Rogue
Base Class: Rogue

Real magic is overrated. Instead, you use your charm, intuition, and knowledge to trick others. 

Stage Magic

When you choose this archetype at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses it. Additionally, you learn the Prestidigitation cantrip. Charisma is your spellcasting modifier for this spell. 

Magic Tricks

When you choose this archetype at 3rd level, you learn three mundane "magic" tricks that can help you in or out of combat. 

You learn one additional magic trick of your choice at 9th, 13th, and 17th level. Each time you learn a new magic trick, you can also replace one trick you know with a different one.

You have can use a Magic Trick a number of times equal to twice your proficiency bonus, and you regain all expended uses on a short or long rest. 

Magic Tricks:

Is This Your Card? As an action, you can make a Wisdom (Insight) check on a creature you can see within 60 feet of you contested by that creature's Charisma (Deception) check. On a success, you can read that creature's surface thoughts for the next minute, such as the surface thoughts readable by the detect thoughts.

Escape Artist. As a bonus action, when you are restrained, you can make a Dexterity (Acrobatics) check. If you are restrained by nonmagical bindings, you succeed on a roll of 15 or higher. If you are restrained by magical bindings, you succeed on a roll of 20 or higher. If you are restrained by a creature, your check is contested against that creature's Strength (Athletics) check. 

Hypnosis. As an action, you can make a Charisma (Persuasion) check on a creature that can see and hear you within 60 feet of you contested by that creature's Wisdom (Insight) check. On a success, you suggest a course of action to that creature such as the kind you could suggest with the suggestion. That creature follows that suggestion to the best of their ability for 1 hour unless it puts them or one of their allies in direct danger or they take damage. 

Aaaaaaaaand Now It's Gone. As a bonus action, you can make a Dexterity (Sleight of Hand) check to hide an item that can fit in your hands. Each creature observing you can make a Wisdom (Perception) check to find where you hid that item. Each creature who doesn't succeed on this check believes that you disappeared the item through some magic means. 

Vanish. As an action, you can throw down a small smoke bomb that you inexplicably always have access to for as long as you have unexpended uses your Magic Tricks ability. When you throw down a smoke bomb, you create a 20-foot-radius sphere of fog centered on a point within 10 feet of you. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You can also make a Dexterity (Stealth) check. Any creatures observing you in the cloud can make a Wisdom (Perception) check contested against your Dexterity (Stealth) check. You are hidden from each creature that does not succeed on this check. 

Behind Your Ear. As a bonus action, you can make a Dexterity (Sleight of Hand) check to attempt to pull out a tiny object from somewhere on a creatures body. Any creatures observing you can make a Wisdom (Perception) check contested against your Dexterity (Sleight of Hand) check. On a success, they see that you accomplished this through mundane means. On a failure, they believe you accomplished this through magical means. 

Flash Paper. As an action, you can make a Charisma (Performance) check to attempt to blind each creature that can see you within 30 feet of you. Each other creature in range makes a Dexterity (Acrobatics) check contested against your Charisma (Performance) check. On a failure, they are blinded until the start of your next turn. 

 

Master of Mentalism

At 9th level, you have learned how to read people in what can appear like a borderline supernatural way. As an action, you can observe a creature within 60 feet you that you can see. Make a Wisdom (Insight) check contested by that creature's Charisma (Deception) check. On a success, you can ask the DM a number of the following questions up to your proficiency bonus. The DM answers truthfully, but may refuse to answer a question if there is no possible way to derive that information from that creature. Your options are as follows:

- What is this creature's age?

- What is this creature's challenge rating and/or class level(s)?

- What is this creature's alignment?

- What is this creature's current emotional state?

- What is this creature's financial status?

- What is this creature's profession?

- What is this creature's general opinion of you?

- What is this creature's relationship like with their parents?

- What is one other fun fact about this creature?

 

Go Big or Go Home

At 13th level, whenever you make an ability check as part of one of your magic tricks, you can choose to reroll that check. You choose whether or not to do this before any other creature rolls their contesting check. If you choose to reroll, you must use the result of the second roll, even if it is worse than the first one. 

For My Final Act

At 17th level, somehow, some way, you have gained access to a single spell. You have faked it so long, you have actually made it. Once per day, you can cast the wish without expending a spell slot.

If you choose any effect other than copying the effects of a spell of 8th level or lower, you can not use cast wish in this way again for one week. 

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