Rogue
Base Class: Rogue

Always looking to put it all on the line, Arcane Gamblers use the magic within them to turn the tides in their favor. They enjoy toying with fate and going all in 

Skilled Cheat

When you take this subclass at 3rd-level, you gain proficiency
in Playing Cards if you aren't already. Additionally, you gain
proficiency in the sleight of hand and deception skills if you
aren't already.
When making a skill check that you are proficient in, you may roll a d4
and add it to your skill check.
You may use this feature a number of times equal to your
proficiency bonus and you regain spent uses at the end of a
short or long rest.

Gambler's Deck

At 3rd-level, as a bonus action you conjure a spectral deck of cards in your hands. You can then use an action to make a ranged spell attack with the cards. Your spellcasting ability is Intelligence, and if a creature must make a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier. The cards have a range of 90 feet, the damage die is 1d6, and the damage type is force. This attack can benefit from Sneak Attack.

At 9th-level the damage die increases to a d8 and at 17th-level the damage increases to a d10.

Chips of Fate

At 3rd-level, you also gain a number of Chips of Fate equal to your level in this class. When you make an attack roll with your Gambler's Deck that qualifies for a Sneak Attack, you can wager a number of Chips up to a maximum of 3, taking a -2 penalty to the attack roll for each chip wagered. If you hit, you gain an additional Sneak Attack Die per chip wagered. You regain expended chips after a long rest.

Raising the Stakes

Starting at 9th-level, you imbue your cards to create an additional effect depending on the suite. When you hit a creature with your Gambler's Deck, roll a d4 and consult the Suite Table for a random effect.

Suit

Effect

1 (Hearts)

The card strikes fear into the heart of the target. Target must succeed on a Wisdom Saving throw or become frightened until the end of your next turn.

2 (Clubs)

Small cards explode on the impact distracting the target. The affected creature has disadvantage on their next attack roll.

3 (Diamonds)

A cloud of glittering dust explodes in a 10-foot radius sphere around the target becoming heavily obscured until the end of your next turn. Additionally the creature must make a Constitution saving throw or become blinded until the end of your next turn.

4 (Spades)

The ground twists around the target. Target must make a Strength saving throw or become restrained until the end of your next turn.

 

Safe Bet

When you reach 13th-level in this class, you gain the ability to manipulate the cards you use to create a desired effect on your foes. When you roll a die using your Raising the Stakes ability, you can roll an additional die and then choose which one you want to use. You can use this feature a number of times equal to your proficiency bonus and regain uses after a long rest.

Ace up the Sleeve

At 17th-level, you can ensure your gambles pay off. As a bonus action, spend up to 4 Chips of Fate to mark 1 creature for each chip spent. Gain advantage on your next attack roll against a marked creature. After you make the attack, hit or miss, the mark disappears.

You can use this feature a number of times equal to your proficiency bonus. You regain spent uses after a long rest.

Previous Versions

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