Rogue
Base Class: Rogue

Masters of deception and sleight of hand, Rogues who specialize with Card Shark are known to gamble with their lives, and the lives of others. These Rogues use their strategy, luck, and a helpful hand to make sure they win the pot.

 

 

Bonus Proficiencies

When you take the Card Shark archetype at 3rd Level, you gain proficiency in Sleight of Hand, Deception, and proficiency with Playing Cards and one other gaming set.

Deck of Fated Demise

By taking the Card Shark archetype, you are entrusted with the knowledge of creating a Deck of Fated Demise. Creating a Deck of Fated Demise requires a normal Playing Card Set and can be done during a Short Rest to mark and make the cards viable to attack with. A Deck of Fated Demise created this way will only be able to be used fully as a weapon to the Rogue who fashioned this deck, other users will make all attacks with this deck with disadvantage.

Deck of Fated Demise is a ranged weapon with ammunition, finesse, and thrown (range 30/60) properties, and a weight of 1 lb. It contains 52 cards in 4 suits. An attack roll made with this deck uses your Dexterity modifier. Damage rolls made with cards from the deck use your Charisma modifier.

The Deck of Fated Demise has 52 ammunition, and used cards are unusable once they’ve been thrown. You can refill your Deck of Fated Demise during a Short or Long rest by using cards from another Playing Card set.

When you use the Deck of Fated demise to attack, draw from the Deck. The card’s number will represent the damage die used, plus your Dexterity modifier, plus your proficiency bonus. The card’s suit will represent the type of damage from the table below, and use your Charisma modifier for that damage roll.

Damage die increases by 1 respective die at levels 13 and 20.

Playing Card #

Damage Die

 

Playing Card Suit

Damage Type

Joker (Lv. 13)

1d12+CHA

 

Hearts (♥)

Piercing

Ace

1d8+CHA

 

Spades (♠)

Bludgeoning

K, Q, J, 10

1d6+CHA

 

Diamonds (♦)

Slashing

9 - 2

1d4+CHA

 

Clubs (♣)

Force(Magical)

Ante Up

By taking the Card Shark archetype, when you Attack from range that would benefit from Flanking in melee range, or you have Advantage on the Attack, you can add your Sneak Attack bonus to your damage roll. The resulting damage type would match the card drawn from the Deck of Fated Demise for the Attack.

Quick Draw

Beginning at 9th level, before you make any movement or take any other action on your turn, you can use your Bonus Action to make a single Attack against a target within range. You can use this ability a number of times equal to your DEX modifier, minimum one. You regain all expended uses after a long rest.

Jokers' Wild

When you reach level 13, add one Joker card to your Deck of Fated Demise. The Deck of Fated Demise is now considered a magical weapon.

When you use the Joker card to attack an enemy, you can declare the damage type of the attack. The damage die becomes a d12. Upon a successful hit, the target must succeed on a DEX saving throw equal to (8 + your DEX modifier + your proficiency modifier) or fall prone. 

At level 20, add a second Joker card to your Deck of Fated Demise.

Bluff

At level 17, when you would draw from the Deck of Fated Demise for an attack, declare any card remaining in your Deck of Fated Demise, except Joker. Make a Sleight of Hand check against the opponent’s Wisdom (Perception). On a success, draw the card you declared from your deck. On a fail, the Attack does not hit, regardless of dice roll, and remove the declared dark from your Deck of Fated Demise. You can only use this ability once per Long Rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/16/2021 4:33:57 PM
3
0
5e
Coming Soon

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