Rogue
Base Class: Rogue

For some Rogues, the threat of constant death and / or imprisonment is simply not enough. For a select few, the only true adrenaline rush can come from throwing caution to the winds and dancing on a fine line between destruction and salvation. For these daring individuals, chance and luck are the only true forces in this universe, and they harness those with a skill and daring that few can match. Perhaps you are a true neutrality in some great war, careening wildly to one cause or another but never fully selling yourself, or perhaps you are a madman who believes that chaos is the closest we can get to true peace. Maybe you are a quiet and deadly player of political games, one who keeps their cards close to their chest before revealing them in a fateful coup. Whatever the case, Wild Card Rogues are exactly that: wild cards, strange and unknowable tricksters who use the forces of luck in ways only they can understand. 

Gambler's Deck

Starting at 3rd level, you gain the ability to infuse playing cards with magical effects. You have a pack of magical playing cards that you keep on your person at all times, similar to a wizard's spellbook. Some of these cards can be used for specific effects, as shown below, but any card drawn from the deck that does not have a specific effect counts as a ranged weapon with which you are proficient, with a range of 60/100 and which deals force damage equal to your sneak attack. 

If you lose your Gambler's Deck, you can spend an hour meditating with a new pack of 52 standard playing cards. At the end of this hour all of your chaotic power transfers to this deck. If you lose a card or multiple cards, they reappear in your deck within ten minutes. 

Additionally, you gain darkvision out to a range of 60 feet, as the magic of your cards enhances your perceptions, and you gain proficiency in all gaming sets. 

Luck of the Draw

At 3rd level, you learn to empower your Gambler's Deck with the wild magic of chance and trickery. When you gain this feature, you learn two Card Tricks of your choice (see "Card Tricks" below). Card Tricks correspond to certain Cards in your Gambler's Deck. 

You gain two more Card Tricks of your choice when you reach certain levels in this class: 5th, 7th, 9th, 11th, 13th, 15th and 17th level. Some options will also improve upon reaching certain levels in this class. 

You can swap out any Card Trick for a different Trick during a long rest. 

At the start of initiative, you may shuffle your Gambler's Deck and draw a number of cards from your deck equal to 2d4 plus your Dexterity modifier. This increases to 2d6 at 6th level, 2d8 at 10th, 2d10 at 14th and 2d12 at 18th level. You cannot draw new cards while in combat, and you cannot look at these cards while drawing them, but you may look at them once they are all drawn. These cards, when drawn, are all empowered by your Gambler's Deck feature, and each card grants different abilities that you can make use of. Most cards can only be used once (with the exception of a few cards which are marked with Reusable), and when used, must be placed aside and cannot be used again until a short rest. If you draw a card which has a Trick attached to it (such as a High Card), but you haven't learnt the trick, treat that card as a regular card from your deck. 

If you run out of cards during combat (not counting Reusable cards) you may spend an action to draw another hand of cards. Any Reusable cards can go back into your hand. 

Card Tricks

Each of these options are Tricks that you can learn to empower the cards in your Gambler's Deck. Extra Tricks can be learnt at higher levels, and some will have a level requisite before they can be learned. If your Card Trick requires a save, the DC equals 8 + your proficiency bonus + your Dexterity modifier. 

Ten Suite.

Ten of Hearts. Wild and unpredictable magic surges through this card. You can reveal this card as a bonus action to activate three effects from the Wild Magic Surge table (see Sorcerer class). These effects all activate in the same instant. 

Ten of Spades. This card channels the powers of trickster gods. While playing any form of recreational game, you can secretly reveal this card. When revealed, it becomes a card, or dice, or token, with any value that you wish it to be. For example, when playing 3DA, you can reveal this card and play it as a 13 strength Red Dragon, or, if playing Liar's Dice, the card takes the form of a dice with a roll result of your choice.

Ten of Clubs (Reusable). This card seeks out its foes by magical means. Choose one creature you have seen in the past minute. The card flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the card's range and there is a path large enough for the card to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the card, plus an extra 2d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

Ten of Diamonds (Reusable). This card draws on the shimmer of illusion magic to cloak you from sight. You can reveal this card as a bonus action to cast Invisibility targeting only yourself. This card has an alternative ability: you can choose instead to ignore the invisibility option and instead use an action to throw the card to an area you can see within 30 feet. You instantly teleport to the area the card was thrown. 

Jack Suite. 

Jack of Hearts. The enchantment magic in this card bewitches the mind and ensnares the senses. As a bonus action, you can reveal this card from your hand and target a creature within 5 feet. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. After the effect ends, the creature knows it has been charmed. 

Jack of Spades. This card draws on the power of the grave to control undead. As a bonus action, you can reveal this card and target a number of undead within 100 feet equal to your Dexterity modifier. These undead must succeed on a Wisdom saving throw or be turned for 1 minute. 

Jack of Clubs (Reusable). Evocation magic infuses this card with deadly powers. As an action, you can reveal this card and make a ranged attack with advantage on a creature within range (60/100). On a hit, this attack deals 2d10 force damage. This damage increases to 3d10 once you reach 9th level, and 4d10 once you reach 15th level in this class. 

Jack of Diamonds. This card was created for enchanting the unwary. As a bonus action, you can reveal this card and target a creature within 10 feet. This creature must succeed on a Wisdom saving throw or be charmed into believing that something you give them is worth a huge amount of money. Any creature charmed in this way will pay double the price of any object you give them that has an innate monetary worth (consult your DM if unsure). For any worthless objects (dirt, broken armour, tree branches) they will pay an amount of gold equal to 2d10 plus your level in this class. 

