Base Class: Rogue
Street Magicians are artisans of illusion and trickery. They are performers and enjoy bringing in small crowds to show of their skills. Street Magicians are highly skilled in coin or card tricks and can perform inhuman acts using these items such as flicking them straight through solid objects.
At higher levels Street Magicians learn to infuse magic into their coins and/or cards giving them added effects.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
Cantrips
You learn three cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.
Spell Slots
The Street Magician Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level bard spells of your choice.
The Spells Known column of the Street Magician Spellcasting table shows when you learn more bard spells of 1st level or higher.
The spells you learn at 8th, 14th, and 20th level.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Arcane Trickster Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Street Magic
Starting at 3rd level, when you perform a magic trick you gain Advantage on Charisma check involving Performance, Deception, and/or Sleight of Hand.
Coins and Cards
Starting at 3rd level you have the ability to flick card/coins at hyper speeds causing damage to those you target.
Heads or Tails
Coin Damage:
Base Damage - 1d4 Piercing (range 20/60)
Coin Bonus Damage:
Copper: 0
Silver: +1
Gold: +2
Platinum: +3
Heart of the Cards
A deck consists of 52 cards.
Card Damage:
Base Damage - 1d4 Piercing (range 20/60)
Card Bonus Damage/Cost:
Paper: 0/5sp
Bronze: +1/5gp
Steel: +2/50gp
Adamantium: +3/500gp
Real Magic
Starting at 9th level, your chosen tool either cards or coins are considered magical, you can also cast your spells through them allowing you to send touch spells through your chosen tool.
Infusion
At 13th level, you gain the ability to infuse your tools with elemental damage giving them a boost to damage. As a bonus action you can infuse your tool with elemental magic.
- Your infused tool deals an additional 1d6 of any chosen elemental damage type (Thunder, Shock, Fire, Cold, and Poison).
- The infused tool after being thrown is destroyed upon impact.
Your number of infusions is your Charisma Modifier plus your Proficiency. Your infusions are restored after a short or long rest.
Undending Tricks
At 17th level, you appear to have an unending amount of coins and cards seeming to pull them from thin air.
You can summon spectral basic ammunition (Copper coin or paper playing card) using it for an attack this spectral ammunition only lasts for one round, if it isn't used it fades from existence.