Homebrew
This Rogue is not just a thief; they are a dealer of fate. They rely on a magical deck of cards, using them as razor-sharp projectiles to slice through enemies and siphon magic from dying spellcasters.
hit dice:
Hit Dice: 1d8 per level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per Rogue level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons, hand crossbows, longswords, rapiers, shortswords, Razor Cards (via Subclass)
tools:
Thieves’ tools, playing cards
saving throws:
Dexterity, Intelligence
skills:
Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
starting equipment:
(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
Leather armor, two daggers, and thieves’ tools
A Deck of Playing Cards (which you will transform into weapons at Level 3)
spellcasting:
class features:
Expertise (Level 1) Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Sneak Attack (Level 1) Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon (your Cards count as both).
Cunning Action (Level 2) Your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
subclass options:
At Level 3, you choose an archetype that you emulate in the exercise of your rogue abilities. You have chosen The Cardomancer.
Level 3: The Razor Deck
You have learned to imbue standard playing cards with kinetic magic.
- Weapon Type: Simple Ranged Weapon
- Properties: Finesse, Thrown (30/60 ft), Light.
- Damage: 1d6 Slashing + Dex Mod.
- Returning: When you throw a card, it magically reappears in your deck at the end of your turn.
- Card Shark: You can use your Cunning Action (Bonus Action) to make a Sleight of Hand check to hide a card in your palm vs. an enemy's Perception. If you succeed, your next attack against them has Advantage (triggering Sneak Attack).
Level 3: Spell Siphon
The signature ability of the Cardomancer. When you reduce a creature capable of casting spells to 0 HP using a Razor Card, you can use your Reaction to trap a remnant of their magic.
- Capture: Roll a d20. On a 10+, you capture one of their known spells DM will let you know how many spells are available you roll a die to determine the spell you get.
- Store: The card glows with the captured spell rune. You can hold a number of Spell Cards equal to your Proficiency Bonus.
- Cast: You can use an Action to throw the card and cast the spell stored within it using Intelligence as your spellcasting modifier. The card then burns up.
Level 9: Invoke the Pantheon (The Deity Draw)
You can call upon the specific gods depicted in your Tarot deck. As a Bonus Action, you draw a card. Roll a d6 to see which God answers:
- The Elven Purifier- Your cards deal Radiant damage. You can use a Bonus Action to end one blinded, deafened, or poisoned condition on yourself.
- The Sanguine King- When you deal Sneak Attack damage, you regain hit points equal to half the Sneak Attack dice rolled (min 1).
- The Severed Bond- You can cast Mirror Image once without a spell slot. While active, you can swap places with a duplicate as a Reaction when hit.
- The Steadfast Shield- You gain Resistance to bludgeoning, piercing, and slashing damage. You cannot be moved against your will.
- The Silent Consensus- You gain a bonus to Stealth checks equal to your Intelligence modifier. Your footsteps make no sound.
- The Illusion- You can cast Disguise Self at will, without expending a spell slot. Additionally, as a bonus action, you can create an illusory duplicate of yourself in your space that lasts until the start of your next turn. The first time a creature targets you with an attack while the duplicate is present, they must roll a d20. On a 1-10, they attack the duplicate instead, which vanishes on hit.
- The Sacrifice- As a bonus action, you can sacrifice your own vitality to heal another. You take necrotic damage equal to your Sneak Attack dice, which cannot be reduced. One creature you can see within 60 feet of you immediately regains a number of hit points equal to twice the damage you took.
- The Weaver- You pull the threads of fate. For the next minute, you can use your Reaction to force a creature (including yourself) to reroll an attack roll, ability check, or saving throw. You choose whether they use the higher or lower result. You can do this once per turn.
- The Drowned Queen- You summon the crushing grip of the deep. For 1 minute, you gain a swimming speed of 40 ft and can breathe underwater. Additionally, you can use an Action to summon spectral chains on a creature within 30 ft. They must succeed on a Strength saving throw or be Restrained until the end of your next turn.
- The Eternal Consorts- You invoke the power of perfect harmony. Choose an ally within 60 ft. For 1 minute, you are spiritually linked. Whenever you or the ally make an attack roll or saving throw while within 30 ft of each other, you can roll a d4 and add it to the result.
- The Sundered Sovereigns- You channel the duality of life and death. For 1 minute, your weapon attacks deal an extra 1d6 damage. You choose whether this is Radiant or Necrotic for each attack. If Radiant, the target sheds dim light until the start of your next turn (preventing stealth). If Necrotic, the target cannot regain hit points until the start of your next turn.
- Wild Card: You choose the effect.
Level 13: Double Down
When you use your Uncanny Dodge feature to halve damage from an attacker, you can immediately throw a Razor Card at them as part of the same reaction.
Level 17: Royal Flush
Your mastery of fate is absolute.
- Stacked Deck: When you use Invoke the Pantheon, you roll two dice and gain both effects.
- Master Thief: If you roll a Natural 20 on an attack roll with a Razor Card against a mage, you can steal a spell from them without killing them.