Rogue
Base Class: Rogue

(Note: You must use a real deck of cards to use several abilities in this class.)

 
Cardslinger Features
Rogue Level Features
3rd Cardshark, Card Tricks, Card Throwing
9th Magical Cards, Roulette
13th Counterattack
17th One More Hand
 
 

Cardshark

When you choose this archetype at 3rd level, you gain proficiency with all gaming sets and expertise with the playing card set.

 
 

Card Tricks

At 3rd level, when you gain this feature, you gain 4 charges, and more as you level up.

Once per turn, as and Action, you can use one of your Card Trick charges by drawing a card from your deck. Whichever card you draw corresponds to different effects. You have four uses of this ability. You regain all expended charges during a Short or Long Rest by shuffling your deck, magically resetting the deck to a full 54 cards.

Whenever you use a card through Card Tricks or Card Throwing, you must place it in your discard pile. If you use all 54 cards between rests, you are not allowed to use any abilities that require this until you restore the deck.

You gain an additional Card Trick charge when you reach certain levels in this class: 9th, 13th, and 17th level.

Card Trick Options

(See Card Tricks at the end of this document.)

 

When you activate your Card Tricks, draw a card from your deck and choose a target. If a card requires a Saving Throw, it equals 8 + Proficiency Bonus + CHA modifier. If it calls for a Ranged Card Attack, add your Proficiency Bonus + CHA modifier.

Card Throwing

At 3rd level, as well as Card Tricks, you are also able to use your deck as a weapon. You can use cards as simple ranged weapons with the light, finesse, and thrown (30/60) properties that deal 1d6 Slashing damage on a hit. When you make an attack roll with the card deck, draw one card. If it is a hit, the value, color or suit can cause different effects.

If you draw a face card, you may reroll the damage (but must use the new roll). If you draw a Joker, you regain a spent Card Trick charge. If you draw an Ace, it counts a s a Critical Hit, regardless of what was rolled on the attack roll.

Magical Cards

at 9th level, your cards count as magical for the purpose of overcoming resistances and immunity. Additionally, the cards deal a different type of damage depending on the suit drawn.

 
Suit Damage Type
Heart Fire
Diamond Lightning
Club Acid
Spade Cold
Joker Force
 
 

Roulette

Additionally, you can use your bonus action to charge your next card thrown. Depending on the color drawn, your card can heal you or deal damage.

Color Drawn Effect
Red Heal 2d4 HP.
Black Deal 2d8 extra damage.
 

Counterattack

Beginning at 13th level, when an enemy misses you with a melee or ranged attack, you may use your reaction to throw a card at that enemy. This card automatically gains the Roulette bonuses.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended uses of it when you finish a Long Rest.

 

One More Hand

Starting at 17th level, if you roll Initiative and have no Card Trick charges remaining, you regain one Card Trick charge.

  

Card Tricks

 
Ace: Warped

You draw a card and it turns to mist and you may teleport up to 30 feet to an unoccupied space that you can see in the next minute, as a free action.

At 9th level, after you teleport, you are invisible until the start of your next turn, until you make an attack, or cast a spell. Anything you are wearing or carrying is invisible as long as it is on your person.

 
Two: Blind Defense

You draw a card that begins to glow brightly and you make a ranged card attack against a target up to 60 feet away. On a hit, the creature must succeed on a CON Saving Throw, or take 1d6 Radiant damage (half damage on a success), be blinded until the end of your next turn, and have Disadvantage on attack rolls for 1 minute. They can repeat the Saving Throw at the end of each of their turns, ending Disadvantage and blindness on a success.

This tricks’ Radiant damage increases by 1d6 when you reach 9th (2d6), 13th (3d6), and 17th (4d6) levels.

 
Three: Love Spell

You draw a card which glows with pinkish light. Choose a target withn 60 feet. It must succeed on a Wisdom Saving Throw or be Charmed by you for 1 minute. This effect ends if the target takes damage by you or an ally.

