Base Class: Rogue
This is an update/fix of the Gambler 'Wild Card' Rogue subclass from the League of Legends x D&D 'Dark Tides of Bilgewater' crossover for D&D 5.5e.
Some rogues favour honing their skill and precision, others perfect a silver tongue, but you — well, you’ve always gotten a kick out of leaving things up to chance.
Wild Card Rogues thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their tricks, never keen to simply accept the hand fate deals them.
Level 3: Tools of the Trade
You gain the following benefits:
Parlor Skill. You gain proficiency with a Gaming Set of your choice.
Street Wit. You can use a Gaming Set you have proficiency with as a Simple Ranged Weapon, with a short range of 30 feet and long range of 60 feet, throwing magical cards, dice, dragonchess pieces or some other set at the target. On a hit, the weapon deals 1d8 Force damage, and it has the Sap mastery property, which you can use without counting towards your Weapon Masteries Known.
Level 3: Stacked Deck
When you deal Sneak Attack damage to a creature, you can choose to curse the target with an additional effect. When you roll your Sneak Attack Dice, roll one die separately to determine the curse based on its number rolled, as per the Curses table. You can use this ability a number of times equal to your Charisma modifier, and regain all expended uses when you finish a Short Rest. Additionally, you regain an expended use when you land a critical hit against a creature of CR 1 or higher.
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1d6 |
Curse |
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1 |
The Fool. All attacks against the target have advantage until the end of its next turn. |
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2 |
Justice. The target's speed becomes 0 until the end of its next turn. |
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3 |
High Priestess. The target receives the blinded condition until the end of its next turn. |
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4 |
The Hermit. The target takes 1d6 necrotic damage and cannot receive magical healing until the end of its next turn. |
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5 |
The Hanged Man. The target falls prone, and must remain so until the end of its next turn. |
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6 |
The Devil. The damage of this Sneak Attack dealt against the target is doubled. |
Level 3: All In
You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. Before you make an attack roll or ability check you can roll a die from the pool, expending it and adding its total to the attack roll or ability check. You regain all expended dice when you finish a Long Rest.
Level 9: Winning Streak
When you succeed on an attack roll or ability check against a creature, you have advantage on the next attack roll or ability check you make against it.
Level 13: Fixed Fate
Whenever you roll initiative, but before the first round starts, you can choose to swap places in the initiative order with another creature you can see.
Level 17: Joker
You gain the following Cunning Strike options:
Jinx (Cost: 2d6): You roll 2d6. The target must subtract the total from every save it makes until the end of its next turn.
Malus (Cost: 2d6): You roll 2d6. The target subtracts the total from its AC until the end of its next turn.
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