Base Class: Rogue
Some say luck is better than skill; and you figure why not have both. Aces of Fate twist the odds to their advantage, manipulating the battlefield like a game of chance.
Better Lucky Than Good
Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the guidance cantrip.
While you are concentrating on this spell you don't need advantage to use your sneak attack as long as you are within 20 feet of your target and you don't have disadvantage on the roll.
While using a gaming set you are proficient with or while you are in combat, you may make a Sleight of Hand skill check to conceal your casting of this spell. It is opposed by your opponents passive perception unless they take the Search action.
Battlefield Gambit
Upon taking the archetype at 3rd level, you begin to master the gaming the battlefield. Choose a gaming set to gain proficiency with.
In addition, you can use the playing pieces of of that set as your attacks. You may use a playing card, die, or dragonchess piece as an improved weapon you are proficient with. It has the light, finesse, and thrown (20/60 ft) properties. It does 1d4 damage with the type depending on the piece: slashing damage (cards), bludgeoning damage (dice), or piercing damage (dragonchess).
When you deal damage with a playing piece, you may choose to have it gain an additional effect chosen from the list below, but you cannot choose the same effect twice in a row. You may empower a piece in this way a number of times equal to your Charisma modifier (minimum 1) and regain expended uses when you finish a long rest.
- Coins: your target's speed is reduced by half and their next attack has disadvantage.
- Glyphs: you gain temporary hit points equal to half your rogue level.
- Swords: each creature of your choice other than your target within 5 feet of it takes damage equal to half your rogue level.
- Stars: the attack's damage type changes to force and the target takes additional damage equal to half your rogue level.
Card
Your cards do 1d4 slashing damage (20/60 range, light, finesse, thrown)
Dice
Your dice do 1d4 bludgeoning damage (20/60 range, light, finesse, thrown)
Dragonchess Piece
Your dragonchess piece does 1d4 piercing damage (20/60 range, light, finesse, thrown)
Practiced Hustle
Beginning at 9th level, you can work your marks with incredible ease. You have advantage on ability checks with gaming sets you are proficient with, the damage die of your gaming pieces increases to 1d6 and its range is doubled, and you regain uses of Battlefield Gambit on a short rest.
High Roller
Starting at 13th level, you may cast guidance as a bonus action and it has a range of 30 feet for you.
All In
When you reach 17th level, your luck seems to never run out. You regain two uses of Battlefield Gambit when you roll initiative if you have no uses remaining. In the first round of combat, instead of moving you may teleport up to twice your walking speed instead.
amazing consept I just think that the battlefield master s too weak. maybe making it a d6 so it would make sense to trade the d8 of the rapier
Noooo!!! I can't use it....
I would say yes, those are just the ones that are listed in the PHB. Mechanically it would function the same though (1d4 bludgeoning, piercing or slashing damage)
Something came up in my session that i have been meaning to ask you. Can you throw other gaming pieces, besides dice and dragonchess pieces.
hardcore leveling warrior?
can you throw a card as a bonus action?
It's great, I really like the idea!
Thats the idea. I took the theme of the Runterra partnered content and tweaked it to my liking.
Literally twisted fate from lol