Magician

You've honed your skills to a very niche market: Stage magic. Using basic magic skills, slight of hand, and a commanding presence, you've mastered the arts of decieving the eye just as much as decieving the mind. Magicians are adept performers of mundane illusions and dexterous talent, blending them seemlessly into crowd captivating shows. Magicians are often bold and confident personalities, and have a knack for commanding their audience, rather it's a crowd gathered around their stage, or an individual who's garnered the attention of a Magician, for whatever the reason. Often Magicians are entertainers, con artists, and story tellers, using their talents to plot out schemes wherever they may wander.

Tricks of the Trade

Starting at 3rd level, you have mastered the arts of basic creative magic. You learn the Minor Illusion, Prestidigitation, and Thaumaturgy cantrips. Charisma is your

In addition, you gain proficiency with playing cards if you don't already have it. You can double your proficiency bonus whenever you make an ability check that involves playing cards. Your playing cards now count as a ranged weapon for you with the finesse and light properties. They deal 1d4 damage and have a normal range of 30 feet, and a maximum range of 60 feet. At 6th level, These cards count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage

Entrancing Showmanship

Starting at 3rd level, you gain proficiency with the Slight of Hand and Performance skills. If you're already proficient in the skills, you add double your proficiency modifier to checks you make with them.

Additionally, you learn to execute captivating tricks and displays of magic involving your playing cards. After 1 minute of engaging in such a performance, each creature of your choice within 30 feet of you must make a Wisdom (Insight) check contested by your Charisma (Performance) check.

On a failure, a creature becomes entranced by your performance. As entranced creature has disadvantage on Wisdom (Perception) checks until it takes any damage, or moves more than 30 feet away from you, or until you end your performance (maxiumum of 10 minutes)

Theatrics

At 9th level, you've learned to create disposable, unstable alchemical devices to use in your performances.

Whenever you finish a short or long rest, you can create a number of capsules equal to your Charisma modifier. You may only have a number of capsules at any time equal to your Charisma modifier. As a bonus action, or reaction, you can throw the capsule at a space within 30 feet of you that doesn't have total cover from you. The capsule disintegrates where it lands and produces one of the following effects

Additionally, when a creature within 30 feet of of you is hit by a ranged weapon attack, you can use your reaction to fling a card, attempting to impede or deflect the projectile. Make a Dexterity check using playing cards contested by the attacker's attack roll. On a success, the attack's damage is reduced by 1d4 + your Dexterity modifier + your rogue level. If you reduce the damage to 0, the projectile is destroyed (unless it's magical) and you turn the hit into a miss.

You can then take the Hide action as part of the same bonus action or reaction.