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Stage Magician

As a master in the art of misdirection, you are accustomed to being looked at and being the center of attention. You know how to make people look where you want them to look, how to hide things in plain sight, how to shuffle your cards with deadly accuracy, and how to escape any restraints. You may not be able to truly use magic, but your use of subterfuge and sleight of hand make your crowds think otherwise.

Troupe Master

Starting at 3rd level when you choose this subclass, you can use playing cards as thrown weapons. For you, a playing card is a simple ranged weapon with the finesse, light and thrown properties (range of 20/60). You are proficient with it and it deals 1d6 slashing damage on a hit.   In addition. your planning for shows makes you always ready to act quickly. You can add your Intelligence modifier to your initiative rolls.

Stunning Performance

Also at 3rd level, you can make members of a crowd notice you, and only you.   You can use your action to make a Charisma (Performance) check. Creatures of your choosing within 30 feet of you must make a Wisdom saving throw (DC= 8 + Proficiency bonus + Intelligence modifier), becoming charmed by you on a failed save. While charmed in this way, creatures have disadvantage on Wisdom (Perception) checks to notice creatures other than you. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.   Once you use this ability, you can't do so again until you finish a short or long rest.

Smoke and Mirrors

At 9th level, you can create false representations to fool your audience. When you use your Uncanny Dodge ability, a puff of smoke heavily obscures a 5 foot radius sphere around you until the end of your turn. You simultaneously become invisible until the start of your next turn, or until you deal damage to a creature or force them to make a saving throw.

Nothing Up My Sleeve

Starting at 13th level, you can hide objects for your performance that boggle the mind. As long as you are wearing clothes with sleeves, you have access to a space inside your sleeve. The space can hold up to 500 pounds with no maximum dimensions, but the object must fully fit into your sleeve to reach the space. You can use a bonus action to extract an item from your sleeve.

Stage Baron

At 17th level, your prowess in card throwing is unparalleled. When you make a card attack against a target, you can make one additional card attack against another target within 30 feet of the original. Your card attacks also ignore half cover.   In addition, if you are grappled or restrained and there is another creature within 5 feet of you, you can use your action to make a special attack roll against the creature, regardless of conditions preventing you from doing so, using Intelligence for the attack roll. You are proficient in this attack. On a hit, you swap places with the creature, with the creature becoming grappled or restrained instead of you. If the target creature is the one grappling or restraining you, the grapple instead ends.

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