Base Class: Rogue
While some rogues excel at stealing from large castles and secure vaults, others choose to steal from people themself, in “fair” games. These people are known as gamblers. Some gamblers, like you, have become so good, Lady Luck has shown her favor to you and has bestowed upon you greater, gambling powers.
“Let’s go gambling!” - raxdflipnote
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with dice sets, playing card sets, and three-dragon ante sets. You also gain proficiency in sleight of hand, or choose another skill of your choice if you already have proficiency in this skill.
Gambler's Deck
“Lady luck loves a gambler.” - Johnny Guilty Gear
Lady Luck has bestowed upon you a magical deck of 20 cards. You may upgrade a number of cards equal to your rogue level. You may choose upgrades multiple times. The other cards are blank. As a bonus action, you may draw a card from the deck. Roll a d20 to determine which card you draw. If the card you roll is discarded or destroyed, roll again. As you level up you will get access to more card upgrade options. When you draw a card you are given 4 options to take; Play, Discard, or Rip. Playing a card will do the play action, it is removed from your deck temporarily (put in discard). Discarding will cause it to be removed from your deck temporarily (put in discard). Ripping destroys the card, and may give some special ability. As an action, you may shuffle and take all cards from the discard and put them back in your deck.
On a long rest, you regain any ripped cards and you may upgrade cards and change your upgrades.
Card Save DC = 8 + your Proficiency bonus + your Charisma modifier
Card Attack Modifier = your Proficiency bonus + your Charisma modifer
Blank Card
Play - Make a ranged weapon attack using this card as the weapon. It does 1d4 Slashing Damage on a hit and has the thrown (20/60) and finesse properties.
*Rip - This card cannot be ripped.
Angel
Play - Angelic wings sprout from your back until the end of your turn, giving you a 60ft. fly speed.
Bishop
Play - Make a ranged card attack against a creature you can see. On a hit, it deals 1d8 radiant damage.
At 13th level, the damage increases to 2d8.
Blacksmith
Play - Choose one of the following damage types: acid, fire, cold, lightning, or thunder. The next time you hit with a weapon attack you deal an extra 1d8 damage of the chosen damage type.
Rip - Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Also, choose a melee weapon in your hand. Until your next long rest, that weapon deals an extra 1d4 damage of the chosen type.
At 13th level, the damage increases to 2d8 and 1d6 for the play and rip effects respectively.
Bladesman
Play - Make an attack with this card as the weapon. It does 1d6 Slashing Damage on a hit and has the thrown (20/60) and finesse properties.
Rip - Make an attack with this card as the weapon. It does 2d6 Slashing Damage on a hit and has the thrown (20/60) and finesse properties.
At 9th, 13th, and 17th level the damage die increases to a d8, d10, and d12 respectively.
Cleric
Play - Heal yourself for 1d6 + your Charisma modifier or heal another creature you can see for 1d4 + your Charisma modifier.
Rip - Heal yourself for 1d8 + your Charisma modifier or heal another creature you can see for 1d6 + your Charisma modifier.
At 13th level, double the amount of dice you roll.
Cupid
Play - Choose a creature within 20ft. of you that you can see. They must succeed on a Wisdom saving throw against your card save DC or be charmed by you for 1 minute. The creature may make the save again at the end of each of its turns, ending it on a success. This effect ends if you or any of your companions do anything harmful to the creature.
Deity
Max 1 in deck
On Upgrade - Choose a deity that will be used in the effects of this card.
*Play - No effect
Rip - Roll a d100. On a roll of 91 or higher, you mimic the effects of a cleric’s divine intervention.
Dragon
Play - Any number of creatures of your choice within 15ft. must succeed on a Wisdom saving throw against your card save DC or be frightened of you for 1 minute. The creature may make the save again at the end of each of its turns, ending it on a success.
Investigator
Play - At any point on your next turn when you roll a d20 to draw a card, you may choose the result.
Joker
Max 1 in deck
*Play or Discard- Gain one level of exhaustion.
Rip - Roll on the Wild Magic table. If nothing would happen (such as a roll of 99-00), roll again.
King
Play - Summon a clockwork soldier controlled by you. If there is already a clockwork soldier summoned by you, the first one is disabled and disappears. It also disables and disappears after 1 minute. Your clockwork soldier may act during your turn.
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Clockwork Soldier |
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Tiny Construct |
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Armor Class: 13 (natural armor) |
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Hit Points: Your charisma score + your Rogue level |
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Speed: 25 ft. |
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STR |
DEX |
CON |
INT |
WIS |
CHA |
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8 (-1) |
15 (+2) |
14 (+2) |
4 (-3) |
10 (+0) |
6 (-2) |
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Saving Throws: Dex +2 plus PB, CHA -2 plus PB, |
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Skills: Stealth +2 plus PB, Perception +0 plus PB x 2 |
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Damage Vulnerabilities: thunder |
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Damage Immunities: poison, psychic |
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Condition Immunities: charmed, exhaustion, frightened, poisoned |
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Senses: darkvision 60 ft., passive Perception 10 + (PB x 2) |
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Languages: understands the languages you speak |
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Challenge: — |
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Proficiency Bonus (PB): equals your bonus |
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Nimble. The clockwork soldier’s movement doesn't provoke opportunity attacks. |
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Actions |
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Bayonet. Melee Weapon Attack: your card attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d6 + PB piercing damage. |
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Musket. Ranged Weapon Attack: your card attack modifier to hit, 30/80 ft., one target you can see. Hit: 1d8 + PB piercing damage. |
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Knight
Play - You may teleport to an open spot you can see within 30 ft.
Paladin
Play - Creatures of your choice within 30ft. of you gain temporary hit points equal to 5 x your Proficiency bonus if they don’t have temporary hit points already.
Pawn
Play - Make one melee weapon attack. If this was the first card you drew this combat, you may make three weapon attacks instead.
Queen
On Upgrade - Choose a damage type.
Play - You gain resistance to the chosen damage type for one minute.
Ranger
Play - Your walk speed is increased by 5ft., you gain a climb and swim speed equal to your walk speed, and are unaffected by difficult terrain for 1 minute.
Rook
Play - Your AC increases by your Charisma modifier until the start of your next turn.
Roulette Wheel
Play - Roll a d20. If it is odd, heal that many hit points. If you roll an even number, choose a creature within 60ft. of you that you can see; they must succeed on a Charisma saving throw against your card save DC or take that much damage.
Rip - Choose a number and a creature you can see within 30ft. (you may choose yourself). Roll a d20. On an odd result, the chosen creature heals a number of hit points equal to the number you chose. On an even result, the chosen creature must make a Charisma saving throw against your card save DC or take damage equal to the number you chose, unless that creature is you and you instead automatically fail the save and the damage can’t be reduced in any way.
Russian Roulette
Max 1 in deck
*Play or Discard - Gain one level of exhaustion.
Rip - Choose a creature within 30ft. of you that you can see. They must succeed on a Wisdom saving throw against your card save DC or be forced to play with you. You and the creature take turns rolling a d6 (they roll first). This effect ends when a creature rolls a 1. The creature that rolled a 1 takes 3d12 damage.
Scout
Max 3 in deck
Play - You gain advantage on the next attack roll you make this turn.
Sharpshooter
Play - Your next attack roll has -5 to hit. If it hits, you deal an extra 10 damage.
Slots
Play - Roll 3d6. For every group of 3 or more alike dice, deal damage equal to the sum of the dice in that group to a creature within 30ft. of you that you can see. You take damage equal to half the sum of the dice that weren’t in a group (rounded up). This damage can’t be reduced in any way.
Rip - Take as much damage as you would like. This damage can’t be reduced in any way. Then roll 3d6. If you roll 3 of a kind, deal double the amount of damage you took to a creature within 5ft. of you that you can see. 4 of a kind deals triple damage, 5 of a kind deals quadruple damage, and 6 of a kind drops the creature down to 0 hit points automatically.
At 9th, 13th, and 17th Level, the dice rolled increases to 4d6, 5d6, and 6d6 respectively.
Trap Card
Max 2 in deck
Play - Draw a card. At anypoint until the start of your next turn, you may spend a reaction to use this card.
Warlock
Play - Cast Eldritch Blast.
At 9th level you can cast it as if you had one of the follow eldritch invocations from the warlock class (choose upon upgrading):
- Agonizing Blast
- Eldritch Spear
- Grasp of Hadar
- Lance of Lethargy
- Repelling Blast
At 13th and 17th level you may choose two and three invocations respectively.
Wizard
Max 5 in deck
On Upgrade - Choose a 1st level spell from the wizard spell list that doesn’t have costly material components and a casting time of one action or bonus action and assign it to this card. You may change the spell on a long rest.
*Play - No effect
Rip - Cast the spell you chose. If it has a casting time of one action, you must spend your action. If you have already used your action this turn, you cannot cast the spell. Your spellcasting ability is charisma. This counts as casting a leveled spell.
At 9th level, 13th level, and 17th level you may choose up to a 2nd, 3rd, or 4th level spell respectively. You may also opt to cast a spell at a higher level. (Ex. at 9th level you can cast Magic Missile as a 2nd level spell)
Wizard's Apprentice
On Upgrade - Choose a cantrip from the wizard spell list and assign it to this card. You may change the spell on a long rest.
Play - Cast the cantrip you chose as an action. If you have already used your action this turn, you cannot cast the spell. Your spellcasting ability is charisma.
Ace up your Sleeve
After you draw a card, you may spend an action to store and teleport the card to an extradimensional space. If there is already a card there, the card already there is ripped, following any ripping rules (unless it is a blank card, and is discarded), and the new card is put in the extradimensional space.
On subsequent turns, whenever you draw a card you may instead draw the card in the extradimensional space, freeing up the space.
When you take a long rest, any cards in the extradimensional space are put back into your deck.
You may store cards a number of times per long rest equal to your Proficiency bonus + your Charisma modifier.
Mulligan
A number of times equal to your proficiency bonus per long rest, after you draw a card with a bonus action you may put that card back in the deck and draw a new card. You may only do this once per turn.
Additionally, whenever you roll a sneak attack, you may choose to reroll and use the new result.
All in
As an action, draw 3 cards and activate them in any order. If multiple cards require actions, ignore that cost. You must choose one of the special options given on the card (ex. If you draw a blacksmith you must play or rip, you cannot discard), and you can’t choose options that have an asterisk (*). You must activate every card, and may not store any cards.
Once you use this feature, you can't use it again until you finish a short or long rest.
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