Base Class: Rogue
throw magical cards, create illusions, outmanuver your enemies and put on a magnificent show
Magical Deck
you have a magical deck of cards that can be thrown to deal damage in combat. the cards are thrown weapons with finesse property wich you are proficient in, with range of 60/150 ft, deals 1d4 slashing damage on hit. When the deck runs out, all the thrown cards disappear and the deck is refilled.
Quick Draw
if you have nothing better to do, you might as well throw another card.
Starting at level 3 when you take the attack action and throw a card, you can use your bonus action to throw another one.
Pick a Card
starting at 3rd level when you make an attack roll with your card you can choose to infuse the card with a magical effect. If the attack roll misses the ability doesn't go on cooldown. When you use this ability you can make a DC16 charisma check to recharge it, you can repeat the check at the start of each of your turns. When this ability mentions a saving throw the DC is 8+your proficiency bonus+your charisma modifier.
Choose one of the effects below:
Blue card: the target takes 3d6 force damage . Recharge checks are DC11 until you succesfully recharge. The damage increases by 1d6 at levels 9, 13 and 17
Red card: each creature in a 10 foot radius sphere originating from the target has to make a dexterity saving throw and take 2d6 fire damage on a failed save, on a successful save creatures take no damage. The original target automaticly fails the saving throw.
Gold card: the target takes 1d6 radiant damage and has to make a Constitution saving throw,on failed save the target is stunned until the start of your next turn
The damage of each card increases by 1d6 at levels 9, 13 and 17
Fancy Entrance
starting at 9th level you can add your Charisma modifier to your initiative rolls
Elusive Exit
Starting at 9th level when an attacker you can see hits you with an attack you can use your reaction to vanish and reappear at an empty space that you can see within 30 feet of you. You completely evade the attack.
On your turn you can also use this feature as a bonus action to teleport 30 ft but you can only use this feature once per round.
Perfect copy
Starting at 13th level as an action you create an illusiory clone of yourself the clone replicates all your actions and bonus actions on your turn, atacking the target you attack (the clone can not activate magic item effects) it has hit points equal to double your rogue level+your charisma modifier and AC equal to your AC it has walking speed equal to your walking speed and can move at your turn to a point you choose
illusion disappers after one minute, or when you drop unconsious, or when you dissipate it as an action. You cannot create a clone with this feature if you already have one.
Magnus Opus
Starting at 17th level you can perform even the hardest of the tricks. Choose one of the effects from below
Final showdown: as an action you can create 2 illusiory clones
Closing act: After focusing for a minute you teleport to a place you have seen before or have been told the specific place of
Hat trick: You reach into your hat and pull out a single non artifact item you have seen before, the items volume cant be bigger than a 5 foot cube(dm discretion) if the item is magical the last person who touched the item before it was teleported knows it has been teleported by you and knows your place until the item is returned or destroyed
Awe inspiring performance: you inspire every creature that you choose within 60 feet who can either see or hear you for 1 minute as long as you are conscious. Inspired creatures can add your charisma modifier to their attack rolls, saving throws or ability checks once every round.
This feature can be used again once you finished a long rest
Previous Versions
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3/20/2023 6:46:08 PM
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