Base Class: Bard
The Street Magician is a Bardic Subclass focused on deception, misdirection, and magnetic charm - however, their skills are physical and mechanical, and do not rely upon the arcane. Street Magicians have tools and techniques they use to attract a lot of attention, and take full advantage of it - depending on what the situation demands. Instead of spending countless hours practicing real magic, Street Magicians master the art of guiding the eye with sleight of hand and physical illusion. Street Magicians are fascinated by the intricacies of clockwork and machinery, eventually becoming expert lock-breakers and improvised explosive-makers. As part of their act, Street Magicians must enhance their flexibility to an extreme extent, and will make use of devices that can are hidden anywhere on - or inside of - their bodies. Although Street Magicians are unable to cast spells, their abilities to distract and misdirect attention are second to none.
In place of magic, the Street Magician employs a variety of special techniques made possible by accumulating "Performance Dice" - a temporary and limited pool of dice that may be expended during melee attacks and for certain other actions. Gaining this resource requires that a Street Magician take center stage, attracting as much attention to themselves as possible! While using techniques fueled by Performance Dice can be powerful, great personal risk goes hand-in-hand with all that attention.
After becoming a Street Magician, a Bard must ignore all of their spell slots and/or remove all spells from their spell lists. As a Street Magician, you no longer benefit from the Bardic Class Features Spellcasting or Magical Secrets, but gain special actions and attacks.
Like Bardic Spells, a Street Magician abilities often rely on their Charisma modifier in some way. For this reason, Charisma is their most important stat. Since Street Magicians often will attract attention and take aggro, and rely on their skills as lock-breakers, escape artists, and tinkerers, Dexterity is their second most important stat.
Performer's Gambit & Trick Combos
The teachers at Bardic College had no appetite for risk. You were sick and tired of playing the same old tunes, learning the trite tales. Far more captivating is the art of deception: and the best way to attract a loyal audience is keep them in awe, guessing how you made the impossible, possible. Fooling the eye, and misdirecting perception – that gives you a real rush. As such, you began by practicing simple street magic – but your developing abilities to mislead and distract also have application in combat.
Beginning at the 3rd Level, the Street Magician may use a Bonus Action to begin Performing. When declaring their intention to Perform, the Street Magician becomes the center of attention, and selects up to two targets of the Street Magician's choice within 15 feet. Performing is treated as a stance, similar to a Barbarian's Rage - it does not hinder the Bard's abilities to take other actions. While within range of a Street Magician's Performance of start of their turn, each targeted creature must make a WIS save. For monsters, the DC is equal to the Street Magician's Spell Save DC. For humanoids, the DC is equal to the Street Magician's Spell Save DC + 2. If the target fails the save they are Charmed, and forced to direct all their actions and attention on the Street Magician until the beginning of their next turn, when they can make another WIS saving throw. While Charmed in this way, creatures have disadvantage on their WIS checks and WIS saving throws.
At the 3rd Level, the Street Magician may Perform a number of times equal to their CHA modifier (minimum of 1) per day. At the 6th Level, the Street Magician may Perform a number of times equal to their CHA modifier + 1 (minimum of 2) per day. At the 14th Level, the Street Magician may Perform a number of times equal to their CHA modifier + 2 (minimum of 3) per day. They regain 1 charge after a short rest, and all charges after a long rest.
Each time a Street Magician sustains damage during a Performance, they must roll to maintain Concentration (DC equal to 10). If they fail the check, the Street Magician is knocked out of the stance; any creatures who would have been forced to attack the Street Magician may now do as they wish.
While Performing, Street Magicians accumulate a special resource: Performance Dice (or PD henceforth). At the 3rd level, all PD are d4. At the 6th level, all PD are d6. At the 14th level, all PD are d8. PD are essential for Street Magicians to pull off their greatest tricks, so players should aim to sustain this stance in combat for as long as possible. Some of the Street Magician's combat abilities may only be activated through expenditure of PD. At the 3rd level, a Street Magician has a maximum pool of 6 PD. At the 6th level, a Street Magician has a maximum pool of 8 PD. At the 14th level, a Street Magician has a maximum pool of 10 PD.
