Base Class: Rogue
V1.1: Formatting Changes
It’s all about Presentation!
When you choose this archetype at 3rd level. you gain proficiency in the Performance and Sleight of Hand skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Deck of Tricks
Starting at 3rd level, you now know how to masterfully sling paper. You have expertise with playing cards, and can now use them as ranged weapons that deal slashing damage equal to 1 plus your Dexterity or Intelligence modifier(whichever one is higher). They have the light, finesse, and thrown(range 15/30) properties.
You also gain the ability to perform special tricks to aid you in various ways. You gain a number of trick points equal to your Dexterity modifier plus your proficiency bonus, which you can spend to perform these tricks. You may not perform the same trick twice in one turn, and no more than one trick at a time. You gain back all trick points on a short or long rest, or 1 trick point whenever a creature fails against your trick save DC.
If a trick requires a save DC, it is equal to 8+your proficiency bonus+your Dexterity or Intelligence modifier(whichever one is higher).
Flick of the Wrist
Starting at 9th Level, you’ve improved your magician’s technique. Your cards now deal 1d4 slashing damage instead of 1, and you score a critical hit on 19 or 20 with your cards. In addition, you now ignore the downsides of throwing cards at long range, and can count the cards as magical for the purpose of overcoming immunities or resistances.
In addition, you also learn the Mage Hand cantrip, and can use it to make Sleight of Hand checks. You may also use your mage hand to throw cards, but you must use Intelligence for the attack and damage rolls. Use your Intelligence as the spellcasting ability for this spell.
Is This Your Card?
At 13th level, you’ve become highly skilled at having exactly the right card at the perfect time, the ‘Ace up your sleeve’. As part of a trick you can harness the inherent power of the aces, and draw one of them at random from the deck. Roll a d4 or pull a random card from a standard 52-card deck. The number rolled corresponds with a different suit, while you would use the suit shown on the card. Depending on the suit, the trick gains an additional effect.
- 1/Hearts - You may perform an additional trick on top of the first for free. (creativity)
- 2/Spades - The trick critically succeeds, or the target automatically fails their saving throw. (action)
- 3/Diamonds - The cost of the trick is negated, and you regain 1d4 trick points. (wealth)
- 4/Clubs - Add half your sneak attack dice(rounded up) to the attack roll, damage roll, and saving throw of the trick. (energy/motivation)
You can use the aces a number of times equal to your proficiency bonus, and regain all uses back on a long rest.
The Art of Misdirection
Beginning at 17th level, the level of deception your tricks employ becomes legendary. Your mage hand becomes invisible, and all cards thrown with it have advantage on the attack roll. The cards you throw now do 2d4 damage and score a critical hit on 18, 19, or 20.
Finally, you are now able to telekinetically manipulate your cards after many weeks of dedicated practice, making tricks you already know easier to perform and allowing for the creation of new ones. Tricks that aren’t described in this ability have all of their costs reduced by one, but you may forgo this benefit to instead have the trick amplified.
- Guided Card(3): You mentally guide 3 cards to unerringly hit their targets. Each card does 2d4+2 slashing damage and may only hit up to one target.
- Deck of Protection(2): When a creature goes to hit you, cards fly to your defense. As a reaction you can add your INT mod to your AC until your next turn as the cards swirl around you and deflect attacks away from you. In addition, you can dispel the cards to entirely negate the effects of a critical hit against you.
- Distracting Play(2): If another creature casts a spell, or if a creature is concentrating on a spell, you can send a flurry of cards in an attempt to make them lose focus. As a reaction, you can make another creature that is casting a spell make a concentration save at disadvantage, wasting the time taken to cast the spell and the spell slot on a failure. You may also use this trick as an action against a creature actively concentrating on a spell.
Tricks
- Accurate Throw(1-2): For one attack, you may spend 1 trick point to double the range of the card you throw. If you spend 2 trick points, treat the throw as though you had advantage, cancelling any disadvantage you may have. Amplified- the range is tripled.
- Quick Throw(1-2): If you’ve already used your action during a turn, you may spend 1 or 2 trick points to make an attack with a card using your bonus action. If you spend 1 trick point, roll with disadvantage. If you spend 2 trick points, you may roll normally. Amplified-you can either throw an extra card, or have the 1/2 trick points be normal/advantage instead.
- Multi-Throw(1+): You may spend one or more trick points to simultaneously throw additional cards as part of your attack. Roll separately for each card. For each point you spend, add one extra card to your attack. The maximum number of cards you can add to an attack is equal to half the number of your sneak attack die, rounded down. Amplified-the cards have advantage to hit.
- Rebound(2): You momentarily manifest your mage hand to redirect a card that you missed. After missing on an attack roll, you may spend 2 points to try and redirect the card, potentially turning the miss into a hit. Choose any target within 15 feet of the target you missed, including the target, and add your proficiency bonus to the attack roll, even if you already did for the attack. Amplified-you can use this trick even after a hit, and can use sneak attack on the second card if it hits, but the bonuses of a critical hit don't carry over.
- Card Feint(2+): You elaborately launch a card at a foe in an attempt to distract them. As a bonus action, you can throw a card at a creature(not an attack) and force them to make a concentration save against your trick save DC, which goes up by 2 for every trick point you spend above 2. On a failed save, you gain advantage on your next attack roll against the creature. In addition, if the target is a spellcaster that fails the save, they lose concentration on any spell they are maintaining. Amplified-you can distract multiple creatures as long as they are within 5 feet of the original target, or you can make the target have disadvantage on the saving throw.
- Charged Card(3): You imbue one of your thrown cards with magical energy. Choose the effects of one cantrip from the following list: Green-Flame Blade, Booming Blade, or Shocking Grasp. If the card hits, the creature suffers the normal effects of the cantrip. You may choose to use this trick after you see the roll, but not before you see the result. The cantrips scale with your level, as they normally would. Amplified-you can choose from the following spells as well: Inflict Wounds, Searing Smite, Thunderous Smite, and Wrathful Smite. You may spend an additional trick point to increase the spell’s level by 1.
- Entrancing Performance(3): You begin a mesmerizing show of trickery, chaining tricks with an almost artistic flair. Any number of creatures that you designate that can see you must make a Wisdom saving throw or be charmed by you for the duration of your performance. While charmed in this way they must spend their turns watching you intently and playing along with your tricks, moving only to get a better view of the show. Hostile creatures have advantage on the save. Amplified-hostile creatures roll normally, while all other creatures have disadvantage.
Previous Versions
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11/9/2021 1:47:39 PM
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11/9/2021 1:52:52 PM
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Coming Soon
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