Base Class: Rogue
A magical pirate with the card abilities of the Wild Card.
Water Up the Sleeve
Your pirating needs allowed you to adapt a watery version of mage hand, to help man the ship quicker to avoid the law. You also learn the shape water cantrip to help steer the ship.
Pirate's Card Gambit
Also at 3rd level, you gain proficiency with the playing card set.
Your proficiency grants you Pirate's Card Gambit as detailed below.
Pirate's Card Gambit
You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Pirate Card Suit table below.
You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.
Pirate Card Suit Table
| Damage die (d4) | Suit |
| 1 | Blade. Roll your Sneak Attack damage and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled. |
| 2 | Shackle. Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way. |
| 3 | Heart. Roll your Sneak Attack damage and add it to your razor card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points. |
| 4 | Wild Ace. This card morphs suits depending on the dealer’s wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the suit’s respective effect. |
Shifting the Tides
Starting at 9th level, you are acutely aware of the tides and their changes, allowing you to create a wall of water to shift tides, and increase your range of the Shape Water cantrip to a 10 ft cube.
Twist of Fate
At 13th level, your mastery over the sea hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.
Card's Dash
At 17th level, your mastery over the sea has allowed you to become one with the tide. As a bonus action on your turn, you can take on a wave-like form, during which you gain the following benefits:
- You regain expended power for your Pirate's Cards Gambit feature:
Cards. You regain all spent uses of that feature - Your movement speed is doubled.
This wave state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.
Previous Versions
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6/30/2020 9:47:01 PM
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Coming Soon
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