Rogue
Base Class: Rogue

Judge. Peacemaker. Deal-breaker. These titles hold little meaning to those that have not see an Arbiter truly 'on a roll.' As an Arbiter, you draw on an unnatural divine magic through the power of cards. With these, you help or harm others- do you take the chance?

Card Shark

Upon taking this sub-class you:

  • You have proficiency with playing cards as a weapon, and use Dexterity for your attack and damage roll modifiers for throwing cards. Cards deal one Deck Die (1d6 at 1st level) of slashing damage, along with having the light property and a fixed range of 30 ft. Deck Die damage increases as you take levels in the Arbiter sub-class. The damage increases to 1d8 at 8th level, 1d10 at 13th level, and finally 1d12 at 17th level. Cards do not have ammo for as long as you have a deck of playing cards in your inventory. You can store the cards within your clothes, and taking a card from your pocket, coat, sleeve or any other immediate area to attack is part of the attack action. Cards don't make you look openly armed, as long as you are not carrying another weapon, and you have advantage on Dexterity (Sleight of Hand) checks to hide playing cards on your person.

You have a deck consisting of 20 cards, each of which can be assigned to any number on a d20, with the exceptions of 1 always being The Joker, and 20 always being an ace of your choosing. You can only have one ace in your deck at a time until later levels, and no repeated cards can be placed in your deck. You are allowed to build any number of decks, however you can only have one deck active at a time during the day. 

You can change or modify your deck whenever you take a long rest. At dawn, you chose what deck you will be using for the remainder of the day, or until you take a long rest.

  • During combat, you may draw any number of cards for use equal to: your Intelligence modifier (minimum of 1) plus your proficiency bonus plus one. At the start of your turn, you may draw a new card to 'your hand.'
  • Unless specified otherwise, playing a card is an action and will consume the card, removing it from your hand and back into your currently active deck.
  • Your spell casting ability Intelligence and your spell attack modifier is equal to your proficiency bonus + your Intelligence modifier. The maximum range of your spells is equal to your attack range of 30 ft. Your spell save DC on your magic cards is equal to 8 + your proficiency bonus + your Intelligence modifier. Your played card's effects can be treated as spells, therefore a Counterspell can counter them, for example.

If you do not wish to play a certain card, you can instead throw that card as a attack action, thereby consuming it. Attacking with a magic card counts as a ranged attack, deals force damage equal to one Deck Dice and can use your Intelligence modifier for the attack and damage roll.

At later levels, you may increase the quantity of cards in your deck. Starting at 9th level, you can hold up to 30 cards in your deck instead of 20. Your deck increases to 45 cards at level 13, and 60 cards at level 17.

Fortune's Favor

Upon taking this archetype, after finishing a long rest, roll 1d4 three times and keep each of those numbers recorded until you finish a long rest. These are your "Inherent Luck" dice. Once per roll, you may spend one "Inherent Luck Die" to add or subtract its value from any ability check, attack roll, saving throw or card draw you make or any creatures within 30 feet of you that you can see makes. You can wait until after the roll of the d20 before deciding to use a luck die, but must decide before the DM says whether the roll succeeds or fails. This consumes the die until it is regained from a long rest.

After finishing a long rest, you roll for new numbers on your "Inherent Luck" dice.

The number of dice rolled each long rest is increased to four at 9th level- and then to five at 13th level. The die you roll after a long rest is increased to a d6 at 13th level. 

Synergized Play

At 9th level, you may select a non-Ace and non-Joker card to be your "Calling Card." People may thematically start to associate you with the card, or perhaps even make a nickname for you based around the card. As an action, you can use your selected Calling Card without requiring it to be in your hand. Once you use this feature, you must finish a long rest before you can use it again. You can only change your choice of calling card during a long rest.

Additionally, ranged attacks using cards or magic cards no longer impose disadvantage when attacking within 5ft.

Hidden Resources

At 13th level, you acquire

  • A second Ace to add into your deck. 
  • If you play a card that requires you to roll your Deck Die, you may roll an additional Die.
  • When you make an attack that would allow you the bonus of Sneak Attack, you can expend Inherent Luck die to reroll the number of Sneak Attack dice equal to the total expended.

Hand of Fate

Whenever you consume a card- that isn't your Calling Card -from your hand, you can choose to roll a d4. On a roll of a 1, you may return that card to your hand, for one round, without spending any deck points.

Additionally, you can expend any number of luck rolls to turn an attack roll, saving throw, or ability check into a natural 20, as long as the total luck rolls equal or exceed 10.