 
Four: Cold Call

You draw a card covered in frost and make a ranged card attack against a target up to 30 feet away. On a hit, the target takes 1d6 Cold damage and its speed is reduced to 10 feet until the start of your next turn.

This trick’s Cold damage increases by 1d6 when you reach 9th (2d6), 13th (3d6), and 17th (4d6) levels.

 
Five: Shock and Awe

You draw a card that begins to spark with electrical energy and make a ranged card attack against a target. On a hit, lightning springs from the card, and the target takes 2d6 Lightning damage and it can’t take reactions until the start of your next turn. Additionally, the lightning arcs towards a creature of your choice up to 10 feet away, dealing half the damage dealt to the original target.

This trick’s Lightning damage increases by 1d6 when you reach 9th (3d6), 13th (4d6) and 17th (5d6) levels.

 
Six: Explosive Shot

You draw a card that explodes with energy. Choose a point within 60 feet. All creatures in a 10 ft radius from that point must make a Dexterity Saving Throw, or take 2d6 Force damage and be knocked prone.

This trick’s Force damage increases by 1d6 when you reach 9th (3d6), 13th (4d6), and 17th (5d6) levels.

 
Seven: Luck of the Draw

You draw a card that appears to do nothing and disappears with a puff of smoke. Roll 1d10. At any time over the next minute, you may use this roll to add or subtract to an Ability Check or attack roll for any creature (yourself, an ally, or an enemy) that you can see within 60 feet.

 
Eight: Card of Force

You draw a card that seems to resist your touch. A Wall of Force 5ft wide pushes all creatures away from you in a 30ft line. Every creature caught in this area must make a Strength Saving Throw or be pushed backward 10 feet and knocked prone. If they succeed, they are not knocked prone and only pushed 5 feet. A creature cannot be knocked by the same wall twice.

 
Nine: Fearful

You draw a card which appears covered by a foggy black cloud. Choose a target within 60 feet. It must succeed on a Wisdom Saving Throw or be Frightened by you for 1 minute. It can repeat the Saving Throw at the end of each of its turns, ending the effect on a save.

This trick allows you to target 1 extra creature up to 10 feet away from the first at 9th (2), 13th (3), and 17th (4) levels.

 
Ten: Acid Burst

You draw a card that starts to dissolve, and make a ranged card attack against a target up to 60 feet away. On a hit, the target takes an additional 3d6 Acid damage as the card bursts into acid.

This trick’s Acid damage increases by 1d6 when you reach 9th (4d6), 13th (5d6), and 17th (6d6) levels.

 
Jack: Double Trouble

You draw a card and tear it in two. This creates a perfect illusory duplicate of yourself that lasts for 1 mihnute, or until you lose Concentration (as if your were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a Bonus Action on your turn, you can move the illusion up to 30 feet to a space you can see, but in must remain within 90 feet of you. For the duration, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. Enemies can attack the illusion, but contact with it instantly reveals that it is an illusion to all.

At 13th level, you can throw cards (through card Tricks or card Throwing) as though you were in the illusion’s space, though you must be able to see the target. If you choose not to concentrate on this effect, the card does nothing.

 
Queen: Thunderous Crash

You draw a card that crackles with thunderous energy. Make a ranged card attack against a target up to 30 feet away. On a hit, the target takes 2d6 Thunder damage and must make a Dexterity Saving Throw or be Incapacitated for 1 minute. The target can repeat the saving Throw at the end of each of its turns, ending the effect on a success.

Regardless if the attack hits or misses, there is a thunderous boom that can be heard within 300 feet.

This trick’s Thunder damage increases by 1d6 at 9th (3d6), 13th (4d6), and 17th (5d6) levels.

 
King: Lord of the Heavens

You draw a card that is covered in angelic light. Choose an ally within 60 feet, and heal it by 2d6 HP. additionally, that target gains Advantage on their next attack roll.

This trick’s healing ability increases by 2d6 when you reach 9th (4d6), 13th (6d6) and 17th (8d6) levels.

