Rogue
Base Class: Rogue

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Magic Deck

           Starting at 3rd level,  you learn a ritual that creates a magical bond between yourself and a deck of cards. You perform the ritual over the course of 1 hour, which can be done during a short rest. The deck must be within your reach throughout the ritual, at the conclusion of which you touch the deck and forge the bond. The deck then transforms into a magical deck that contains 21 cards. You can use the bonus action granted by your Cunning Action to summon a card from the deck. To determine what card you summon, roll on the Magic Deck table. Summoning a card will remove it from the deck and must be used immediately unless instructed otherwise. If a card that has been removed is rolled, you summon the next lowest numbered card; if there are no lower numbers then choose the next highest. You can choose to shuffle the removed cards back into your deck during a Short or Long rest.

(You may not pick and choose which cards you shuffle back in, its all or nothing.)

Magic Deck Table

d20

Effect

1

Burden: You gain a level of exhaustion. 

2

Impale: This card turns into a simple melee weapon with the finesse, light, and thrown properties that will disappear after 1 minute if not used. It has a range of (30/60) and deals 1d6 force damage on a hit. It vanishes immediately after it hits or misses its target.

3

Impale: This card turns into a simple melee weapon with the finesse, light, and thrown properties that will disappear after 1 minute if not used. It has a range of (30/60) and deals 1d6 force damage on a hit. It vanishes immediately after it hits or misses its target.

4

Impale: This card turns into a simple melee weapon with the finesse, light, and thrown properties that will disappear after 1 minute if not used. It has a range of (30/60) and deals 1d6 force damage on a hit. It vanishes immediately after it hits or misses its target.

5

Impale: This card turns into a simple melee weapon with the finesse, light, and thrown properties that will disappear after 1 minute if not used. It has a range of (30/60) and deals 1d6 force damage on a hit. It vanishes immediately after it hits or misses its target.

6

Discord: You take 1d4 psychic damage. This cards effect increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).

7

Discord: You take 1d4 psychic damage. This cards effect increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).

8

Discord: You take 1d4 psychic damage. This cards effect increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).

9

Cure: Whoever is in contact with this card at the start of your next turn gains 1d6 hit points. This cards effect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

10

Cure: Whoever is in contact with this card at the start of your next turn gains 1d6 hit points. This cards effect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

11

Detonate: When summoned, this card explodes. Each creature in a 10-foot-radius sphere must make a Dexterity saving throw. A target takes 1d8 fire damage on a failed save, or half as much damage on a successful one. This cards effect increases by 1d8 when you reach 5th level (2d8), 11th level (4d8), and 17th level (6d8).

12

Displacement: You teleport 30ft in a random direction.

13

Gamble: Flip a coin. On heads you gain a fourth of your current wealth, On tails you lose a third of your current wealth.

14

Perplexity: You cast confusion centered on yourself.

15

Chaos: This card acts as the Chaos Bolt spell.

16

Agility: Your speed is increased by 15 feet until the end of your next turn. This cards duration increases when you reach 5th level (30s), 11th level (1m), and 17th level (5m).

17

Clone: Roll twice on the Magic Deck table, this will conjure a copy of each card. Choose one to activate, the other with disappear . Neither card summoned is removed from the deck.

18

Distortion: You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.

19

Transform: You cast polymorph on yourself. If you fail the saving throw, you turn into a Rat for the spell's duration.

20

Roll on the Aces Table

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Aces

d4

Effect

Odd (1)

Mark of Death: Choose one creature you can see within 30 feet of you, marking it until the end of your next turn. The next time you or an ally of yours hits the marked creature with an attack, the creature has vulnerability to all of that attacks damage, and then the mark is removed.

Even (2)

Trinity: For the next 10 minutes 3 "Protector" cards float around you. You gain +1 AC for each card (3 cards = +3 AC). Each time you take damage however, you lose a "Protector" card until they are all gone.

Glancing at Fate

When you choose this archetype at 3rd level you gain the ability to cast the Augury spell using your magic deck but only as a ritual. Additionally you can take 30 minutes to write a small message (of 50 words or less) onto a piece of parchment, and speak a creature's name. It will magically fold it into a paper bird and fly to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise it turns into ash as it takes flight.

Ace in the Hole

Starting at 9th level, Your familiarity with your deck allows you to augment it. When you finish a long rest you get to choose which pair of Aces you add to your deck. This turns the Aces Table into a d4 table, you add your chosen pair as the 3rd and 4th card. Choose from the following pairs:

Offense:

Tempest of Aces: Tossing this card to a point within 60 feet causes a swirling cloud of magically sharpened cards to appear in a 15-foot-radius sphere. The torrent spreads around corners and is lightly obscured. It lasts for the duration or If hit with fire, It will diminish in 1d4 turns and deal an additional 1d8 fire damage. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. This cards damage increases when you reach 11th level (6d8), and 17th level (8d8). (Concentration, up to 1 minute)

Lightning Lance: This card crackles with electricity. When used, You teleport up to 60 feet to an unoccupied space you can see within 5 feet of a creature and can make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 6d8 lightning damage, and it can’t take reactions until the start of its next turn.
This cards damage increases when you reach 11th level (9d8), and 17th level (12d8).

Defense:

Trifold Shield: You create a floating, spectral shield within 60 feet that lasts the duration. Allies within 10 feet of the shield gain resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. As a bonus action on your turn, you can move the shield up to 15 feet.(Concentration, up to 1 minute)

Deaths Gift: Whoever is in contact with this card at the start of your next turn is granted a measure of protection from death for 8 hours.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 50 hit points, and the spell ends. If this card is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target.

Control:

Change of Heart: You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends. (Concentration, up to 1 minute)

Spirit Shackles: Choose an area within 60 feet. You toss the card to that space which then expands to a 15ft cube and then becomes invisible. The first creature to enter the area or start their turn there is suddenly set upon by spectral chains that extend upwards from the floor and wrap around the target, they must succeed on a Wisdom saving throw or be stunned until the end of their next turn and restrained for 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the effect ends.

 

Counting Cards

By 13th level, you learn to manipulate the fate of the cards. You gain the ability to choose the next card you summon. You can use this feature 3 times. All your uses return on a long rest.

Investiture of Fate

When you reach 17th level, you can channel the chaotic energy of fate. Using your action, you undergo a transformation. For 10 minutes, you gain the following benefits:

  • Two illusory duplicates of yourself appear in your space.
    The duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack while you still have duplicates, roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have both duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With one duplicate, you must roll an 11 or higher.
    A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed and the damage dealt to it is reflected back onto the attacker. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
  • You bend the luck of others in a 30-foot radius. Enemies within the aura come under the effect of the Bane spell. And Allies within the aura come under the effect of the Bless spell.

       Once you use this feature, you can't use it again until you finish a long rest.

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