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 |
|---|---|---|---|---|---|
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8/16/2021 4:33:57 PM
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3
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0
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5e
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Coming Soon
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Posted Aug 16, 2021This is my first ever homebrew creation, please provide any feedback you may have! I have playtested it a couple times in one-shots at various levels, and it seems to be all right. The goal of this was to more of a Charisma Rogue, being personable, but also being a ranged attacker instead of melee. I liked the idea of this as a Bard subclass originally, but have since reworked this into a Rogue subclass due to Swords being overall better.
The idea is that you use a real life deck of 52 playing cards and manage your cards from there, this may be something that won't be probable for online campaigns. Something about rogues being sneaky with sleight of hand and cheating to win gave me this idea, and if caught, having the tools to bail themselves out by sweet talking. The combat ability doesn't seem to scale well early, but from 13 onward seems to be relatively on par with power, with the major power coming in at level 20 in the choice weapon of Deck of Fated Demise. The main issue I'm having right now is balancing around taking another martial class with Extra Attack and having that put too much power investing only to level 13 for the Joker and double damage dice. Also running into issues that it may be too strong at Level 3, but doesn't have very good mid-range from about level 6 to level 9 comparatively. Any feedback would be appreciated!