Base Class: Rogue
The rather obvious kind of strangers you don't want to trust except you are working along them. Loyal to their own company, yet stealing and cheating to earn a living. Mostly found in circuses or groups of various travelling artists they'll show their talent to who ever got enough coin or looks like he has. A quick decieving hand, some tools like a spitfire kit or some cards, throwing knifes and a little bit of magic does the trick.. most of the time.
Every Trick in the Book
When you choose this archetype at 3rd level, you learn combat tricks that are fueled by special dice called fortune dice.
Combat Tricks. You learn three different combat tricks of your choice, which are detailed under “Combat Tricks” below. Those mechanics either enhance one of your attack actions or perform an specific ability. You can use only one of those per turn.
You learn two additional combat tricks of your choice at level 10th level. When you learn the new combat tricks, you can also replace one trick you know with a different one.
Fortune Dice. You have four fortune dice, which are d6s. A fortune die is expended when you use it. You regain all of your expended fortune dice when you finish a short or long rest.
You are also granted one additional fortune die at 7th, 10th and one at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Trick save DC = 8 + your proficiency bonus + your Dexterity modifier
The Masquarade
At third level, you gain proficiency with the disguise kit.
Combat Tricks
Combat tricks are presented in random order.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the fortune die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Evasive Footwork
When you move, you can expend one fortune die, rolling the die and adding the number rolled to your AC until you stop moving.
Fainting Goat
Whenever you would take a fatal blow, you can expend one fortune die to negate that amount of damage and you are knocked prone.
This can be done only once per combat.
Fiery Breath
You can expend two fortune dice to make a breath attack dealing fire damage in a 10 feet cone, creatures within the cone must make a DEX saving throw.
On a success the targets take half the damage.
Also, you can expend an additional fortune die to either increase the range of the cone by 5 feet, or increase the damage. You can only do this once per Fiery Breath.
Point Blank
If you use a attack action to throw a weapon and you don't have disadvantage, you can expend one fortune die to make that attack a sneak attack if you haven't used one this turn.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one fortune die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Quick Toss
As a bonus action, you can expend one fortune die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.
Tactical Assessment
When you make an Dexterity (Stealth), an Dexterity (Sleight of Hand), or a Charisma (Deception) check, you can expend one fortune die and add the fortune die to the ability check.
Aerialistic Movement
At 9th level, your walking speed increases by 5 feet. If you have a climbing or swimming speed, this increase applies to that as well.
Your movement in difficult terrain does not get halfed.
Increased Trickery
Your ranged thrown attacks turn magical and deal additional random elemental damage. Roll a d6 to determine which element your fortune dice count as and then roll your fortune die to determine the additional damage the attack deals
1 = Necrotic
2 = Cold
3 = Fire
4 = Force
5 = Ice
6 = Lightning
Fortune Favours The Brave
Starting at 13th level, when you roll initiative and have no remaining fortune die left, you regain one fortune die. As long as you have at least one unused fortune die, your critical hit chance decreases by 1. (This does stack with other sources)
Pranked
At 17th level, you can expend a fortune die to gain one of the following three options:
- You are able to manipulate the element of your "Increased Trickery". Reroll the d6 to see which type of damage you deal, you have to use the second outcome.
- It is also possible to siphon more of your luck into your thrown object. Double the outcome of the fortune die to the additional damage of your "Increased Trickery".
- Instead of expending one fortune die you can chose to spend one more to gain "Sneak Attack". This can grant you sneak attack an additional time. Use this feature once per day, it will be restored when you had a long rest.
You can use all of the following options together if you chose so.
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