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    Halfling in the Playground
     
    SamuraiGuy

    Join Date
    Mar 2021
    Gender
    Male

    Default Re: Calling Card - Submission Thread (5e subclass contest)

    Roguish Archetype: Card Hustler v2.0

    While other rogues train their skills with the blade, you train your skills with the card. You are a master of cards, swindling your way through life. Your skill with cards is unparalleled, allowing you to effortlessly con people in card games. But your skill is not relegated solely to games for you have developed techniques to use cards as lethal weapons.

    Bonus Proficiencies
    When you choose this archetype at 3rd level, you gain proficiency in Deception, Sleight of Hand and playing cards, if you weren't already. Additionally, you can double your proficiency modifier for any skill check you make involving playing cards.

    Deadly Dealer
    Also at 3rd level, you learn how to flick cards with lethal force. You can wield playing cards as simple ranged weapons with the finesse and thrown (20/60) properties. On a hit, they deal slashing damage equal to 1d6 plus the ability modifier you used for the attack. You are proficient in wielding playing cards as weapons.

    Bottom Deal
    Additionally at 3rd level, you learn how to flick a card from the bottom of your deck instead of the top in order to catch your opponents off guard. When you make an attack with a playing card with advantage, instead of rolling again and taking the higher result, you may roll once but take the result that was on the bottom of the d20 if it is higher than the result on the top.

    Spoiler: A note for digital dice
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    For those using digital dice, use 1d10+10 to represent Bottom Deal, adding your modifier as normal. If rolling in this way, a roll of 10 on the d10 (before the +10) is equivalent to a roll of 20 on a d20, and will trigger any effects that occur on a roll of 20 on a d20.


    Palmed Card
    When you reach 9th level, you know how to keep a good card held back for when it counts. When you roll a 20 on a d20 for an ability check, saving throw or attack roll, you can re-roll the ability check, saving throw or attack roll, and must take the new result. If you do this, when you make an ability check, saving throw or attack roll before the end of your next turn, you can treat the roll of the d20 as a 20 without needing to roll. You can do this once before needing to roll another 20.

    Ace Up Your Sleeve
    Starting at 13th level, you’ve learned to always keep an Ace up your sleeve. Literally. You keep an ace from your deck up your sleeve at all times and are ready to deploy it at a moment’s notice. When you roll initiative, you can use your reaction to make a single ranged attack with a playing card, regardless of if you had any in your hands or not.

    False Shuffle
    By the time you reach 17th level, you always have the card you want where you want it, even if to others it seems random. When you make an attack with a playing card, as long as the attack hits, you can treat it as a critical hit. Once you use this ability you must finish a short or long rest before you can use it again.

    Spoiler: Changelog
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    15th July: v1.0
    • First complete draft

    16th July: v2.0
    • Added Sleight of Hand to Bonus Proficiencies
    • Specified you are proficient in playing cards as weapons as part of Deadly Dealer
    • Bottom Deal now replaces the normal effects of advantage instead of applying to all attacks and has been moved to 3rd level
    • Added a note for how to deal with Bottom Deal when using digital dice
    • Palmed Card added to fill the gap at 9th level

    Last edited by Snowben Gaming; 2023-07-16 at 11:15 AM.
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