Rogue 

The Gambler

You live a lifestyle based on luck and deceptions. Bookies, Cardsharks, Coin Flippers, Dicers, and other risk takers typically follow this archetype, but so do rogues who prefer to think of themselves as professional fortune seekers. In addition to improving your agility and deception, you learn skills useful for dealing with ever tricky situation.

Double Down

Starting at 3rd level, when a creature you can see within 60ft of you casts a spell that targets you or an area you are in, you can use your reaction to force them to roll on the wild magic surge table. You can use this feature a number of times equal to your Charisma Modifier (min. 1). You regain all expended uses when you finish a long rest.

Lady Luck

When you choose this archetype at 3rd level, you gain a d6 dice that you use to your advantage. After you finish a short or long rest, roll 1d6. You can add that number to any ability check, attack roll or saving throw once. 

Royal Flush

Starting at 9th level, as an action you can conjure up 5 cards to your hand for up to 1 minute, an Ace, a King, a Queen, a Jack and a number 10. You can use this feature a number of times equal to your Charisma Modifier. You regain all expended uses on a Long Rest. They have the following properties and require no action to use:

  • Ace: When you hit a creature you can expend this card to activate sneak attack if it has not been activated this turn. 
  • King: When a creature targets you for an attack, you can expend this card to force it to target a different creature. If there is no creature in range the attack is wasted.
  • Queen: When you drop to 0 hit points, this card is expended and you instead drop to 1.
  • Jack: When you are forced to make a saving throw, you can expend this card and add half your proficiency bonus to your roll.
  • Number 10: When you hit with an attack you can expend this card to deal an additional 10 damage. 

Double or Nothing

At 13th level, you have put your faith into lady luck and trust she knows best. When you are hit with a single source of damage you can use your reaction to summon a magical coin. Flip the coin and call it. If you call it right you take no damage from that source. If you call it wrong, you take double the amount of damage from that source. You can use this effect a number of times equal to your Dexterity Modifier. You regain all expended uses after you finish a long rest.

Jackpot

When you reach 17th level, you have become adept at finding the most out of opportunity. Whenever you are about to roll Sneak Attack, you can activate this ability. If you choose to do so, roll your Sneak Attack damage, if at least three of them roll a 6 on the die (or maximum if the die is larger), all your Sneak Attack dice are rolled at maxium. But if you roll more 1's on your Sneak Attack then 6's, then all your Sneak Attack dice are changed to 1's instead. You can do this a number of times equal to your Dexterity Modifier. You regain all expended uses on a Long Rest. Also, when you roll for Initiative and have no uses of Lady Luck remaining, you regain one use and reroll the 1d6.