Rogue
Base Class: Rogue

Trickster Magician use self-made Playing Cards for all kinds of mischives.
Seeming defenseless with nothing more than a set of Playing Cards, picking a fight with a Trickster Magician might be the last mistake that you make, for these Playing Cards can be dangerous weapons, maybe even more powerful than other magic weapons.

Magic Cards is an inventive form of spell casting, that is rarely used, as it is mostly seen as playing around with magic, but if an arrogant wizard were to mess with the wrong Trickster Magician, he might have to eat his own fireballs.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Trickster Magician Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Trickster Magician Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Trickster Magician Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Magic Cards

Starting when you take this subclass you use Magic Cards (Homebrew Items) as weapons, which you are proficient in.
You can create such a Magic Card, by spending 10 gold for magic-imbued material and doing work of 1 to 2 hours, which can be done as part of a Long Rest.
Multiple features of this subclass rely on Magic Cards.

In addition, you can use special Magic Cards to store a spell in them, that you cast from your prepared spells into the Magic Card. One Magic Card can hold one spell, that has a casting time of an Action. After 24 hours the spell in a Magic Card disappears. After a spell is used from a Magic Card or after it disappeared, a new spell can be stored in them.
You can use the spell-infused Magic Card to just cast the spell normally or if the spell is a targeted ability other than at yourself, you can make a weapon attack with the card against a target, which does the normal damage of the Magic Card and then casts the spell directly where it hit the target. You can also declare that you do not intend to hurt someone with the Magic Card attack, which will result in no damage from the attack.
You can only use a Spell-Infused Magic Card to cast a spell once per Action.
You can have a number of Spell-Infused Magic Cards equal to your proficiency bonus.

There are different rules regarding the use of different spells with the Spell-Infused Magic Cards.

  • Spell attacks automatically hit a creature, that you hit with the Magic Card. The target of the magic card automatically fails Dexterity saving throws from the spell.
  • Spells with an area of effect happen, having the center of the area of effect being the Magic Card.
  • Spells that force a creature to make a saving throw, do so as normal, after the target was hit by a Magic Card.
  • Spells that can target multiple people, but don't have to, such as Magic Missiles or Scorching Ray, can only target the target that was hit.
  • Spells that use cones in the area of effect can have the Magic Card be the origin of the cone, when the Card hits the target.

Mana Strike

This feature replaces the Sneak Attack feature from the Rogue.

You can imbue your weapons with magical energy, attacking with a strong force.
Once per turn, when you hit a target with a weapon attack, you can enhance this attack with magic energy, causing it to deal an additional 1d6 points of force damage.

This damage increases as you gain levels in this class to 2d6 at 7th level, to 3d6 at 11th level, to 4d6 at 15th level and to 5d6 at 19th level.

Just Card Tricks

You adapt your fighting style with Cards as weapons.
At 3rd level, you choose between the two fighting style, Thrown Weapon Fighting and Two Weapon Fighting.
At 9th level you will get to choose the other one.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Improved Magic Cards

Starting at 9th level, the Magic Cards that you wield are automatically imbued by your Mana, giving them a bonus to attack and damage rolls equal to half of your Intelligence modifier, rounded up. This bonus is given by Homebrew Magic Items that replace the old Magic Cards with the appropriate magic bonus.

Mana Thief Card

At 9th level, you can create Magic Cards that allow you to steal the Mana of other Spell Casters.
By performing an enchantment on a normal Magic Card, you can turn it into a Mana Thief Card.
This enchantment takes 10 minutes and uses up magical materials worth 10 gold.

When you hit a target with a Mana Thief Card, you can steal a Spell Slot from that creature provided it has one that is equal to or less than the strongest possible spell slot, that you have.
You regain an expended spell slot of the level of the stolen spell slot or one with a lower level.

Extra Attack

At 9th level, when you take the Attack Action to make a weapon attack, you can attack twice instead of once.

Elemental Magic Cards

At 13th level, you gain the ability to infuse your Magic Cards with elemental magic.
By spending 1 minute and 5 gold worth of material, you can imbue one Magic Card (that is not used for spell storing, or other additional effects other than the magic bonus) with a damage type of your choice: fire, cold, lightning, thunder, acid.
When you hit a target with an Elemental Magic Card, the target takes an additional 2d6 points of the chosen damage type.

Reverse Card

At 17th level, you gain the ability to create a very powerful Magic Card, called the Reverse Card. You can only have one of these at a time.
Creating this Magic Card costs 100 gold in materials and takes 1 hour.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to draw the Reverse Card to force the creature to make an ability check with its spellcasting ability modifier against your spellcasting DC. On failure, you negate the spell’s effect, and bounce it back directly targeted at the caster using your spellcasting modifier or save dc for the spell.
If the Reverse Card worked, it disintegrates, if it did not work the Card stays intact and can be used again.

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