Base Class: Rogue
In the streets gambling is common and in high stakes games it's not likely that weapons are allowed, so any good gambler will know how to improvise when the going gets tough. It's said that a thousand cuts can kill a man, but here's to hoping it'll take less
Put on a Show
At 3rd level, you gain proficiency in Dexterity (Sleight of Hand) or Charisma (Performance and Deception) so long as you are using a deck of playing cards. If you already have proficiency in either of these skills, double the bonus gained for these when using a deck of playing cards to complete the check.
Card Slinging
Starting from 3rd Level when you take the Attack action you may use a deck of playing cards to make a ranged weapon attack. On a hit, flip the top card from your deck. The card inflicts an amount of slashing damage equal to the face value of the card flipped, with face cards being treated as having values of 10 at 3rd level. If a Joker is flipped, draw a second card and apply twice it's damage, if the second card drawn is a Joker the attack instead misses.
While using your deck in this way you gain the benefits of Sneak Attack.
Discard any cards drawn from the deck after resolving the effects of the action that draws them. So long as you have at least one card left on your person, your deck will regain its missing cards after a Long Rest at which point you must shuffle your deck.
Hand of Fate
Starting at 3rd level, after finishing a short or long rest, you may draw a number of cards equal to your Cha modifier from the top of your deck. After flipping a card for damage, you may discard the flipped card immediately and replace it with a card from your hand.
Arcane Cards
Starting at 9th level, the Jack is treated as having a value of 11, the Queen 12 and the King 13.
In addition, the suits of the deck are now imbued with arcane energy. The damage from thrown cards is now magical for the purposes of overcoming resistances and gain a bonus amount of damage equal to your Cha modifier.
You may change the damage type of the card based on the drawn suite: Hearts deal fire damage, Diamonds as acid, Spades as cold and Clubs as lightning.
Trick Shot
Starting at 13th level, when you hit a target with one of your cards you may choose to have the card ricochet to one additional target that is within 30ft. You must use the initial dice roll to hit the secondary target and the damage value stays the same. You may choose either target to receive Sneak Attack damage if applicable.
You may use this feature a number of times per long rest equal to your proficiency modifier.
Ace in the Hole
Starting at 17th level, you can treat any card Ace card as a Joker. As well as, after flipping a Joker card any subsequent Jokers increase the damage multiplier by 1. One joker is double, two is triple, etc.
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