Roguish Archetype: Stage Magic

by Thudnfer

Search GM Binder Visit User Profile

Roguish Archetype: 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 class option, your performances are something to behold. Whenever you make a Charisma (Performance) check, you can add the number of creatures watching your performance to the check's total (up to a maximum of 10). You also have proficiency in two gaming sets of your choice, as well as cards.

In addition. your planning for shows makes you always ready to act quickly. You can add your Intelligence modifier to your initiative rolls (a minimum of +1).

Glorious Performance

Also at 3rd level, you have no need for leather and steel when you're performing. While you are not wearing armour, your Armour Class is equal to 13 + your Dexterity modifier. For every 150 gp that has been spent on your clothing, your Armour Class further increases by 1, up to a maximum equal to your proficiency bonus.

In addition, weapons with the thrown property also have the finesse property for you. If you use your action to attack with a thrown weapon, you can use your bonus action to make another thrown weapon attack immediately afterwards.

Smoke and Mirrors

Beginning at 9th level, you can remove yourself from your performance without anyone being the wiser. When you use your Uncanny Dodge ability, you become invisible in a puff of smoke until the start of your next turn, until you make an attack, deal damage to a creature, or force it to


make a saving throw. You can then move up to half your speed.

In addition, if a creature you can see moves at least 20 feet, you can use your reaction make an attack against it using a thrown weapon. This only consumes your reaction if the attack is successful.

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 fit into your sleeve to reach the space. You can use a bonus action to extract an item from your sleeve.

You also gain an additional reaction that can only be used to make a weapon attack from your Smoke and Mirrors ability.

Stage Baron

At 17th level, your skill in bending the mind and planning for your shows makes you more difficult to dupe and get ahead of. You have advantage on saving throws against enchantment and illusion spells, and you gain an additional reaction that can be used for any purpose, in addition to the one gained from Smoke and Mirrors.

In addition, whenever you roll initiative, you can choose to make your initiative score 1 point higher than that of the creature first in initiative, ensuring you go first in combat. You can use this ability a number of times equal to your Dexterity modifier (a minimum of once), regaining all expended uses upon finishing a long rest.

Art Credit

"Ringleader" by Joelin Tan