Rogue
Base Class: Rogue

Ripped apart from everything, whether it was your love, or your world, you've known true separation and isolation. Your bride, shot dead in your arms. The one you've worked aside for so long, who's helped you grow in your abilities. Your world, lost at the other end of an experiment. Left to float in the Astral Plane until someone decided to do their job. But from the ashes a flame can still burn. It just needs a little spark.

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 sorcerer spell list.

Cantrips

You learn three cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.

Spell Slots

The Dragonsoul Spellcasting table shows how many spell slots you have to cast your sorcerer 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 sorcerer spells of your choice.

The Spells Known column of the Dragonsoul Spellcasting table shows when you learn more sorcerer 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.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through dedicated study and memorization. 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 sorcerer 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

Dragonsoul 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

Draconic Presence

You have the aura of a dragon, one that's both intimidating and empowering. When initiative is rolled, you can choose a number of creatures, that you can see, equal to your proficiency modifier. You can choose to give those creatures either an intimidating or empowering effect. You can choose individual effects for each target.

  • Intimidating: Target creature rolls attack rolls and saving throws with a penalty equal to your proficiency modifier.
  • Encouraging: Target creature rolls attack rolls and saving throws with a bonus equal to your proficiency modifier.

This effect lasts until initiative 20 on the next round of combat.

Heart of the Dragon

You have the drive of a dragon. You have advantage on Intelligence (Investigation) checks when searching for loot, and Charisma (Persuasion) checks when bartering. You also gain resistance to lightning damage.

At 13th level you also gain resistance to fire damage.

Arcing Trap

At 9th level, you've learned to balance your draconic power. As an action, you may set up an invisible electric trap between two walls, pillars, or any other solid vertical objects that you can see. They must be no more than 60ft apart, and one of them must be within 60ft of you. The trap can start at any height, and goes up 10 feet from the starting height. The trap remains for one hour, or until after it's triggered.

Any creature that passes through this invisible wall will trigger the trap, arcing across the two points. The creature must make a Constitution Saving Throw against your Spellcasting DC (Cha) taking 2d6 lightning damage on a fail, or half as much on a successful one. If the creature fails it's saving throw, the creature's speed drops to 0, or loses half of it's speed on a successful one. The arc then remains, visible, until the end of the creature's next turn. Any creature that enters into this space during this time retrigger the arcing trap, but does not effect any creature already effected by this trap.

Only creatures with Truesight can see the location of this trap.

You may use this ability once per long rest.

Swiping Strike

Starting at 9th level, you've learned to harness momentum to attack multiple enemies at once. Before you make an attack with a weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you can choose to also attack another creature within 5 feet of the target creature. The same attack roll used against the target creature is used against the additional creature, but without the -5 penalty. If the attack hits, the additional creature takes half the amount of damage as the original creature.

This attack is eligible for sneak attack if no creatures other than the two targeted are within 5ft of the original creature.

Fire Resistance

At 13th level, you gain resistance to fire damage.

Flametrick

Starting at 13th level, you've studied the art of misdirection. Whenever you make a weapon attack, you may choose to attach to it a flametrick. You can choose amongst one of the following effects:

  • Enblaze: If the attack roll hits, the target is engulfed in flames. At the start of their turn, they take an amount of fire damage equal to half of your Rogue level. This effect lasts until the creature takes an action to put themselves out. Being submerged in water or buffeted with intense winds will also put out the flames.
  • Flashbang: All creatures other than yourself within 5ft of target creature must make a Dexterity Saving Throw against your Spellcasting DC (Cha). If they fail, they are blinded until the end of your next turn.
  • Firebomb: All creatures other than yourself within 5ft of target creature must make a Dexterity Saving Throw against your Spellcasting DC (Cha). If they fail, roll a number of d6's equal to half your sneak attack dice. They take an amount of fire damage equal to the amount rolled, half as much on a successful roll.

You may use the ability a number of times equal to your Charisma modifier. You regain all uses upon completion of a Long Rest.

Wings of the Astral Plane

Starting at level 13, you've learned to channel the magic within you to extend out into spectral gold and blue wings. You may spend your bonus action to gain 45ft of flying speed for the next minute.

You may use this ability a number of times equal to your Proficiency Bonus per long rest.

Dragon's Breath

Starting at 17th level, you take inspiration from the dragon's to create your own Dragon's Breath.

As an action, you may choose one of the following breath attacks.

  • Fire Breath: You exhale a bloom of fire. Each creature in a 15 foot cone must make a Dexterity saving throw, taking fire damage equal to your sneak attack damage, or half as much on a successful one.
  • Lightning Breath: You spit out a line of lightning 100 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes lightning damage equal to your sneak attack damage on a failed save, or half as much damage on a successful one.

You may use this ability once per short rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2022 8:41:16 PM
6
1
Homebrew
Coming Soon
8/20/2022 3:26:42 AM
13
2
--
Coming Soon
8/24/2022 3:43:56 AM
20
3
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes