Base Class: Rogue
Of the darker parts of the Feywild stems a source of magic that is known to corrupt the kindest of souls with the greed of thousands, its allure drawing in all types of gambler. Only those with the strongest wills, or in this case, the darkest of souls, can harness its power to trick and scam the realms.
As a Mystic Dealer, your Fey abilities might have served you since birth, or you were a rouge fey who learned the craft of the cards.
Deck Of Horrid Things
When you choose this archetype at 3rd level, you obtain a magical deck of cards birthed from the deepest parts of the feywild. The magic behind the deals of different fey are now at your fingertips. Upon taking a long rest, you can draw a card suite from your deck. Roll 1d4 to determine what suite you draw your card from, each giving a different effect until your next long rest.
- Hearts. When dealing sneak attack damage, you can choose to heal a creature within 30 ft 1d12. You can choose to do this a number of times equal to your proficiency bonus per long rest.
- Clubs. When dealing sneak attack damage, you deal an extra 1d12 damage. You can choose to do this a number of times equal to your proficiency bonus per long rest.
- Diamonds. When dealing sneak attack damage, you can add 1d12 to your AC until the end of your next turn. You can choose to do this a number of times equal to your proficiency bonus per long rest.
- Spades. When dealing sneak attack damage, you subtract 1d12 from the target’s next attack roll. You can choose to do this a number of times equal to your proficiency bonus per long rest.
Deal Maker
Starting at 3rd level, you become an expert in the art of the cards. You gain proficiency in deception and sleight of hand. You have advantage on these checks whenever making a deal, placing a bet, or playing a game with another creature.
Joker’s Feywild
At 9th level, two new cards are added to your deck. Twice per long rest when dealing sneak attack damage, you can draw a joker card. You can summon a number of sprites equal to a roll of 1d6 for 1 minute. This sprites share your initiative, and are under your control.
House Advantage
Beginning at 13th level, you can more control over your ability to pick suites. You can now roll an additional d4 and pick between the two suites rolled. If you roll the same number on both dice, then you can select a suite of your choice.
Aces High
Starting at 17th level, four new cards are added to your deck. Once per long rest when dealing sneak attack damage, you can choose to draw an ace card. An ace grants you different benefits depending on the suite:
- Hearts. When drawing this ace, you can increase the health point maximum of a creature within 30ft a number of hit points equal to your rogue level. This effect wears off after the creature’s next long rest.
- Clubs. When drawing this ace, your next attack becomes a critical hit.
- Diamonds. When drawing this ace, you receive resistance to all damage until the end of your next turn.
- Spades. When drawing this ace, you can force the target’s next attack roll to automatically miss.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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12/11/2023 4:13:55 PM
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46
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8
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5e
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Coming Soon
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12/28/2023 6:05:49 PM
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46
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1
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Coming Soon
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