Base Class: Rogue
You have learned a way to mix sleight of hand and real magic together to be the perfect magician. You are a master of handling cards, illusionary effects, and slipping things in and out of pockets.
Magic Tricks
3rd-level Magician feature
You gain proficiency in Sleight of Hand and Performance.
Once per turn you may use your bonus action to use one of these tricks:
Vanishing: You can use your skills as an illusionist to vanish until the end of your turn. If you move at least 5ft you may make a stealth check with advantage, contested by your enemy's perception, to try and become invisible. This invisibility disappears if you make an attack or cast a spell.
Escapism: You can break out of being grappled or restrained and move up to an additional half your movement without taking opportunity attacks.
Metamorphosis: You can choose two medium-sized or smaller creatures within 20ft to make a Charisma saving throw with a DC equal to 8 + your proficiency bonus and dexterity modifier. If they fail then their places are swapped. A creature can fail the save willingly if they wish.
Switcheroo: You can choose two objects within 30ft, less than 5 pounds, smaller than 5ft, that are not being worn or held, and swap their places.
Mentalism: You can choose one creature whose face you can see within 5ft and force them to make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus and dexterity modifier. If they fail, you are able to look into their mind and learn what they least want you to know in that moment. Whether they succeed or fail, they know that you have tried to learn their secret.
Levitation: You can levitate an object you touch weighing 30lbs or less up to 15ft in the air for 1 minute; it stays in place for that duration unless it is moved by someone or something. You can change the object's altitude by 5ft in either direction on your turn. After the duration is over it gently floats down to the ground at a rate of 10ft per round.
You may choose a trick a number of times equal to your proficiency bonus, you regain all uses of this ability after a short rest.
Throwing Cards
3rd-level Magician feature
You gain proficiency with playing cards and you have advantage on any Sleight of Hand, Performance, or Deception checks that involve cards.
You can imbue playing cards with magical energy and throw them at your enemies. As as action you can imbue and throw one card. A throwing card is a simple melee weapon with the finesse and thrown properties that counts as magical. It has a normal range of 30 feet and a long range of 60ft, it deals slashing damage equal to 1d4 plus your dexterity modifier. You can imbue and throw more than one card when you reach higher levels: two cards at 5th level, three cards at 9th level, four cards at 13th level, and five cards at 17th level. You can throw the cards at the same target or at different ones, but you must make a separate attack role for each different target.
Starting at 13th level, the range of your throwing cards increases to 60ft with a long range of 120ft.
During a short or long rest you can make a deck of 52 playing cards out of thick paper, card board, plastic, or a similar thin but sturdy material. You need the equivalent of about 5 sheets of paper's worth of material. The quality of the material will determine how professional the cards look but they will be functional regardless. If you do not have something to draw the numbers and suits of the cards on, when you imbue them with magic they will appear on the blank surface. You can create a number of decks to your Dexterity modifier per rest.
Cardistry
9th-level Magician feature
You have become a master of handling playing cards. Once per turn after making a successful attack using your throwing cards, you may use one of these effects on the creature hit:
Distract: The next attack roll the creature makes is at disadvantage, or the next attack roll against the creature has advantage, depending on which occurs first.
Taunt: The creature has disadvantage on all attacks against anyone other than you until the end of your next turn.
Disarm: The creature must make a Strength saving throw with a DC equal to 8 + your proficiency bonus and Dexterity modifier, if it fails it must drop an object of your choice that it is holding.
Freeze: The creature must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus and Dexterity modifier, on a failed save their movement speed is set to 0 until the end of your next turn.
Flash: All creatures within 5ft of the creature must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus and Dexterity modifier, on a failed save they take fire damage equal to half your sneak attack.
Absorb: You regain hit points equal to the damage done to the creature.
You may use these effects a number of times equal to half your rogue level rounded up, you regain all uses of this ability after a long rest.
Advanced Trickery
13th-level Magician feature
Your capabilities as a magician have advanced which grant greater power to your magic tricks, they are improved in the following ways:
Vanish: This ability works on creatures with true sight or see invisibility, and your movement speed is doubled for your turn.
Escapism: Your extra movement is increased to be equal to your full movement speed. If you are not grappled or restrained but are within 5ft of a creature that is, if they are willing, you can free them and move you both up to an additional half your movement speed without provoking opportunity attacks.
Metamorphosis: The range increases to 40ft and you can choose large sized creatures.
Switcheroo: The range increases to 60ft and you can choose objects less than 20 pounds and smaller than 10ft.
Mentalism: The creature does not know that you have learned or attempted to learn their secret.
Levitation: You can choose to instead levitate a willing creature sized medium or smaller. You can change the creature's altitude like they were an object, but the creature can only move themselves by pushing or pulling against a fixed object or surface within reach, which allows them to move as if they were climbing. If you are the target, you can move yourself.
Showtime
17th-level Magician feature
You put on the show of a lifetime (hopefully your enemies and not yours). For the next minute you gain the following abilities:
-You regain all uses of your Magic Tricks and Cardistry.
-Any saving throws a creature must make for your Magic Tricks and Cardistry are at disadvantage.
-You may use two Cardistry effects per turn.
-You may imbue and throw two additional cards per turn, and your deck of cards becomes temporarily infinite.
You may use this ability one per long rest.
Previous Versions
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