Rogue Archetype: Gambler

Rogues who follow the Gambler archetype are masters of chance and fate, wielding their luck as both a weapon and shield. They thrive in the heart of uncertainty, turning the tides of fortune in their favor with a deft flick of a card or the roll of a die. These cunning individuals are not just skilled in sleight of hand and subterfuge but also in the art of deception and distraction, using their quick wits and even quicker reflexes to outmaneuver their foes. Whether at the gaming table or in the heat of battle, a Gambler always keeps their cards close and their enemies closer, ready to make the daring play that secures victory.

Offensive Play

At 3rd level, your proficiency with betting games extends beyond the table turning everyday objects into deadly projectiles. You are considered proficient with a gaming set of your choice. Additionally, you have mastered the art of using that gaming set of your choice as ranged weapons. As an action, you can draw an item from your gaming set and throw the item at a target using your Dexterity for the attack and damage rolls. When using an item from your gaming set in this way, they have a range of 10/30 feet and deal 1d4 + your Dexterity modifier piercing damage on a hit.

If you use your action to throw an item from your gaming set in this way, you can throw another item from your gaming set as a bonus action.

Gamble

Starting at level 3, your willingness to take risks in combat can turn the tides in your favor. When you are about to make an attack in which you do not have the benefits of your sneak attack feature, you can choose to gamble. When you choose to gamble, roll the attack with disadvantage. If you already have disadvantage and choose to gamble, subtract 5 from the results of the roll. If you hit, you can add your sneak attack damage to the damage roll. You can still only gain the benefits of the sneak attack damage once per turn even if you use this feature. 

You can add sneak attack damage to an attack in this way a number of times equal to your proficiency bonus and you regain all uses after finishing a long rest.

Party Tricks

At 9th level you can start to perform a card trick that lasts for a minute as an action. Creatures that can see the trick that are within 30ft of you must succeed on a Charisma saving throw equal to 8 + your Proficiency bonus + your Charisma modifier or have their passive perception reduced by 5 and roll with disadvantage on all perception checks until the card trick ends.

Coin of Fates

At 13th level, When you would roll a d20, you can choose to instead flip a coin succeeding on heads and failing on tails. 

Once you have succeeded once with this feature you can’t use it again until you finish a long rest.

Skillful Recovery

When you miss an attack with a playing card, you can immediately make another attack as your reaction. On a hit, you can roll half of your Sneak Attack dice (rounded up) and add the result to the damage roll. 

You can add sneak attack damage to an attack in this way a number of times equal to your proficiency bonus and you regain all uses after finishing a long rest.