Base Class: Rogue
Whether you serve Fate or you stole the cards to your destiny, you now bend your luck and your fate as you gamble with the lives around you.
Card Reader
Starting at 3rd level, you gain proficiency with playing cards and one of the following skills: sleight of hand, insight, or deception. In addition, you learn the cantrip guidance.
Deception
You are proficient in deception.
Insight
You are proficient in insight.
Sleight of Hand
You are proficient in sleight of hand.
Deck of Fate
When you choose this archetype at 3rd level, you gain a special set of cards called the Deck of Fate. You will need a standard 52 card deck with four suits. Shuffle the Deck and keep it face down next to you. When you draw cards from the Deck, discard them into a separate pile. You shuffle the discard pile back into the Deck after finishing a long rest. You can use the deck in the following ways:
- When you would make a weapon attack roll, you may instead trust the Deck of Fate. Draw two cards from your Deck of Fate and add the total value from the cards + your attack modifier to determine if you succeed. Aces equal 1 and Face cards each equal 10. If you draw two aces, your attack is a critical miss. If you draw an ace and a face card, your attack scores a critical hit. If your attack would have advantage, draw an additional card and discard one of your choice. If your attack would have disadvantage, draw another two cards and discard the two cards with the highest values.
- You learn the spell augury. When you reach 9th level in this class you learn the spell divination, and at 13th level in this class you learn the spell commune. Wisdom is your spellcasting modifier for these spells. You may cast each of these spells once per long rest as a ritual and your Deck of Fate replaces the material components used. When you perform one of these rituals you must draw and discard 3 cards per spell level from your Deck of Fate as you lay them out as part of casting the spell. If you can't draw the required cards, the spell fails.
Ever in Your Favor
Starting at 9th level, your Deck of Fate takes on more magical properties. When you hit a creature with an attack that used your Deck of Fate, you apply one of the following effects depending on what cards were used in that attack:
Two Clubs. You gain a number of temporary hit points equal to the total value of the cards used.
Two Diamonds. The creature has disadvantage on all attack rolls, ability checks, and saving throws until the end of its next turn.
Two Hearts. A creature of your choice that is within 30 feet of the creature you hit regains hit points equal to the total value of the cards used.
Two Spades. You deal additional force damage to the creature equal to the total value of the cards used.
Two Jacks. You and one willing ally within 30 feet of you magically teleport, swapping places with each other. Your ally can then use their reaction to make a melee weapon attack against a creature of their choice.
Two Queens. The creature is charmed by you until the end of its next turn. While charmed in this way, the creature's move speed is 0 and is incapacitated.
Two Kings. Choose two of the other effects listed above and apply both effects. You cannot choose the Ace of Spades effect.
Ace of Spades. You can apply your sneak attack damage to the damage dealt if you didn't already. If this attack is a critical hit, you apply your sneak attack twice for that attack, rolling separately for each.
Stack the Deck
Starting at 13th level, you gain a level of control over your fate. After each long rest, draw 5 cards and set them aside. Whenever you draw from the Deck of Fate, you may replace one of the cards drawn with one of the cards you set aside.
In addition, as a reaction when a creature you can see makes an attack roll against you, you can force that creature to draw from your Deck instead, following the same rules as your Deck of Fate, then replace one of the cards drawn with a card you set aside. If you have no more cards set aside, you cannot use this reaction.
Final Gambit
When you reach 17th level, your luck burns bright and blinds the Fates. When you hit a creature with a weapon attack using your Deck of Fate, you can choose to burn your Deck instead of applying the normal effects of a hit. If you do, you and the target each draw a card from the Deck and compare them. Whoever has the lowest value takes 3d6 radiant damage. This damage ignores any immunity or resistance a creature might have. Repeat this process until either the Deck is empty or until one of you reaches 0 hit points.
While burning the Deck, the odds are still in your favor. Apply an additional effect for each card you draw:
Club. If you lose this draw, you only take 1d6 radiant damage instead of 3d6.
Diamond. You can force the creature to discard their card and draw a new card before comparing them.
Heart. You regain hit points equal to the card's value.
Spade. You deal force damage to the creature equal to the card's value.
Ace of Spades. Instead of the applying the Spade effect, you deal force damage to the creature equal to a roll of your sneak attack dice.
Previous Versions
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10/31/2023 8:33:49 AM
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