Base Class: Rogue
You are more than just a petty thief or criminal who simply steals money for the thrill. You are the self proclaimed King of Thieves. Not just because you are the best at what you do, but because you make every caper a performance that your mark will never forget.
You were obsessed with hustling games when you were younger. Whether it was purely skill of the game or the skill of the Sleight. You are so capable of manipulating the cards you hold that you can rig any situation that comes your way in your favor.
There are many hustlers, card sharks, and thieves out there almost as skilled as you.. but given the nature of your craft you needed a means to flourish your skills more effectively. So you embedded your cards with your own energy. You can throw cards like paper bullets at such insane trajectories that no one can track them til they are hit. But why stop at simple card throwing when you can also create such magnificent illusions that the mark wouldn’t be able to track where the cards started, let alone where they end. The performance to defeat your mark with cards as a weapon and then to add insult to injury you take what was once there’s.. not necessarily in that exact order.
Card Throw
You gain proficiency with cards as a weapon. Cards count as a light finesse weapon with the range of 0/60ft. Cards deal a standard damage of 2 d4 slashing damage.
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the [Tooltip Not Found] action.
Heart of the Cards
Cards:
-You have proficiency with cards as a weapon and use dexterity for attack/damage rolls.
-Cards have a standard damage of 2 d4 of slashing damage. Along with the property of finesse, light and a range of (0/60).
-Cards can be charged by taking a bonus action to embed the deck with energy. This effect last for 3 full rounds. When done so, you increase your damage to 4 d4 and switch from slashing to force damage. If charged you may also perform a ricochet shot to hit around walls or corners for half damage.
Nimble Fingers
You gain Expertise in Sleight of Hand and Performance.
Cardistry
Starting at the 5th level you increase your Trick Points from 3 to 5 and may now perform Trick Shots beyond the ricochet.(You are also able to ricochet these new abilities.)
Trick Shots:
Bluff- You may treat a card as the Illusory Self spell by spending 1 TP. When done this exact copy of you can be used to flank or confuse enemies.
“Illusory Self- You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. If you are attacked before you take your first turn in combat, you can use your reaction to interpose the illusory duplicate between your attacker and yourself. The attack automatically misses you and destroys the illusion.”
Call- Upon dealing damage with a card you may spend one TP to teleport to where the card hit. If you do this on a creature adjacent to your Bluff card you may performed a Sneak Attack on your damage roll.
Fold- You may spend 1 TP to leave a card in the place you were standing before your last movement action. If you choose to do this you may teleport back to it as a reaction to an attack.
Raise- You may spend 1 TP to increase your card damage to 6 d4 for your next attack.
Hand Dealt
Starting at the 9th level you increase your Trick Points from 5-10 and may now enhance your deck beyond its former capabilities with the “Hand Dealt” ability.
Hand Dealt:
You may take an action to call your shot. Doing this marks a target until it’s HP drops to zero, or until you spend another action to mark a different creature. If you choose to do this that creature is treated as though you are dealing critical hits with each attack; and your party adds 1 d4 to each of their damage rolls.
You can only perform this action 3 times per long rest.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Royal Flush
At the 17th level you are at the pinnacle of your cardistry. You increase your Trick Points from 10 to 20, Ricochets no longer take away damage from your attacks, and you gain the final Trick Shot: “Royal Flush”.
Royal Flush:
At the cost of 10 TP you may combine all of your Trick Shots in one brilliant performance.(You must make a successful Attack Roll to activate this ability.)
You throw multiple cards at each hostile creature in your sight. In doing so, this creates a chain reaction of each of your Trick Shots. This plants a silent image near all the targets, you teleport to all the targets, are allowed to perform Sneak Attack to each, then teleport back to your starting location.
Each creature takes the damage from a single set of rolls. Meaning you technically only roll for the single target you activated the ability with, then apply the damage to all subsequent targets.
(This Attack also applies the damage buff from the Raise Trick Shot)
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