Rogue
Base Class: Rogue

Gamblers are rogues specialized in playing cards. They earn money by playing cards or showing magical tricks with them. They learnt how to handle with cards so well that they even use them for combat. Best gamblers have so deep connection with cards and the matter of fate that they can infuse their cards with magic. In Forgotten Realms setting, they are often worshipers of Tymora.

Advanced Player

At 3rd level, you gain expertise with playing card set and proficiency with one additional gaming set of your choice. You can add double your proficiency bonus for ability checks using playing card set.

Additionally you can use playing card set to make ranged and melee weapon attacks. Cards are treated as a improvised weapon with light, finesse, and thrown properties and with which you are proficient. They deal 1d1 slashing damage. Ranged attacks have a range of 20/60 feet. You can draw a card from the set and attack with it as part of the same action, reaction or bonus action. There is 50% chance on attack for card to be destroyed. Consult with your DM, how many cards contains any mundane or magical, playing card set (standard is 24).

Born Mountebank

At 3rd level, you have advantage on Charisma(Performance) and Dexterity(Sleight of Hand) ability checks to perform magical tricks and cheats with cards, as well as advantage on Charisma(Deception) ability checks to lie yours way out of it.

Card Thrower

At level 9, when the creature within 20 feet of you is target of a ranged weapon attack, you can use your reaction to impede or deflect the projectile. Make a ranged weapon attack with playing card set. If your attack roll is higher than opponent's attack roll, his attack's damage is reduced by half your rogue level + your Dexterity modifier (rounded down). If the damage is reduced to 0, attack misses regardless of the target's AC and the projectile is destroyed. You need to have at least one card to perform this ability, which is destroyed in the process.

Luck of The Draw

At 13th level, you can cast Augury spell using your card deck. Once you do so, you can't do it against until you finish short or long rest.

Additionally every time you attack a creature with your cards, you can choose one number between 1 and 19. If you roll 20 or chosen number on this attack dice, your attack will have special magical effect and will hit regardless of target's AC. Choose one single target, damage dealing spell for which you fulfill component requirements. The spell must have casting time no longer than one action and be of a level no higher than your level divided by 4 (rounded down). Spell is thrown same way as if you were casting it, but as a part of your attack action. Your attack's target is your spell's target. Additionally you can add chosen earlier number to total damage that this spell deals. The damage must be of the same type as spell's damage. Wisdom is your spellcasting ability for those spells.

Master of Fate

Starting at 17th level, at the end of a long rest you roll d20. Write down the newly rolled number. Every time you roll this number on a saving throw dice, add it to a total. Every time you roll this number on a attack roll dice, this attack hits and become critical hit, but it's total damage is reduced by 20 - rolled number. Every time you roll this number on a ability check dice, add 10 to the total.

Previous Versions

Name Date Modified Views Adds Version Actions
6/19/2020 3:58:31 PM
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