Base Class: Rogue
House Kundarak is known across Khorvaire for its command of the Mark of Warding, responsible for much of the banking and financial security of Khorvaire. Chief among their resources is the ability to provide safe and secure storage for the collective wealth of the Five Nations and many of the other dragonmarked houses. Merchants and nobles gladly pay large sums for Kundarak security, but few ever meet the quiet experts behind that security.
This elite house branch is called the Keyguard, and its members are the Silver Keys. As well as designing defenses, a Silver Key’s primary job is to test them—intentionally trying to bypass guards, wards, and locks (House Kundarak’s or otherwise) at the request of those whose valuables are secured behind them.Should there ever be a potential loophole, gap or flaw in a Kundarak security system, the Silver Keys are already well aware of it before it ever becomes known by the seedy criminal element... or at least, that is their most sincere intent.
Silver keys are not just rogues, but magical infiltration specialists. It is said that there is no ward, circle or other magical protection that a silver key cannot bypass.
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 artificer spell list.
Cantrips
You learn three cantrips: mage hand and two other cantrips of your choice from the artificer spell list. You learn another artificer cantrip of your choice at 10th level.
Spell Slots
The Spellcasting table shows how many spell slots you have to cast your artificer 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.
Spells Known of 1st-Level and Higher
You know three 1st-level artificer spells of your choice, two of which you must choose from the abjuration and transmutation spells on the artificer spell list.
The Spells Known column of the Silver Key Spellcasting table shows when you learn more artificer spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the artificer spells you know with another spell of your choice from the artificer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells.You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Silver Key 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 |
Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Infuse Item
At 3st level, you gain the ability to imbue magic into your weapon or armor. At the end of a long rest, you can touch one nonmagical weapon or armor.The object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you imbue another item.
Once you use this feature, you can’t use it again until you finish a long rest.
Magic Item Adept
When you reach 9th level, you achieve a better understanding of how to use your magic items for infiltration and protection. You gain a +1 bonus to all saving throws and stealth checks per magic item you are currently attuned to.
Versatile Trickster
At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Spell-Storing Item
At 17th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one object and store a spell in it, choosing a 1st- or 2nd-level spell from your spell list that requires 1 action to cast.
While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it’s been used a number of times equal to your Intelligence modifier (minimum of once) or until you use this feature again to store a spell in another object.
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