Rogue
Base Class: Rogue

In the streets, gambling is common. And in high stakes games it's not likely that weapons are allowed, so any good gambler will know how to improvise when the going gets tough. It's said that a thousand cuts can kill a man, but here's to hoping it'll take less.

 

 

Put on a Show

At 3rd level, you gain proficiency in Sleight of Hand, or Performance, so long as you are using a deck of playing cards (such as performing a magic trick, or shuffling a deck to your advantage). If you already have proficiency in either of these skills, double the bonus gained for these when using a deck of playing cards to complete the check.

Card Slinging

Starting from 3rd Level, when you take the Attack action, you may use a deck of playing cards to make the attack, with which you gain proficiency. The deck gains the thrown type and on a hit, flip a card from the top of your deck. The card inflicts an amount of slashing damage equal to the value of the card flipped from the deck, with picture cards being treated as having values of 10 at 3rd level.

If a Joker is flipped, draw a second card and apply twice its damage to the target, if the second card is also a Joker the attack instead fails to hit.

You gain Sneak Attack bonuses as normal when attacking with a deck of cards.

Discard any cards drawn from the deck after resolving the effects of the action that draws them. So long as you have at least one card left on your person, your deck will regain its missing cards after a Long Rest, at which point you must shuffle your deck.

Hand of Fate

Starting at 3rd level, after finishing a short or long rest, you may draw a number of cards equal to your Cha modifier from the top of your deck. After flipping a card for damage, you may discard the flipped card immediately and replace it with a card from your hand.

Exploding Cards

Starting at 9th level, the Jack is treated as having a value of 11, the Queen 12 and the King 13.

In addition, the suits of the deck are now imbued with magical energy. You may treat the damage from flung cards as Magical for the purposes of overcoming resistances and gain a bonus amount of damage equal to your Cha modifier. The type of this damage is dependent on the suit of the card flipped, with Hearts as Fire, Diamonds as Acid, Spades as Cold and Clubs as Lightning.

You may also apply your Cha modifier to your Sleight of Hand and Performance checks, provided you are using your cards as in Put on a Show.

Trick Shot

Starting at 13th level, after hitting a target with one of your cards, you can choose not to inflict the additional damage from Exploding Cards (you still inflict any additional damage as normal) to roll to hit against another target within 30ft of the first. On a hit, inflict the same card's value for damage from the initial attack, doubled by the Joker  if it was included in the first attack as normal, and may then include the additional damage from Exploding Cards.

You may use this feature a number of times per Long Rest equal to your Cha modifier.

Ace in the Hole

Starting at 17th level, you can treat any card with a value of 1 as a Joker. If the second card flipped is another Joker, the damage from the subsequent card value is doubled again instead of missing. Continue doubling the value for each subsequent Joker.

In addition, the additional damage gained from Exploding Cards is doubled in the same manner as the card value from Jokers, and is subject to the effects of Ace in the Hole.

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