Rogue Street Magician

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Rogue, Street Magician Roguish Archetype

The flick of a wrist, the turn of a hand; some flashy hand motions and deftly concealed pockets. Not even a pack of cards are needed, those are merely props. 

Mystique and an enigmatic persona are also helpful traits. They draw people in. Crowds, and marks. A show of tricks makes it easier to grasp pocketed coins, and to plant a carefully hidden blade in someone’s heart.

Street Magic

When you choose this archetype at 3rd level, you learn tricks that are fueled by special dice called trick dice.

Tricks. You learn two tricks of your choice, which are detailed under “Tricks” below. You can use only one trick at a time.

You learn one additional trick of your choice at 9th, 13th, and 17th level. Each time you learn new tricks, you can also replace one trick you know with a different one.

Trick Dice. You have four trick dice, which are d8s. A trick die is expended when you use it. Some tricks require you to add to or subtract from the total of a roll, while others require you to simply expend the dice without rolling. You regain all of your expended trick dice when you finish a short or long rest.

You gain another trick die at 9th level and one more at 17th level.

Saving Throws. Some of your tricks require your target to make a saving throw to resist the trick's effects. The saving throw DC is calculated as follows:

Trick save DC = 8 + your proficiency bonus + your Dexterity or Charisma modifier (your choice).

Showmanship

At 3rd level, you gain proficiency with the Disguise Kit and in Performance.

Magician's Mystique

At 9th level, you have become a figure of mystery. All Wisdom (Insight) checks made against you have Disadvantage.

Now You Don't

At 13th level, your ability to hide and conceal objects is legendary. If you are hiding an object on your person that is no more than 1 foot in any dimension, that object cannot be found on you through nonmagical means. You may only use this feature on one object at a time.

Improved Trick Dice

At 13th level, your trick dice become d10s. At 17th level, your trick dice become d12s.

Master Magician

At 17th level, you have perfected your craft as a magician. You now have two Reactions each round, as long as at least one of them is used to perform one of your Tricks.

Tricks

The tricks are presented in alphabetical order.

Assisted Trick. If an enemy attacks an ally you can see within 30 feet of you, you may use a reaction to expend a Trick die and add the result to your ally's AC before the enemy's attack is made.

Breath Trick. As an action, you can expend a Trick die to deal damage in a 15 foot cone. All affected enemies must make a Dexterity Saving Throw against your Trick Save DC. On a failed throw, enemies take an additional 1d6 damage. A success takes half as much damage from your trick die and the additional damage. You choose if the damage inflicted is acid, cold, fire, or poison.

This damage increases to an additional 2d6 at 9th level, 3d6 at 13th, and 4d6 at 17th.

Bullet Catch. If an enemy makes a ranged weapon attack against you, you may expend a trick die as a reaction to subtract the result from the attack's roll.

Escape Trick. When you attempt to break free from being Grappled or Restrained, you may expend a trick die to do so as a bonus action andt add its result to the check. If successful, your attacks this turn are made with advantage.

Feinting Trick. Whenever you provoke an attack of opportunity, you can use a reaction to expend one trick die, adding the total rolled to your AC until the end of the enemy's attack of opportunity. If their attack misses, you may immediately perform a melee attack against that creature with advantage.

Flurry of Doves. If an enemy performs a melee attack against you on their turn, you may immediately use a reaction to expend a trick die and add its result to your AC until the end of the enemy’s turn. If the attack misses, you may immediately move your speed without provoking an attack of opportunity from the attacking creature.

Hover Trick. As an action, you may expend one Trick die and select one creature that you can see within 30 feet of you. This creature undergoes the effect of the Levitate spell, but the effect is considered nonmagical. An unwilling creature must succeed on a Constitution Saving Throw against your Trick Save DC or be subject to the effect.

Hypnotism. As an action, you may expend a trick die to charm a creature of your choice within 30 feet of you. The creature must succeed on a Wisdom Saving Throw against your Trick Save DC, or be considered as affected by the Suggestion spell. This effect is considered nonmagical. You cannot use any other tricks while this trick is in effect, and the effect ends if the targeted creature is moved more than 30 feet away from you.

Knife Toss. As a bonus action, you may expend a Trick die to make a ranged weapon attack with a weapon that has the Thrown property, adding the trick die to both the attack and damage.

Switcheroo. If an enemy makes a melee weapon attack against you, you may expend a trick die as a reaction to subtract its result from the attack's roll. If the attack then misses, the attacker must succeed on a Dexterity Saving Throw against your Trick Save DC, or their weapon gets replaced by an object of your choice in your possession, and you immediately equip their weapon.

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