your Wild Card Save DC, or taking 3d10 fire, cold, lightning, acid, or poison damage on a failed save or half as much on a successful one. You then teleport yourself to an unoccupied space that you can see within 120 feet. Once you have used this ability, you cannot use it again until you have finished a long rest.
Pinching Fate
At 14th level, you gain a modicum of control over the Cards and Fate. Whenever you pick a card, you choose two card and use either total.
This increases to 3 cards at 17th level. When ever the 3 three cards that you draw are all seven you, may choose any effect from the table.
House of Cards.
House of cards is State of Mind that Wild Cards can enter that once they have reached a certain amount of training. As a bonus action on your turn, you can enter this stat of mind for 1 minute, during which you gain the following benefits:
- Your movement speed is doubled.
- You are immune to the grappled, paralyzed, stunned, and restrained conditions.
- You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a solid object or a creature, you are shunted into an adjacent space within 5 feet of it.
- Whenever you roll a 6 on a d6 for one of your Sneak Attack dice, you roll an additional d6 and add it to your damage roll.
Once you have used this ability, you cannot use it again until you have finished a long rest.
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