Base Class: Fighter
The street magician fight is an enigma. Do they use actual magic? Why are their sleeves always constantly torn? They are the walking road spectacles that will also lay you out like yesterday's month old spaghetti.
Street magician fights come from an old street gang called 'The Top Hats' or Toppers for short. The Hats were led by a well known career criminal and bruiser named Chucklechad MacTavish. Chuckle first started the gang as a way clean up the mean streets of Neverwinter. Surprisingly, and quite unfairly, the guards informed him and his gang that straight up murdering people does not make them any better or above the law. With the heat growing on their backs, the gang retreated down into the city's underground sewer system. It was down here that Chad grew a fondness with the undesirables. The lepers, the beggars, the thieves, and the most shunned of society: street magicians. The magicians taught the gang the tricks of the trade. Street magic is not real magic at all, but instead sleight of hand and spectacle. Chad, amazed by their works, also thought to himself, "Yeah, the street magic is cool and all, but I also like beating the tar shit out of people too. Terrific fashion sense however".
And with that, Chad and his 'Top Hats' rose back up from the sewers to pursue a new life of street fighting magician filled greed and splendor. Not sure how these two things would logically intertwine, but here are we. The way of the street fighter magician has opened its falling off the hinges and barely holding door to you. You were dumb enough to walk through it.
Always Packing a Full Deck
Beginning when you choose this archetype at 3rd level, you strangely always have access to a 52 card deck. I won't ask where it comes from if you don't, kiddo.
Dicey Bets
Starting at 7th level, you have access to a small pool of d6s that equal your level, rounded down. Maybe you bend fate, or maybe you're just distracting the enemy with your elite dice rolling skills so you can lob a solid punch at him instead.
You can use as many as dice as you want to help you improve an ability check, attack roll, or saving throw that you choose. If you roll 3 or more dice at a time and they all come up 6s, you automatically succeed the save or skill check (or in the case of an attack, you automatically crit). If instead you roll snake eyes (a pair of 1s), deduct those pairs from the final result of your roll.
Expended dice crack and break when you use them, but by the next day you suspiciously have them again after the sun rises the next day.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Pick A Card, Any Card
You, still not having the ability to actually use magic and don't kid yourself, have unlocked a great ability just for yourself: the power of psychological suggestion.
Your cards (you think at least) have a powerful psychological effect upon yourself. For 5 times per day, you can draw a random card from your deck and recieve a temporary bonus depending on the suite and face. You cannot remove any cards from your 54 card deck, nor can you add any above the 54. You can only draw one card at a time, or in combat, once per turn as a free action. The effects are listed as follows:
- Spades - The spade is a symbol of darkness incarnate. And now so are you, you little edgelord. You cast the spell Darkness as a free action on your turn
- Hearts - The heart is a symbol of life and childlike wonder. Basically, you feel like a magic princess about to break out in song. You gain [roll]4d4[/roll]temporary hit points
- Diamonds - The diamond is a symbol of wealth and security. For you, the wealth part not apply since you're a street magician. Instead, your AC is increased by 5 until the end of your next turn.
- Clubs - The club is a representation of education, learning, and youthful recklessness. Being raise on the street and graduating from the school of hard knocks, you got the education already kid. Until the end of your turn, you have advantage on your attacks
- Jack - The Jack of All Trades is the name of the game for this card. For the next hour, you can give yourself advantage on one ability check of your choosing.
- Queen - The Queen is a powerful symbol of wisdom. For a woman must be wise to outmatch a man's idiocy. For the next minute, you have advantage on Wisdom based saving throws and ability checks
- King - The King is a symbol of law and authority. For the next minute, you have advantage on any Strength based saving throws and ability checks
- Ace - The ultimate card up the sleeve. You gain the ability of extreme prestige and capability. You unlock 100% of your brain and body, at the cost of the 99% of your mortality. You drop down to 1 hit point, but until you are knocked unconscious or killed, you have advantage on all attacks and ability checks.
- Joker - ???
The Top Hat
At the capstone of your street magical ways, you somehow have tapped in to the arcane magics. It's probably entirely by mistake, but don't tell the wizards about it. You have done the impossible: con people to actual magic ability. You definitely didn't earn it, since you had to kill a lot of people to get to this point.
Regardless, enjoy your hat you sleeve torn bastard of a class...
Your magic hat is able to float on its own and acts as a bag of holding with the same dimensional constraints as well. The hat always knows where you are and can teleport to you as long as you both are on the same plane of existence. Once per day, you can have the hat cast a spell listed that you can target enemies with, or allies. Spells casted with the magic hat ignore any extra material requirements. The spells are as follows:
Comments