Rogue
Base Class: Rogue

This is a test, only a test. 

Fey Boon

You have been granted a boon from one of the Fey Courts. At level 3, you gain the benefits of the Fey Ancestry racial trait, giving you advantage on saving throws against being Charmed and you cannot be put to sleep by magical means. Should you already possess Fey Ancestry from your chosen race you gain Immunity to being Charmed.

Additionally, you gain the ability to speak, read, and write in Sylvan. Should you already be able to do so you may select from Elvish, Gnomish, or Goblin.

Elvish

You can speak, read, and write Elvish.

Gnomish

You can speak, read, and write Gnomish.

Goblin

You can speak, read, and write Goblin.

Sylvan

You can speak, read, and write Sylvan.

Cursed Strike

At level 3, you learn to channel your Feywild magic and inflict a curse on the target of your Sneak Attack. You have a d6 Curse Die and a number of curses equal to your proficiency bonus that you regain after a Long Rest. You may have only one active curse at a time. On a successful Sneak Attack, choose the nature of the curse from the list below and the target must succeed at a DC = 8 + your proficiency bonus + your Charisma modifier Charisma Saving Throw or be afflicted with the curse. Each time the target makes a Saving Throw or Skill Check associated with the chosen curse they must roll a d6 and deduct the result from their roll. The curse lasts for one minute, until the target has a Remove Curse spell cast upon them or until they die.


Your Curse Die changes when you reach certain levels in this class. The die becomes a d8 at 13th level and a d10 at 17th level.


Curse of Weakness: Strength Saving Throws and Skill Checks
Curse of Sluggishness: Dexterity Saving Throws and Skill Checks
Curse of Frailty: Constitution Saving Throws and Skill Checks
Curse of Vacuity: Intelligence Saving Throws and Skill Checks
Curse of Fatuity: Wisdom Saving Throws and Skill Checks
Curse of Repulsion: Charisma Saving Throws and Skill Checks

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips

You learn three cantrips: druidcraft and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.

Spell Slots

The Sidhe Scourger Spellcasting table shows how many spell slots you have to cast your druid 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.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level druid spells of your choice.

The Spells Known column of the Sidhe Scourger Spellcasting table shows when you learn more druid spells of 1st level or higher. 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.

Spellcasting Ability

Charisma is your spellcasting ability for your druid spells, since you learn your spells through your connection to the Feywild. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Sidhe Scourger Spellcasting

ROGUE

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Fey Step

You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

Transitory Curse

Starting at 13th level, you can spread the effect of your Cursed Strike from a slain creature to another creature. When the creature cursed by your Cursed Strike dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. 

Greater Curse

At 13th level your Curse Die improves to a d8.

Fairy Wings

At 17th level, you gain the ability to sprout a pair of glistening fairy wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them.

Major Curse

At 17th level your Curse Die improves to a d10. Additionally, you may choose to use your Reaction to end a curse early and negate a Critical Hit rolled by the target of the curse.

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