Queen Suite. Prerequisite: 7th level

Queen of Hearts. This card roils with manipulative magic. At the start of initiative (if this card is within your hand after drawing from your Gambler's Deck) you can add or remove your Dexterity modifier to the initiative roll of one creature. At 15th level, you can ignore this requirement and simply place one creature elsewhere in initiative order. 

Queen of Spades. Abjuration infuses this card with power. As a bonus action, you can reveal this card, which cloaks you in a weave of magical energy. Your AC becomes 16 + your Dexterity modifier for one minute.

Queen of Clubs. The power of magical forces grants this card a deadly effect. As an action, you can reveal this card, and make a melee attack on a creature within 5 feet. This creature takes slashing damage equal to 2d12 plus twice your level in this class, and must succeed on a Strength saving throw or become prone.

Queen of Diamonds. The trickery magic of the Feywild infuses this card. As an action, you can reveal this card and target a number of creatures equal to your Proficiency bonus. These creatures must succeed on a Wisdom saving throw or be banished to the Feywild for 1 minute. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

King Suite. Prerequisite: 15th level

King of Hearts. This card contains powerful regal magic. As an action, you can reveal this card and target two creatures within 500 feet, including yourself. You can then cause these two creatures to physically swap locations on the battle map, appearing in the exact space that each other occupied. If one of the creatures cannot fit into the space the other left, they appear in the next closest space. You can also choose to make one or both creatures roll a Constitution saving throw. On a fail, they take 4d10+10 force damage, or half as much damage on a successful saving throw. 

King of Spades. This card enhances the brutality and versatility of your silent attacks. While performing a sneak attack, you can reveal this card. You can add damage to your sneak attack equivalent to your level in this class, and the damage can be of any type you choose.

King of Clubs. Evocation magic enhances this card's powers. As an action, you can make a melee attack on a creature within 5 feet, in which you press the card to the creature's chest. The creature then becomes the centre of a 30-foot cube of energy. All creatures within this cube must make a Constitution saving throw or take 3d10 force damage and be grappled by tendrils of energy. Any grappled creature can repeat the save on their turn, ending the condition on a success. Every creature that starts their turn within the cube takes another 3d10 force damage. You are immune to both the damage and the condition of this card, and you can grant that immunity to any creatures within the cube that you choose.

King of Diamonds. This card contains powerful healing magic. When an ally within 60 feet of you is being healed by magic or regular means, you can reveal this card as a reaction and double the amount of hit points that are restored. This effect works on yourself. This card has an alternative function: You can forego the healing ability and instead use this card to cast the spell Summon Celestial. 

Misfit Suite. Prerequisite: 17th level

Ace (All Ace cards function the same). This card is the ultimate final play. When you drop to zero hit points, this card activates automatically (provided it is in your hand). You regain hit points equal to half your maximum, any negative effects on you end, and your next attack counts as a sneak attack. Note: You may only have one ace in your hand at any time. If you draw multiple aces during initiative, discard all but one and draw a new card for each discarded ace. 

Joker (both Jokers function the same). This card embodies pure chaos. You can reveal this card as an action, causing a randomised effect. Roll on the Joker table to determine the effect. 

d6

  1. Every enemy within sight takes force damage equal to twice your level. You must succeed on a DC 20 Wisdom save or take the same amount of damage. 
  2. You cause an explosion centred on yourself. This explosion deals 12d8 force damage. You are immune to the damage from this effect.
  3. You cast Reverse Gravity centred on a point of your choice within range.  
  4. The alignment of every creature in a 500 foot sphere switches to the opposite alignment. This effect remains until removed by a force such as Remove Curse. 
  5. 1d4+2 random cards (determined by the DM) fly from your Gambler's Deck (not your hand) and all activate at once. 
  6. You and every creature within a 100 foot cube are transported to a random plane of existence for 24 hours.

 



Chaotic Traversal

Starting at 9th level, your unconventional tactics make you a chaotic enemy. You gain a climbing speed equal to your walking speed, and you can sit and stand on walls and ceilings. You gain advantage on Stealth checks while on any ceiling. 

Hat Trick

By 13th level, you are a master at playing your cards. When you draw from your hand, you can draw three cards instead of one and activate them simultaneously. You can use this feature three times before a long rest. If the cards' powers contradict each other, choose one of the three cards. That card will not activate and you can return it to your hand. 

In addition, you gain constant advantage on death saving throws and truesight out to a range of 10 feet, as your powers of balance and chance grow stronger. 

Grand Misére

At 17th level, your connection with the forces of chance and balance allow you to make the ultimate gamble. On your turn, you can use a bonus action to cause your hand of cards to rise and circle your head. While circling in this way, you cannot activate any card, and you gain advantage on Wisdom and Dexterity saving throws, and temporary hit points equal to twice your level in this class. As an action while your Grand Misére is active, you can target a creature within 60 feet. Roll a d6. On a 4 or higher, the creature dies if it is under challenge rating 20. If the targeted creature is above 20th level or has legendary actions, the creature instead takes damage equal to half its hit point maximum. On a 3 or lower, you die, ignoring death saves, and your cards fall to the ground. Ace cards cannot prevent this condition. 

In addition, when drawing from a Deck of Many Things, you can turn over the top three cards to reveal what they are before drawing. 

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