Rogue
Base Class: Rogue

Are you a master magician, moving cards around your hands like an illusionist? Or a spy, concealing your weapons as simple playthings. Maybe even a medium, shuffling your tarot cards, getting ready to deal out death. No matter how your talent with cards came to be, they are undeniable. Flinging your rectangular cuts of paper is as close as can be defined as an artform, and your canvas will certainly be doomed.

(Inspired by Drepikx)

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in Sleight of Hand and Performance checks.

Trick Shot

When you choose this archetype at 3rd level, you gain the ability to throw cards with great force at incredible speeds. When you take the Attack action, you can instead throw a card to deal 1d4 Slashing damage. This weapon counts as a light, finesse weapon with a range of 40/80.

You can throw more than one card at higher levels: 2 cards at 5th level, 3 cards at 11th level, and 4 cards 17th level. You make an attack roll for each attack.

Card Flourish

Starting at 9th level, you learn several card flourishes that you can use to confuse enemies and awe audiences. As a bonus action you can use one of these card flourishes.

Shuffle. You can astonish your enemies by mixing your cards into the air. As the cards fall you gain half cover and are lightly obscured. These bonuses last until the end of your next turn or until you move more than 10ft from where you used the feature.

Fold. You realize when you've lost. For 1 minute you benefit from the Dash, Disengage, and Dodge action, but you also can't use your Trick Shot ability. You can dismiss this effect as a bonus action.

Fan. You present an array of cards to choose from. Until the end of your next turn, when a creature successfully lands an attack on you, you gain advantage on attacks against that creature. You can apply this effect to multiple creatures equal to your Charisma Modifier.

Tear. You tear a card you were holding in your hand, and amaze crowds as you reveal a seemingly whole card. When you use your trick shot ability, you can instead heal for the amount of damage you would deal.

You can use these features an amount of times equal to your Proficiency Modifier and regain all expended uses on a Long Rest.

Magic Hands

By 13th level, your cards have become more than just stage magic, they're real magic. Your Trick Shot ability becomes magical for purposes of overcoming resistances. You can also imbue one of your cards with a little extra power. You can roll double damage dice for one card you throw. You can use this feature a number of times equal to your Proficiency Bonus+ your Charisma Modifier. This doesn't affect sneak attack dice.

52 Card Pick Up

At 17th level, whether you "accidently" or did so for a fun game, as a action, you drop your deck of cards. Any creatures within 60ft you decide are forced to make a wisdom saving throw equal to 8+ Your Proficiency Modifier + Your Dexterity Modifier or be Stunned or Charmed(your choice) for 1 minute, out of confusion. They can repeat the saving throw for this effect at the end of their turn. Any creatures charmed by this effect spend an action and pick up an amount of cards equal to 1d4+ the creatures Dexterity Modifier. When 52 (or however many cards you had in your deck, discuss with your DM) are picked up the effect ends and all the cards flutter back to you. Your use of this feature recharges on a long rest.

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