Rogue
Base Class: Rogue

This class combines magic with the lightness of the rogue

Origami Magic

Starting at 3rd level, after finishing a long rest, you can spend one minute and 10 GP to create a magical paper weapon. You can only create a weapon with which you are already proficient, can not have the heavy characteristics or two hands and the weapon must cause slashing or piercing damage. While the weapon is enchanted it does not burn or become soaked or suffers any effect that would normally destroy a paper. You can keep a number of Paper weapons equal to your intelligence modifier (minimum 1). By creating a new weapon beyond its maximum, randomly one of the ready-made weapons becomes common paper again.

Alternatively you can spend one of your uses of paper weapons to create two blades of paper, each sheet counts as a dagger. Using an action you can cast both on a target, making an attack roll for both, but rolling the damage individually for each dagger.You can add modifiers in damage rolls for each dagger normally 
 While using a paper weapon you gain the following Benefits:
Their blows count as magical weapons for the purpose of overcoming resistance or immunity to attack and nonmagical damage.
Every paper gun wins the feature Lightweight after its creation.
From level 6, you can add half of your proficiency modifier to the attack rolls and damage to your paper weapons.

 

Light Equipment

When you reach 3rd level, You learn how to make a cover of paper., while using this equipment you are attuned to it and receive +1 skill rolls (Stealth). It is not destroyed by fire or water or any effect that would normally destroy an commum paper.
The cover can change color and shape, like hat or clothing, to camouflage in the environment.
To make this cover, you need spent 1 hour and 50 GP on a ritual and on materials like paper and ink. You can have only 1 cover per time. If you make a new cover, the old cover back to be a commum paper.
You get more benefits at levels 9, 13 and 17.
 

 

 

Rigid Folding

Starting at level 9, your cover doubles as it becomes stiffer, now it gives you +2 AC and also increases your stealth bonus to +2 and gives you expertise in stealth if you no longer have this ability

Light flight

At level 13, with an action, your cover doubles again, becoming wings. You gain 30 feet of flight displacement for 1 minute. When flying through this feature, you have an advantage in stealth tests.
 

 

Protective Case

When you reach 17th level, you gain the ability to completely cover up with your cape to avoid hazards you may see. When you are the target of an attack or spell that you can see, you can use your reaction to increase your AC to +3 or to add +3 to a Dextery skill roll you need to perform. You can use this effect before or after the master speaks if you have been successful. You recover this feature after a long rest.

Previous Versions

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4/28/2019 2:30:22 PM
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