[Rogue] Wild Card Revised

by Dyre

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Wild Card

Archetype Features
Rogue Level Feature
3rd Tricks Up the Sleeve, Wild Card’s Gambit
9th Shifting the Odds
13th Twist of Fate
17th Joker Wild

Tricks Up the Sleeve

When you choose this archetype at 3rd level, you gain proficiency with the playing card set.

You can now throw playing cards as weapons and you can draw a throwing weapon as part of an attack you make with it.

For you, a card is a simple ranged weapon with the Finesse, Light, Range (60/120) and Thrown properties. Its damage die is a d4, and its damage type is slashing. This damage die can increase as you find vendors with sharpened cards.

One deck of playing cards is usually 5 sp, and contains 24 cards.

Some of your techniques require your target to make a saving throw to resist certain effects. The saving throw DC is calculated as follows:

Wild Card Save DC = 8 + your proficiency bonus +

your Charisma modifier

Wild Card’s Gambit

At 3rd level, your ability to play with fate begins to manifest itself.

Once per turn, when you apply your Sneak Attack damage, you can expend a use of this feature and choose one of the d6s you rolled for your Sneak Attack damage.

Depending on the result of the d6 you chose, one of the following effects takes place. You can also pick the Wild Ace option regardless of the rolled result.

Wild Card Suit Table
d6 Card Effect
1~2 Red Blade Other creatures within 10 feet of your target must make a Dexterity saving throw. On a failed save, a creature takes force damage equal to half the Sneak Attack damage rolled.
3~4 Blue Eye Choose one creature within 60 feet of your target. It regains hit points equal to half the Sneak Attack damage rolled + your Charisma modifier.
5~6 Gold Chain The target's speed is reduced to 0 until the start of your next turn, and it must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls against your allies until the start of your next turn.
Any Wild Ace. You teleport to an unoccupied space within 30 feet of you.

You can use this feature a number of times equal to twice your proficiency bonus, and you regain all expended uses when you finish a long rest.

Shifting the Odds

Starting at 9th level, you are acutely aware of how to quit when you're ahead.

When an attack hits you, you can use your reaction to disappear with a dramatic flourish. If you do so, the attack misses and you teleport yourself to an unoccupied space that you can see within 60 feet of your original location.

Once you have used this ability, you cannot use it again until you have finished a short or long rest.

Twist of Fate

At 13th level, your mastery over the game table 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.

Joker Wild

At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities.

As a bonus action on your turn, you can take on an incorporeal form for 1 minute, during which you gain the following benefits:

  • You regain all expended uses of your Wild Card's Gambit feature.
  • Your movement speed is doubled.
  • You are immune to the grappled, paralyzed, stunned, and restrained conditions.
  • You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a solid object or a creature, you are shunted into an adjacent space within 5 feet of it.

Once you have used this ability, you cannot use it again until you have finished a long rest.

 

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