 
Joker: Tricky

You draw a card that disappears in a burst of rainbow light. Search through your deck of cards and choose three unused cards, and place them aside. Shuffle the deck, and place the three cards on top in any order.

Cardshark

When you choose this archetype at 3rd level, you gain proficiency with all gaming sets and expertise with the playing card set.

 

Card Tricks

At 3rd level, when you gain this feature, you gain 4 charges, and more as you level up.

Once per turn, as an Action, you can use one of your Card Trick charges by drawing a card from your deck. Whichever card you draw corresponds to different effects. You have four uses of this ability. You regain all expended charges during a Short or Long Rest by shuffling your deck, magically resetting the deck to a full 54 cards.

Whenever you use a card through Card Tricks or Card Throwing, you must place it in your discard pile. If you use all 54 cards between rests, you are not allowed to use any abilities that require this until you restore the deck.

You gain an additional Card Trick charge when you reach certain levels in this class: 9th, 13th, and 17th level.

When you activate your Card Tricks, draw a card from your deck and choose a target. If a card requires a Saving Throw, it equals 8 + Proficiency Bonus + CHA modifier. If it calls for a Ranged Card Attack, add your Proficiency Bonus + CHA modifier.

Card Tricks
Card Name Action
Ace Warped   You draw a card and it turns to mist and you may teleport up to 30 feet to an unoccupied space that you can see in the next minute, as a free action.
  At 9th level, after you teleport, you are invisible until the start of your next turn, until you make an attack, or cast a spell. Anything you are wearing or carrying is invisible as long as it is on your person.
Two Blind Defense   You draw a card that begins to glow brightly and you make a ranged card attack against a target up to 60 feet away. On a hit, the creature must succeed on a CON Saving Throw, or take 1d6 Radiant damage (half damage on a success), be blinded until the end of your next turn, and have Disadvantage on attack rolls for 1 minute. They can repeat the Saving Throw at the end of each of their turns, ending Disadvantage and blindness on a success.
  This tricks’ Radiant damage increases by 1d6 when you reach 9th (2d6), 13th (3d6), and 17th (4d6) levels.
Three Love Spell   You draw a card which glows with pinkish light. Choose a target withn 60 feet. It must succeed on a Wisdom Saving Throw or be Charmed by you for 1 minute. This effect ends if the target takes damage by you or an ally.
Four Cold Call   You draw a card which glows with pinkish light. Choose a target withn 60 feet. It must succeed on a Wisdom Saving Throw or be Charmed by you for 1 minute. This effect ends if the target takes damage by you or an ally.
  
