Rogue is under Reconstruction!
Apologies for the mess!
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Rogue |
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Rogue: Roguish Archetype: Trickster Magician |
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The Trickster Magician combines stealth and spells, blending its rogue
skills with magic. |
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Trickster Magician Features |
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Spellcasting When you become
an arcane trickster at 3rd level, you learn spells to help you in your pursuits. Trickster Magician
Spells You must choose one
of the following types of trickster magician, which defines which spell list
you draw you magic from: •
Arcane Trickster. You
learn spells from the arcane spell list and your spellcasting
ability modifier is Intelligence. •
Divine Trickster. You
learn spells from the divine spell list and your spellcasting
ability modifier is Charisma. •
Wild Trickster. You
learn spells from the primal spell list and your spellcasting
ability modifier is Wisdom. In addition, you
can only choose spells from the
enchantment, illusion or transmutation spell schools. Whenever you
learn or replace a Trickster Magician spell of 1st level or higher, that
spell must come from your spell list and belong to one of these spell
schools. Armoured Casting You ignore
spell failure from light armour when you cast trickster magician spells. Cantrips You know
the mage hand cantrip as well as two cantrips of your choice
your trickster magician spell list. You learn additional cantrips of your
choice at higher levels, as shown in the cantrips known column of the
trickster magician spellcasting table. Silent Spells You can cast
your trickster magician spells without verbal components unless the spell
requires the target to be able to hear or understand you, or the spell only
requires verbal components. Spells Known of
1st Level and Higher The spells
known column of the trickster magician spellcasting table shows when you
learn more trickster magician spells of your choice. Each of these spells
must be of a level for which you have spell slots. For instance, when you
reach 7th level in this class, you can learn one new spell of 1st or 2nd
level. Additionally,
when you gain a level in this class, you can choose one of the trickster magician spells you know and replace it with another
trickster magician spell, which also must be of a level for which you have
spell slots. Spell Slots The trickster
magician spellcasting table shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one of these spells, you must expend
a slot of the spell’s level or higher. You regain all expended spell slots
when you finish a long rest. Spellcasting
Ability Your trickster
magician choice determines your spellcasting ability for your spells. You use
this ability whenever a spell refers to your spellcasting ability. In addition,
you use that ability modifier when setting the saving throw DC for a spell
you cast and when making an attack roll with one. Spell save
DC = 8 + your proficiency bonus + your spellcasting ability modifier Spell attack
modifier = your proficiency bonus + your spellcasting ability modifier |
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Mage Hand Legerdemain Also starting at
3rd level, when you cast mage hand, you can make the spectral
hand invisible, and you can use the bonus action granted by your
cunning action to control the hand instead of an action. You can also
perform additional tasks when you control the hand. You can perform these
special tasks without being noticed by a creature if you succeed on a
Dexterity (sleight of hand) check against the creature’s passive perception
when you use the task: •
You can stow one object the hand is holding in a
container, including one worn or carried by a creature. •
You can retrieve an object in a container worn or
carried by a willing creature. •
You can use thieves' tools carried by the hand to pick
locks and disarm traps (it may take longer than one turn to pick a lock, this
action just allows you to have the mage hand pick the lock). Magical Ambush Beginning at 10th
level, you can use your mage hand to assist your allies. When another
creature makes an attack against a creature that is within 5 feet of your
mage hand, you can use your reaction to grant the attacker advantage on the
attack. Sneak Attack:
Magical Ambush When
you cast a cantrip that requires an attack roll, you can change the cantrip
into a special spell attack, a magical ambush: •
Magical Ambush. You
must make this attack with advantage or against a flat-footed creature.
On a hit, you replace the cantrip’s damage dice with a number of d10 equal to
your sneak attack value. If the cantrip has a special effect on a critical
hit, this attack also gains that effect on a hit. Spell Thief At 18th level,
you gain the ability to magically steal the knowledge of how to cast a spell
from another spellcaster. Immediately after a creature you can see casts a
spell, you can use your reaction to force the creature to make a saving throw
using its spellcasting ability modifier. The DC equals your spell save DC. On
a failed save, you negate the spell, and you steal the knowledge of the spell
if it is 1st level or higher. For the next 8
hours, you know the spell and the creature that had the spell stolen can't
cast the spell until you decide to give up the knowledge of the spell or the
8 hours have passed. If the spell is of a level, you have spell slots for,
you can cast it using your spell slots. You can also cast it once without
expending a spell slot. When you do so, you automatically give up the
knowledge of the spell. Once you use
this feature to successfully steal a spell, you can't use it again until you
finish a long rest. |
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