Rogue
Base Class: Rogue

Throwing cards, misdirecting attacks, and disarming opponents? That's an illusionist rogue for ya.

Deft Fingers

When you choose this archetype at 3rd level, your nimble fingers simply can't fail. Whenever you make Dexterity (Sleight of Hand) check, treat a roll of 7 or lower on the d20 as an 8.

Card Trick

Starting at 3rd level, you can use playing cards as weapons in combat. You can use a single playing card as a simple ranged weapon with the finesse, light, and thrown properties (range 20/60). On a hit, it deals 1 + your Dexterity modifier slashing damage.

If you deal sneak attack damage to a creature with this weapon, the target has disadvantage on the next attack roll it makes before the end of its next turn.

You do not need a direct line of sight to target a creature with this weapon, though you must be aware of its location and the weapon must have a clear path to the target. If you target an empty space, you automatically miss.

Adroit Combatant

At 3rd level, you are a surprisingly deft duelist. Immediately after a creature hit and damages you with a melee weapon attack, you can use your reaction to make a Dexterity (Sleight of Hand) check against their attack roll. On a success, you disarm them of the weapon and can either drop it on the ground, or, if the weapon has the light property, you can equip it with a free hand.

Now You See Me

Starting at 9th level, you can use your surroundings to distract opponents. Using a cape or piece of fabric, you can divert their attention for a single moment. As a bonus action, you can grant yourself advantage on your next attack roll against a creature that can see you.

Master of Illusion

Beginning at 13th level, you have become an expert at slipping through combat. When you take the Dodge action, your AC increases by 3 until the start of your next turn.

52 Card Pickup

At 17th level, you can distract and harm multiple opponents at the same time. As an action, you can expend an entire deck of playing cards to attack all creatures within a 10 foot cone, originating from you. They must succeed on a Dexterity saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or take 8d6 slashing damage and are blinded until the end of your next turn. On a success, they take half damage and are not blinded.

You can't use this ability again until you finish a long or short rest.

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