Base Class: Rogue
Magicians are people skilled in slight of hand that can make non-magical things appear like magic. That said, they still have a few spells of their own, to help make the tricks work just a little bit better. Using their skills of showmanship and guile, they pull the attention of their adversaries and keep it on them, allowing their allies to act more freely.
3rd Level - Trade Secrets
Through your extensive training in slight of hand techniques and dabblings in the arcane arts, you've gained the abilities to perform tricks that look like magic, and even cast some actual spells. The spells you learn in this way do not require verbal components and are always prepared once learned, and spell slots are earned at half the usual rate.
Cantrips - Prestidigitation, Mage Hand, Minor Illusion
At 3rd Level - Color Spray, Sanctuary, Shield, Disguise Self
At 7th Level - Misty Step
At 19th Level - Freedom of Movement
3rd Level - Now You See Me!
You're a master of not only gaining the attention of others, but keeping it as well. Whenever you deal Sneak Attack damage, your target gains disadvantage on their next attack against any target other than you.
At 13th level, your target will gain disadvantage on their next two attacks instead.
3rd Level - Now You Don't!
You can cast the Shield spell without expending a spell slot a number of times a day equal to your Intelligence modifier.
When you cast Shield and after the enemy finishes their attack, as part of the reaction you teleport five feet in any direction. This does not trigger Attack of Opportunity.
9th Level - Escape Artist
When grappled, entangled, tied up, or otherwise restrained but not unconscious, you can spend an action and 15 feet of movement to free yourself.
You can stand up from prone using 5 feet of movement.
9th Level - Preparation Is Key
Whenever you hit a creature with a melee attack or a creature misses an attack against you, they gain one stack of Set Up, stacking up to three times. Certain other class features can use these stacks to apply additional effects.
9th Level - Watch Closely, Now!
A number of times per day equal to your Intelligence modifier, you may choose any number of targets within 15 feet that you can see and that can see you. You perform an incredibly impressive trick for your audience, and all targets make an Intelligence check of 10 plus your Intelligence modifier plus half your level. Those that fail the check are Dazzled for one turn.
If an enemy effected by this ability has any stacks of Set Up, all stacks are removed and the following additional effect is applied:
- 1 Set Up stack: Dazzle lasts an additional turn.
- 2 Set Up stacks: Dazzle lasts an additional turn and targets gain disadvantage on their next attack against any target other than you.
- 3 Set Up stacks: Dazzle lasts an additional turn, targets gain disadvantage on their next attack against any target other than you and they become Charmed.
13th Level - Smoke And Mirriors
When casting the Shield spell, you can instead expend a level 2 or higher spell slot to add one of these additional effects at the time of casting:
- Create a 5 foot diameter smoke cloud at your location before teleporting away. This cloud lasts until your next turn and has the same effects as the Fog Cloud spell.
- Gain 2 additional AC for the duration of the Shield.
- Teleport an additional 10 feet further.
- Create a bright flash that Dazzles all creatures within 5 feet for one turn.
13th Level - Pick A Card
It's just an ordinary deck of cards, honest! As an attack, you pull a random card from the deck and throw it at an enemy within 20 feet. If it hits, it initially deals 1d8 slashing damage to the target and removes all stacks of Set Up, applying additional effects based on how many stacks were removed. All damage dealt by this ability is considered magical for the purpose of overcoming enemies' Resistance and Immunity to non-magical damage.
- 1 Set Up stack: Roll 1d6 and apply 10 times the number rolled as additional slashing damage.
- 2 Set Up stacks: Roll 1d6 and apply 10 times the number rolled as additional slashing damage and knock them prone.
- 3 Set Up stacks: Roll 1d6 and apply 10 times the number rolled as additional slashing damage, then inflict Charm and teleport to a space within 5 feet of the target.
17th Level - Ultimate Payoff
Stacks of Set Up are no longer removed by your class features.
17th Level - Grand Finale
The show is about to come to a spectacular end. As an action, choose a creature within 30 feet of you that you can see that is afflicted with three stacks of Set Up. You teleport behind the target (or beside them if there is no available space behind) and attack them with advantage. If the attack hits, your Sneak Attack damage is doubled. Then, if the target has less than 75 Hit Points remaining, you execute the target, immediately killing it.
If you successfully execute the target, you deliver a grandiose bow to your audience and bask in your glory, and your turn immediately ends.
Previous Versions
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12/25/2024 5:54:30 AM
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Coming Soon
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