Base Class: Rogue
Masquerade rogue is a gentlemen who likes to solve problems with his wit and tricky sleight of hand. roaming the streets, making a couple silver. sometimes scamming, other times stealing. he will go on adventures, but only if there's something valuable to him. likes to dress in dark clothes to fit in with the shadows and also will carry a deck of playing cards for his little tricks in hypnosis, to fool enemies with misdirection, and possibly using his cards as deadly throwing tools if necessary.
Pick a Card
Starting at 3rd level, You can use an action to throw a playing card. they must make a dexterity saving throw. on a miss, it deals 1d6 piercing damage. on a success, they have dodged the attack.
Starting at 5th level, You can use a bonus action to throw a playing card. the saving throw still applies.
misdirection
Also at 3rd level, you may distract one of your enemies. for 1 round, the enemy has disadvantage on any attack rolls against everyone else except for you.
additionally, you have proficiency in sleight of hand.
Shuffle the Cards
Starting at 9th level, You have the ability to create two illusions of yourself within 15 feet of you. assign a number to your character and illusions between 1 to 4. On each of your turns, roll a 1d4. you then will switch places with the illusion if it lands on their number. if it lands on your number or on the unassigned number, you stay in the same spot. this continues until illusions are destroyed. illusions will disappear after one hit. you may use your movement speed amongst you and your illusions.
Reveal the Card
On 13th level, as an action, you pull out spikes or pointed rocks and spread them around you within a 10 foot range. Anyone the steps into the area will get dealt 2d4 damage. The area of spikes dissappears after 1 minute.
Vanish the Cards
When you reach 17th level, you have become adept at vanishing objects. you pull out your deck of cards as an action. you change the deck into a dagger that deals 2d8 damage. The enemy must make an [dexterity saving throw] On a miss, they take full 2d8 damage and has lost sight of you. you may move an extra 20 feet for free. On a success, they take half damage.
Previous Versions
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