Five Shock and Awe   You draw a card that begins to spark with electrical energy and make a ranged card attack against a target. On a hit, lightning springs from the card, and the target takes 2d6 Lightning damage and it can’t take reactions until the start of your next turn. Additionally, the lightning arcs towards a creature of your choice up to 10 feet away, dealing half the damage dealt to the original target against a target. On a hit, lightning springs from the card, and the target takes 2d6 Lightning damage and it can’t take reactions until the start of your next turn. Additionally, the lightning arcs towards a creature of your choice up to 10 feet away, dealing half the damage dealt to the original target.
  This trick’s Lightning damage increases by 1d6 when you reach 9th (3d6), 13th (4d6) and 17th (5d6) levels.
Six Explosive Shot   You draw a card that explodes with energy. Choose a point within 60 feet. All creatures in a 10 ft radius from that point must make a Dexterity Saving Throw, or take 2d6 Force damage and be knocked prone.
Seven Luck of the Draw   You draw a card that appears to do nothing and disappears with a puff of smoke. Roll 1d10. At any time over the next minute, you may use this roll to add or subtract to an Ability Check or attack roll for any creature (yourself, an ally, or an enemy) that you can see within 60 feet.
Eight Coard of Force   You draw a card that seems to resist your touch. A Wall of Force 5ft wide pushes all creatures away from you in a 30ft line. Every creature caught in this area must make a Strength Saving Throw or be pushed backward 10 feet and knocked prone. If they succeed, they are not knocked prone and only pushed 5 feet. A creature cannot be knocked by the same wall twice.
Nine Fearful   You draw a card which appears covered by a foggy black cloud. Choose a target within 60 feet. It must succeed on a Wisdom Saving Throw or be Frightened by you for 1 minute. It can repeat the Saving Throw at the end of each of its turns, ending the effect on a save.
  This trick allows you to target 1 extra creature up to 10 feet away from the first at 9th (2), 13th (3), and 17th (4) levels.
Ten Acid Burst   You draw a card that starts to dissolve, and make a ranged card attack against a target up to 60 feet away. On a hit, the target takes an additional 3d6 Acid damage as the card bursts into acid.
  This trick’s Acid damage increases by 1d6 when you reach 9th (4d6), 13th (5d6), and 17th (6d6) levels.
Jack Double Trouble   You draw a card and tear it in two. This creates a perfect illusory duplicate of yourself that lasts for 1 mihnute, or until you lose Concentration (as if your were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a Bonus Action on your turn, you can move the illusion up to 30 feet to a space you can see, but in must remain within 90 feet of you. For the duration, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. Enemies can attack the illusion, but contact with it instantly reveals that it is an illusion to all.
  At 13th level, you can throw cards (through card Tricks or card Throwing) as though you were in the illusion’s space, though you must be able to see the target.
If you choose not to concentrate on this effect, the card does nothing.
Queen Thunderous Crash You draw a card that crackles with thunderous energy. Make a ranged card attack against a target up to 30 feet away. On a hit, the target takes 2d6 Thunder damage and must make a Dexterity Saving Throw or be Incapacitated for 1 minute. The target can repeat the saving Throw at the end of each of its turns, ending the effect on a success.
Regardless if the attack hits or misses, there is a thunderous boom that can be heard within 300 feet.
This trick’s Thunder damage increases by 1d6 at 9th (3d6), 13th (4d6), and 17th (5d6) levels.
King Lord of the Heavens   You draw a card that is covered in angelic light. Choose an ally within 60 feet, and heal it by 2d6 HP. additionally, that target gains Advantage on their next attack roll.
  This trick’s healing ability increases by 2d6 when you reach 9th (4d6), 13th (6d6) and 17th (8d6) levels.
Joker Tricky   You draw a card that disappears in a burst of rainbow light. Search through your deck of cards and choose three unused cards, and place them aside. Shuffle the deck, and place the three cards on top in any order.
 

Card Throwing

At 3rd level, as well as Card Tricks, you are also able to use your deck as a weapon. You can use cards as simple ranged weapons with the light, finesse, and thrown (30/60) properties that deal 1d6 Slashing damage on a hit. When you make an attack roll with the card deck, draw one card. If it is a hit, the value, color or suit can cause different effects.

If you draw a face card, you may reroll the damage (but must use the new roll). If you draw a Joker, you regain a spent Card Trick charge. If you draw an Ace, it counts as a Critical Hit, regardless of what was rolled on the attack roll.

Magical Cards

At 9th level, your cards count as magical for the purpose of overcoming resistances and immunity. Additionally, the cards deal a different type of damage depending on the suit drawn.

 
Suit Damage Type
Heart Fire
Diamond Lightning
Club Acid
Spade Cold
Joker Force

 

Roulette

Additionally at 9th level, you can use your bonus action to charge your next card thrown. Depending on the color drawn, your card can heal you or deal damage.

Color Drawn Effect
Red Heal 2d4 HP.
Black Deal 2d8 extra damage.

Counter Attack

Beginning at 13th level, when an enemy misses you with a melee or ranged attack, you may use your reaction to throw a card at that enemy. This card automatically gains the Roulette (Damage) bonuses.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and you regain all expended uses of it when you finish a Long Rest.

One More Hand

Starting at 17th level, if you roll Initiative and have no Card Trick charges remaining, you regain one Card Trick charge.

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