Rogue
Base Class: Rogue

You couldn't cut it as a hero or performer, but you made the best of your situation and sought adventure anyway.

Level 3: "Master" of Illusion

Your expertise in failing to use Illusion magic gives you the ability to see the flaws in the illusions of others. You have Advantage on any saving throws against Illusion or Enchantment spells, as well as ability checks used to detect or see through the illusions of others.

Level 3: Requiem for a Recall

You hum or whistle an off-key tune (your character believes it is pitch perfect) to invoke enchantments you placed on your weapons.

Once per turn, immediately after you make a ranged attack with a weapon that has the Light and Thrown properties, you can use a Bonus Action to have that weapon return to your hand. The returning weapon makes an additional attack against that target on its way back (no additional action required).

This ability does not work if your weapon cannot "hear" you.

Level 9: Erratic Enhancements

You attempt to use illusory magic to augment your attacks, and fail miserably. Fortunately, not all accidents are unhappy ones. The following effects are now among your Cunning Strike options.

Slip-Up Strike (Cost: 0d6). Sometimes the greatest illusion is convincing others a mistake was fully intended. You can make an additional ranged attack against the target of your Sneak Attack damage using a weapon with the Light and Thrown properties.

Warped Whisper (Cost: 3d6). As you strike your target, you whisper an enchanted command. However, the spell is malformed and the word is unintelligible. On a failed Wisdom save, your target spends its next turn curling up on the ground and sobbing in confusion, has the Prone condition, and takes no other action or movement.

Shattered Shadow (Cost: 4d6). You attempt to create a mirror image of yourself to draw enemy attacks away from you, but the illusion appears as a garbled shadow. It then flies towards your target and shatters. The spell is so badly crafted that it disrupts magic around your target. On a failed Intelligence save, your target and any creature within 5 feet of it cannot cast spells other than cantrips until the start of your next turn. 

 

Level 13: Ruined Recall

You knack for chaos has gotten worse. When you use your Requiem for a Recall feature, instead of making an attack with the returning weapon, you can have it generate an illusory cloud of what was supposed to be daggers (but really doesn't look like daggers).

The cloud deals 4d4 Force damage to all creatures within 5 feet of where the dagger returned from, then dissipates.

Level 17: Dramatic Overreaction

Your acting skills might not be theatre-worthy, but sometimes overplaying your part has its advantages.

When a creature you can see takes an action other than the Attack action, you can use a Reaction to draw (if necessary) and make a ranged attack against it with weapon with the Light and Thrown properties.

On hit, you can apply one of your Cunning Strike effects. You do not apply Sneak Attack damage to this attack.

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