5E Homebrew Rogue Subclass: The Maverick

Rogue Subclass: Maverick

A Maverick is a rogue whose daredevil antics and gambling nature make them a reckless force of nature.  Mavericks love to manipulate fate by stealing the luck of their enemies using it to empower deadly card tricks or rolling their dice to manipulate outcomes in their favor. 

Luck Stealer 

At 3rd level, if a creature rolls a successful skill check, saving throw, or attack roll within 30 feet of you, as a reaction, you can impose a disadvantage on their next turn by stealing a fragment of their luck. This fragment of luck gives you an advantage even if you normally wouldn’t have it or can be used with your other subclass abilities. The stolen luck can be used against a different creature or the same creature you stole it from. You can do this as many times as your proficiency modifier per day. 

Maverick’s Deck. 

At 3rd level, you can throw from a deck of magical cards. As a bonus action, you can transform any non-magical deck of cards into your magical deck. As an action, draw a card from your deck and throw it at a creature within 60 feet of you. This attack is considered magical. Use your dexterity modifier for the attack roll.  On a successful hit, the damage is 1d4 slashing plus your dexterity modifier. If you have sneak attack damage you can roll on the Card Attack List.  Once you’ve used 3 different card attacks you can only attack with the card’s ranged damage until this feature replenishes after a short or long rest unless you use your fragment of stolen luck to charge it.

Card Attacks

  1. Richochete. Roll your sneak attack damage and choose an additional creature within 5 feet of the original creature. That creature takes half your sneak attack damage as well. 
  2. Aces Jaunt. Roll your sneak attack damage for the attack and instantly teleport to an adjacent square of the creature you hit. 
  3. Daredevils Aim. Roll your sneak attack damage and ignore half cover and partial cover, and the range you can throw is 120 feet. 
  4. Jesters Taunt. Roll your sneak attack damage and the hit creature has a disadvantage on attack rolls or other actions on everyone else but you until the next round. 
  5. Whirling Dervish. Roll your sneak attack damage for the attack and the creature is surrounded by a whirlwind of cards and takes 4 additional slashing damage and is stunned until the next round.
  6. Goodbye Loser. Roll your sneak attack damage for the attack and on a hit, a creature is banished until the next round.
  7. Suckerpunch.  Roll your sneak attack damage and the creature takes 4 additional force damage and is knocked back 10 feet and is prone. 
  8. Silvertongue Lure. Roll your sneak attack damage and instantly teleport the creature within a 5-foot adjacent square of yourself. 
  9. Disarming strike. Roll Sneak attack damage and the creature drops one melee weapon, magic item, or object. 
  10. Nightlight. Roll Sneak attack damage and the creature you hit and all their gear emits a flash of blinding light and each creature within 5 feet must make a dexterity save DC 13 or be blinded until the next round.
  11. Silent but Deadly. Roll sneak attack damage and the creature is unable to speak or use verbal components for spells until the next round.
  12. Deep Cuts. Roll sneak attack Damage the creature is unable to restore the damage from these hit points until it takes a long rest.  

Gambler’s Dice.

At the 9th level, Gambler’s Dice allows mavericks to twist fortune in their favor. You can use a dice pool equal to half your sneak attack dice total to affect the outcome of a saving throw or attack roll for you or another creature. 

As a bonus action, roll your sneak attack damage dice and add half the total number rolled to your next roll or half the total rolled can be subtracted from another creature’s roll. If you choose to affect another creature it must be before their roll number is known. This ability can be used twice a day and replenishes after a short or long rest. 

Reckless Resolve

At the 13th level, your charisma modifier is added to your initiative rolls.

Wild Card

At the 17th level, You can share a fragment of stolen luck and imbue it in your magical card deck for you or another creature to use. As a bonus action, a creature within 5 feet of you or yourself can choose a random card from your deck. The card can be thrown as a thrown weapon that does 1d8 + your dex modifier of slashing damage with a range of 120 feet, or the luck can be burned to give them or you an advantage on an attack roll, saving throw, or skill check. Only you can add your Maverick’s Deck Card attacks to this feature regardless if you’ve used them already.

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