Base Class: Rogue
Magicians are the weakest of spellweavers, but they are the only wielders of true magic - The kind that leaves an audience breathless. Not all practitioners of magic are gifted with the potential to warp the universe, some can only achieve more moderate feats of the art - or none at all. Some say they are simple charlatans, but their tricks and deceptions allow them to best those who, in principle, they should have no chance against.
Art of the Adept
You may not be a powerful spellcaster, but your magic is as real as it gets. Apart from when you’re faking it, of course. You learn the Prestidigitation cantrip and two other cantrips of your choice from the Sorcerer spell list. Charisma is your Spellcasting Ability Modifier for these spells
In addition, when you cast a cantrip that requires an attack roll and targets only one creature, you treat it as an attack with a finesse weapon for the purposes of triggering your Sneak Attack.
Tricks of the Trade
Also at 3rd level, you learn tricks that are fueled by special dice called pluck dice.
Tricks. You learn four tricks, which are detailed under “Tricks” below. You learn one additional trick of your choice at 9th, 13th, and 17th level. You cannot use more than one trick on the same turn. Whenever you use a trick against a creature you cannot use that trick against the same creature for 24 hours, regardless of whether it succeeds or fails.
Pluck Dice. You have three pluck dice, which are d8s. A pluck die is expended when you use it. You regain all of your expended pluck dice when you finish a short or long rest. You gain another pluck die at 9th level and one more at 13th level.
Can I Have a Volunteer
At 9th level, you can select another creature to become part of your performance during combat. As a bonus action, you can make a Charisma (Persuasion) check contested by a hostile creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check, for the next two rounds you no longer have to expend a pluck dice when using tricks against the target and you can use the same trick multiple times against your volunteer. While you have a volunteer in combat, you cannot use your tricks against any other creature
Once you have used this feature it cannot be used again until after you have finished a long rest.
Stack the Deck
At 13th level you always have one last trick up your sleeve, making you hard to catch out. When you start combat with no pluck dice remaining, you regain one pluck die.
The Show Must Go On
At 17th level you learn the magician’s signature trick-the ability to defy death. When you are reduced to 0 hit points by a hostile creature but not killed outright you instead drop to 1 hit point. In addition you can use your reaction to immediately make a Charisma (Deception) check contested by the creature’s Wisdom (Insight) check. If you succeed on the check, the creature believes you to be dead, allowing you to startle it. Until the end of your next turn all of your attack rolls against the creature have advantage.
Once you have used this feature it cannot be used again until after you have finished a long rest.
Tricks
The tricks are presented in alphabetical order.
Expert Bluff
When you make a Charisma (Deception), Charisma (Persuasion) or Charisma (Intimidation) check you can expend a pluck die and add the roll of the die to the check. You can choose to use this trick after you see the number rolled on the d20 but before you know if the roll succeeds or fails. You can use Expert Bluff even if you’ve already used another trick on the same turn.
Feint Attack
When you make a weapon or spell attack roll on your turn you can expend a pluck die and make a Charisma (Deception check) contested by a target’s Wisdom (Insight) check. If you succeed on the check you can add a bonus to the attack roll equal to one roll of your pluck die, and the attack can benefit from your sneak attack feature even if you don’t have advantage on the roll.
High Fall
As a reaction, when you are falling you can expend one pluck dice to reduce the damage by a number equal to 10 times the number rolled on the die. If you reduce the damage to 0, you land on your feet.
Impossible Escape
As an action on your turn you can expend a pluck dice and gain the benefits of the Freedom of Movement spell until the end of your next turn. If you make a Dexterity (Stealth) check in the next minute, you gain a bonus equal to one roll of your pluck die.
Magic Trick
As a bonus action on your turn you can expend a pluck die to feign the casting of a spell of your choice. The spell must be on the Wizard spell list and the max level it can be equals 1 + one roll of your pluck die. Any creature that has line of sight to you must succeed on a Wisdom (Insight) check contested by your Charisma (Deception) check. On a failure, they believe you are truly about to cast the spell and will act accordingly. If any creature uses a reaction because of your deception (Such as casting counterspell), you can use your reaction to immediately make a single weapon attack against that creature. You have advantage on the attack roll, and it can benefit from your Sneak Attack even if you’ve already used it this turn.
Misdirection
When you deal your sneak attack damage to a creature you can expend one pluck die and choose an ally within 5ft of the creature. That ally can use its reaction to immediately make a single melee attack against the creature, adding one roll of your pluck die to the attack roll.
Spell Interruption
As a reaction, when a creature within 30ft of you casts a spell you can expend a pluck dice to try and distract the target and cause the spell to fail. You must succeed on a Charisma check equal to 10 + the spells level, on a success the spell fails and the target takes psychic damage equal to one roll of your pluck die.
Trump Card
As a bonus action on your turn you can expend a pluck die and prepare your next attack to turn the tides of battle. Make a Dexterity (Sleight of Hand) check contested by the Wisdom (Perception) checks of a single target you can see. The next attack you make against that creature gains a bonus to its damage roll equal to one roll of your pluck die and the target must make a wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be stunned until the end of their next turn.
Previous Versions
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4/21/2024 1:45:50 PM
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