Rogue
Base Class: Rogue

The crowd stands mystified as you miraculously pull coins from their ear and deduce their card just by looking at them. At the end of the show, you sneak around collecting your dues from right under their noses, the tavern won't be paying you anytime soon. Many commonfolk have mastered the art of semi-magical deception, but the rare few who set out to dominate the craft have gained an affinity for weaponizing it. From throwing cards to flicking coins, many aspects of magic and be utilized for attacking any threat.

Sharpened Edges

Weaponizing stage magic happens to be quite the trick, and sharpened paper and metal can deal quite a bit of damage. Starting at 3rd level, you can throw your weapon of choice out  as a ranged weapon attack, dealing 3d4 damage.

This damage increases at 5th level (3d6 damage), 11th level (3d8 damage), and 15th level (3d10 damage)

In addition, you gain proficiency with playing cards and sleight of hand. if you have proficiency in one of these already, you instead gain expertise.

Cards

You specialize in throwing cards. You gain the ability to use a deck of cards as a thrown weapon.

Coins

You specialize in throwing coins at foes. you gain the ability to use coins as a thrown weapon. a coin is defined as any currency (CP, SP, EP, GP, PP).

Throwing Affinity

When one becomes adept at throwing sharpened edges, you learn to spot enemy weak spots more quickly. Starting at 3rd level, whenever you attack an enemy with your Sharpened Edge, you may add your sneak attack to the damage as long as you do not have disadvantage and there are no other enemies within 5 feet of you or the target. additionally, you do not gain disadvantage while using your cards within 5 feet of an enemy.

Smoke Bombs

Smoke Bombs are a staple of cheap magic store trinkets, and they only sometimes go bad. Making use of these obscuring pouches of mystical smoke to get around is essential to the basic rules of stage magic. On your turn, you may use your Bonus Action to throw a Smoke Bomb at your feet. When you do so, you teleport to a point you can see within 30 ft. of you. You can use this ability a number of times equal to your intelligence modifier (minimum of 1). You regain all expended uses of this ability after a long rest. Additionally, you may throw a smoke bomb at the foot of an enemy and force them to make a DC15 Constitution saving throw; if they fail, they take disadvantage on all attacks made until the end of your next turn.

Sharper Edges

You've honed your ability to throw cards to a frightening extent, and have figured out how to pierce the thin layer that makes up magical armor. Starting at 9th level, whenever you make an attack with your sharpened edges, you may ignore any resistance to non-magical damage.

Hattrick

Magician's are experts in the art of fitting large objects in small spaces and you are no exception. Starting at 13th level, whenever you finish a long rest long rest, you choose one container or hat that you posses. The chosen vessel becomes a bottomless pit for stuff. You can fit up to 50 cubic ft. worth of items in the space. When you change the chosen container, the contents of the original container transfer with it

Elemental Edges

Starting at 17th level, you may select a damage type (Fire or Cold). Your Sharpened Edges now deal an extra 1d10 of this damage type.

Cold

Your sharpened edges have thin, icy lining on them. When you make an attack with your sharpened edges, you may add 1d10 cold damage to the result.

Fire

Your cards gain a small flame around the edges as they fly, and deal an extra 1d10 of fire damage

Previous Versions

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3/19/2022 8:19:13 PM
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