Rogue
Base Class: Rogue

Street Magicians are artisans of illusion and trickery. They are performers and enjoy bringing in small crowds to show of their skills. Street Magicians are highly skilled in coin or card tricks and can perform inhuman acts using these items such as flicking them straight through solid objects.

At higher levels Street Magicians learn to infuse magic into their coins and/or cards giving them added effects.

Spellcasting

Cantrips

You learn three cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.

Spell Slots

The Street Magician Spellcasting table shows how many spell slots you have to cast your bard 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 bard spells of your choice.

The Spells Known column of the Street Magician Spellcasting table shows when you learn more bard spells of 1st level or higher.

The spells you learn at 8th, 14th, and 20th level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Street 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

Street Magic

Starting at 3rd level, when you perform a magic trick you gain Advantage on Charisma check involving Performance, Deception, and/or Sleight of Hand.

Coins and Cards

Coin Damage scales with Coin Type:

Copper Coin Base Damage - 1d4 Piercing (range 20/60)
 
Silver Coin: +1
Gold Coin: +2
Platinum Coin: +3

Card Damage scales with Card Type:

Paper Card Base Damage - 1d4 Piercing (range 20/60)

Bronze Playing Card: +1
Steel Playing Card: +2
Adamantium Playing Card: +3

Heads or Tails

Coin Damage scales with Coin Type:

Copper Coin Base Damage - 1d4 Piercing (range 20/60)
 
Silver Coin: +1
Gold Coin: +2
Platinum Coin: +3

Heart of the Cards

Card Damage scales with Card Type:

Paper Card Base Damage - 1d4 Piercing (range 20/60)

Bronze Playing Card: +1
Steel Playing Card: +2
Adamantium Playing Card: +3

Real Magic

Starting at 9th level, your chosen tool either cards or coins are considered magical, you can also cast your spells through them allowing you to send touch spells through your chosen tool.

Infusion

At 13th level, you gain the ability to infuse your tools with elemental damage giving them a boost to damage. As an action you can infuse 50 of your coins/cards with elemental magic.

  • Your infused tool deals an additional 1d6 of any chosen elemental damage type (Thunder, Shock, Fire, Cold, and Poison).
  • The infused tool loses it's infused magic upon impact and becomes ordinary again.

Unending Tricks

At 17th level, you can summon spectral ammunition stored beforehand, using it for an attack.

During any rest, you can store up to 52 coins/cards in an extra-dimensional space of your choosing (example. A Magician's Hat or Coat, a Handkerchief Pocket, or a Wand).

As an action, you may turn your extradimensional pocket inside-out, and eject up to 10 of your stored ammunition at hyper-speed towards an opponent.  

This spectral ammunition only lasts for one round, after which it returns to your storage choice.

You may use this feature a number of times equal to your CHA modifier (minimum: 1) recharge every dawn.

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