At the 3rd Level, the Street Magician automatically gains 1 PD when declaring their intent to Perform. Additionally, for every 2 combat rounds the Street Magician maintains their Performance, they gain 1 additional PD. The Street Magician also gains 1 PD whenever a target switches to attack them during a Performance (even if that target is not Charmed, and attacks the Street Magician of their own volition).
At the 6th Level, the Street Magician automatically gains 2 PD when declaring their intent to Perform, and may select up to three targets. Additionally, for every combat round the Street Magician maintains their Performance, they gain 1 additional PD. The Street Magician also gains 1 PD whenever a target switches to attack them during a Performance. In addition, the Street Magician may now expend 1 PD whenever they must roll a concentration check for maintaining a Performance. The player must declare expenditure of the PD prior to making the concentration check, and simply adds the PD result to the total of the check. Finally, allies within 30 feet of a Performing Street Magician benefit from the Countercharm Bard class feature.
At the 14th Level, the Street Magician automatically gains 3 PD when declaring their intent to Perform, and may select up to four targets. Additionally, for every combat round the Street Magician maintains their Performance, they gain 1 additional PD. The Street Magician also gains 2 PD whenever a target switches to attack them during a Performance.
If the Street Magician stops Performing, they begin to lose their pool of accumulated PD. In combat, at the beginning of their turn, if the a Street Magician has ended a Performance - either by choice or by force - they will lose 2 PD from their PD pool. If the Street Magician has less than 2 PD in the pool, the pool is reduced to 0 PD. Outside of combat, 2 PD are lost from the pool every 10 minutes.
Whenever the Street Magician uses an class ability that expends PD, they must roll a number of d4/d6/d8 equal to the number of PD expended. Some abilities require a specific rolled PD threshold - others benefit from doubles/triples/etc. on the rolled PD. The Street Magician may also expend as many stored PD as they wish after landing a melee or ranged attack - the sum of rolled PD is added to the damage total as whatever damage type the weapon was. If the attack dealt multiple varieties of damage to the target, the Street Magician may select any one of the damage types for the sum PD roll.
Outside of combat, a Street Magician may also expend any number of stored PD to skill checks that benefit from a CHA modifier. To do so, simply add the sum PD roll to the total.
Street Magicians can not cast spells, and hence do not benefit from the "Magical Secrets" Bard class feature. Instead, they gain access to powerful techniques called Trick Combos, which require expenditure of PD to pull off.
A Trick Combo (or TC) represents the culmination of a performance, and requires all of a Street Magician's carefully honed skills and supernatural alacrity. A TC, like Misdirection Effects, can be used for different purposes and during different points in combat. However, all TC have a two traits in common: a TC always consumes all available PD, and they must always coincide with the end of a Performance. A Street Magician who is not Performing can not pull off a trick combo, even if they have PD to spend.
Street Magicians gain a new TC at certain level thresholds: Bow Out at the 7th level, Ankle Breaker at the 11th level, and Shadow Strike at the 18th level.
Misdirection & Pliable Body
Misdirection:
Beginning at the 6th level a Street Magician realizes that, once in a while, their street magic truly confounds the audience – and that this may be more than just the result of luck and practice. Perhaps a glimmer of true magical potential lies beyond the veil of their physical abilities – and with each passing day of practice, they learn to tap into it. At the 14th and 20th levels, a Street Magician gains access to additional Misdirection Effects.
At the 6th level, after landing either a melee critical hit, or any landing a melee attack in which they spend at least 2 PD and roll 2-of-a-kind or better on the PD, a Street Magician taps into their hidden magical potential, resulting in one Misdirection Effect. Whenever a Misdirection Effect is earned, the Street Magician automatically gains 1 PD.
These effects have myriad use; sometimes they are reactions (to be taken sometime during the round, or before the start of their turn on the following round), sometimes they are bonus actions, and sometimes free actions - but in all cases, Misdirection Effects are always applied after damage from the attack is dealt to the target. Misdirection Effects still apply even if the target uses an ability/resistance/immunity to negate/reduce the damage of an attack to 0.
