Rogue
Base Class: Rogue

While it is the goal of some rogues to remain completely unseen, others do the contrary. Minstrels are rogues who specialize in deceiving their target while robbing them blind. They gain their trust and blame someone else to leave peacefully and unsuspected. They’re also great at finding rumors and the right places to throw them around.

Spellcasting

Rogue Level

Cantrips Known

Spells Known

Spell Slots per Spell Level

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Cantrips

You know two cantrips of your choice from the bard spell list. At 10th level you learn another cantrip from the bard spell list.

Spell Slots

The Minstrel 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.

You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.

Spells Known

You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the bard spell list. The third can be from any school of magic.

The Spells Known column of the Minstrel Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion 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, 11th, 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 bard spells you know with another spell of your choice from the bard spell list; including cantrips. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 11th, 14th, or 20th level.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. 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 bard 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

Spellcasting Focus

You can use a musical instrument you are proficient with as a spellcasting focus for your bard spells.

Musical Study

Starting at 3rd level, you gain proficiency in two instruments of your choice.

Illusory Adept

At 3rd level, you gain the ability to cast spells of the illusion school as a bonus action. In addition, creatures have disadvantage on Intelligence (Investigation) checks to discern your illusions from reality.

Silent Spells

At 9th level, when you cast a spell that requires somatic and verbal components, you can instead cast them without. You can use this feature a number of times equal to your Charisma modifier, and regain all uses after a long rest.

Impersonator

At 13th level, you have learned with a little practice, you are able to mimic the voices of others. If you listen to a creature of the same gender as your character talking for at least 1 minute, you gain the ability to mimic their voice. So long as you mimic the voice out of sight of the creature you’re talking to, or you’re disguised as them, you are indistinguishable from the creature you’re mimicking.

Compelling Diplomacy

When you reach 17th level, you have learned how to make your words reach even your enemies. As an action on the first round of combat, you can convince all creatures within 50 feet of you to become neutral towards you and your allies. This doesn’t work if you or an ally started the combat, the creatures can’t hear you or understand the language you’re speaking, or if the creatures are fighting you out of desperation to stay alive.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/3/2018 3:16:53 PM
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3/6/2019 4:58:29 AM
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