At the 14th level, Street Magicians may gain more than one Misdirection Effect for rolled PD resulting in 2-of-a-kind or better; for instance, if a Street Magician expended 5 PD, rolling two 1's, a 4, and two 6's, they'd gain two charges of Misdirection from that PD roll. In addition, a Street Magician may, once at any time during each round of combat, expend 1 PD to gain an extra reaction, or 2 PD to gain an extra bonus action (on their turn). The sum of the PD die in the case of buying an extra bonus action doesn't matter unless doubles are rolled (in which case another Misdirection Effect activates - lucky you!)
At the 20th level, Street Magicians benefit from multiples of more than two-of-a-kind on PD rolls. For each additional copy of a particular PD roll past two copies, the Street Magician gains an additional charge of Misdirection. For example, if a Street Magician expended 7 PD on a given roll, and got three 1's, a 4, two 6's, and an 8, they'd gain three charges of Misdirection from that PD roll; two from triple 1's and 1 from double 6's. In addition, there is no longer a limit on how many times the Street Magician may expend PD to gain extra reactions or bonus actions.
It is possible for more than one Misdirection Effect to result of the same Attack Action - for instance, if a critical hit occurs on an attack that also expended PD in which a 2-of-a-kind or better were rolled. However, a Street Magician can not pick more than one copy of the same Misdirection Effect during the same round. If a Misdirection Effect would cause an impossible and/or illogical scenario to occur, it fails. (For instance, a target without a weapon in hand could not be Disarmed as a result of the Weapon Babeep Misdirection Effect). Also, if the Street Magician has Misdirection Effects to use but are out of PD and the reactions or bonus actions needed to activate them, they are lost.
Pliable Body:
At the 6th level, the Street Magician has learned to dislocate and relocate their joints at will, achieving an unparalleled level of flexibility and physical adaptability. Unhinged Joints allow a Street Magician may get uncomfortably close to one creature of their choice within melee range, making it more difficult for them hit the Street Magician. As long as they are not wearing heavy armor or a shield, Street Magicians may impose disadvantage to melee attacks made against them by this creature.
Additionally, at the 6th level Street Magician Bards may roll with advantage for all opposed Grapple checks, and any skill check involving escaping restraints. They may also use their DEX modifier instead of their STR modifier for any opposed Grapple check.
At the 10th level, the Street Magician has perfected the art of swallowing and regurgitating hand-held items at will. This 'Iron Stomach' functions as a small Backpack - a Street Magician may store any item they can swallow inside of their stomach. However, any swallowed item must be regurgitated within 2 hours, or it will begin the harm the Bard. At the start of every hour past the first two, the Street Magician takes a stacking 1d4 of unblockable piercing damage. For example, after 7 hours, the Street Magician would have taken 1d4 + 2d4 + 3d4 + 4d4 + 5d4 or a total of 15d4 damage. Damage dealt to the Bard in this way reduces their maximum HP until the object is removed. The stored object begins to receive half acid damage in the same way (minimum of 1) after the first four hours.
"For My Next Trick ... "
Gain 3 PD immediately. You may exceed the normal cap on your PD pool using this Misdirection effect.
This ability may be activated in or out of combat. Outside of combat, it may only be activated via PD roll on a CHA skill check.
Eclipse
Your ability to complete complex tasks with either hand, in combination with extraordinary alacrity, lends itself to disorienting your enemies while avoiding their most powerful strikes.
When this Misdirection Effect is selected, the Street Magician may use their Bonus Action to detonate tiny pouches full of flammable powder. The explosions do no damage, but are extremely bright: all targets within 10 feet of the Street Magician must make a CON save or be Blinded for 1d4 rounds. In addition, melee attacks made against the Street Magician that would otherwise be critical hits during this period are not considered critical hits.
Remove the Scaffold
The Street Magician's physical abilities, to easily slip out of restraints and loosen bindings sometimes extends to their magical ones as well. After selecting this Misdirection effect, the Street Magician may use their Bonus Action to remove a piece of armor an opponent is currently wearing. This effectively reduces the target's AC by 2 for the remainder of the encounter, unless they are not wearing any more armor or manage to put the armor back on.
Weapon Babeep
Whenever Misdirection is activated, you may select this to gain the potential to disarming one creature attacking you with a melee weapon as a reaction until the start of your next turn. Ineffective on targets who are attacking with weapons that are physically attached to their body.
Improvised Explosives Expert
Street Magicians rely on their alchemical knowledge almost as much as they rely on their physical prowess. By the 14th level, you've got the practice of rigging explosives down to an exact science.
Gain advantage to any check involving the creation, disarmament, or priming/loading of any type of explosive device. The Street Magician may use at least 100 GP worth of reagents to create a Grenade, a special type of lobbed bomb that may be primed and thrown as a Ranged Attack Action.
Reagents used in the creation of the Grenade may affect what the Grenade is capable of. For guidance:
- Reagents worth at least 100 GP are sufficient to create a small explosive.
- Reagents worth at least 500 GP are sufficient to create a medium explosive.
- Reagents worth at least 1000 GP are sufficient to create a large explosive.
Grenades may be categorized into three general categories, depending on the types and quality of reagents used:
- Grenades made of highly combustible liquid/vapor reagents with a low flash-point are Flashbangs. A small Grenade of this variety detonated within melee proximity of a creature requires them to make a DEX save equal to the Bard's Spell Save DC or be blinded for 1d4 rounds and dealt 2d8 radiant damage, or half on a successful save; a medium Grenade might impose blindness for 2d4 rounds and deal 4d8 radiant damage; a large Grenade might impose permanent blindness and deal 8d8 radiant damage.
- Grenades made of slow-burning toxic resins or poisonous saps are Smoke Bombs. A small Grenade of this variety might obscure a small area with a toxic cloud of smoke 20 feet in diameter for 1d6 rounds or until blown away (10+ MPH), and impose CON saves for all creatures equal to the Bard's Spell Save DC. Those failing the save are dealt 2d6 poison damage (half on successful save) per turn spent in the smoke cloud. A medium Grenade could obscure a large area in a poisonous plume 50 feet in diameter for 2d6 rounds or until blown away with a strong wind (20+ MPH), and impose 3d6 poison damage on a failed CON save. A large Grenade of this variety would obscure a massive area with an immense cloud of deadly fumes 100 feet in diameter for 2d8 rounds or until blown away with a extremely powerful wind (45+ MPH) imposing 4d6 poison damage per turn for creatures who fail a CON save.
- Grenades made of explosive powders or solids with a high flash point are Boom Bombs. Designed for explosive output, a small Grenade would require all creatures within 10 feet of the explosion to make DEX saves or be dealt 2d12 elemental damage (the type of element depends on the reagent used - for instance: simple gunpowder might result in Fire damage), or half that on a successful save. A medium Boom Bomb might deal 4d12 elemental damage to all creatures within 15 feet, while a large Boom Bomb might deal 6d12 damage to all creatures within 20 feet.
In addition to gaining the ability to build Grenades, the Street Magician may automatically halve any damage dealt to themselves and gain advantage on saving throws made for status effects through usage of Grenades as if they had Evasion. The Street Magician extends this protection to any ally within 60 feet with Bardic Inspiration.
At the 17th level, the Street Magician's devious and inventive mind leads to the creation of a small, but mighty chem-thrower - rigged to fit on the roof of their mouth. This device is capable of releasing an intense cone of flame, acid, or cold in front of the Bard - depending on what reagents are used during the rigging process. Rigging the chem-thrower requires at least 100 GP worth of reagents, plus a successful DEX check (DC 18) that can be made once every hour. If the Bard fails the check, roll a d6; on a 5 or 6 the reagents explode, dealing damage to the Street Magician as if they failed a DEX save to avoid this ability.
To use the chem-thrower in combat, declare it's usage during your action and expend 2 PD. All targets in a 10 foot cone must make a DEX save equal to the Bard's Spell Attack Modifier or be dealt 6d6 elemental damage plus the sum of the rolled PD, or half that on a successful save. If doubles are rolled on the PD, the chemical reaction is particularly potent, granting the blast an enhanced visual effect and doubling the damage (in addition to the usual Misdirection Effect proc).
Too long and complicated imo, just saying while it's interesting as a concept, the read was so long for this that I actually got a headache.