Rogue
Base Class: Rogue

In the realms of Anura, many powerful magical beings exist in the upper echelons of society. Some are revered as heroes or feared as villains, though rarely seen, while others openly rule kingdoms of mortal humanoids. These magical beings often require servants to carry out their bidding, and the magical rewards for swearing fealty are great.
The Nightblade is an agent of subterfuge, typically in service to fiends, undead, or certain celestials who rule over domains a shade darker (The Night Mother, Ramiel, etc.). As a Nightblade, you gain access to the Warlock spell list. Additionally, you can conjure a variety of Eldritch weapons bound to you by your patron. 

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 warlock spell list.

Cantrips

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

Spell Slots

The Nightblade Spellcasting table shows how many spell slots you have to cast your warlock 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 warlock spells of your choice. The Spells Known column of the Nightblade Spellcasting table shows when you learn more warlock 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.

The spells you learn can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock 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 wizard spells, since you learn your spells through the growth of your magical gift. 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 warlock 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

Nightblade 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

Eldritch Blades

Also at 3rd level, You can call on your gift to conjure blades of eldritch force. Whenever you make an attack, you can manifest an eldritch blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals force damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target. 

If you are in darkness, attacks made with Eldritch Blades are at advantage.

Shadow Step

Starting at 9th level, if you are in an area of dim light or darkness, you can teleport to an unoccupied space you can see within 60 feet of you that is also in dim light or darkness.

You can use this ability a number of times per short rest equal to your Charisma modifier, and you regain all expended uses on a short rest. 

Improved Eldritch Blades

At 13th level, your gift has grown greater and your eldritch blades become more powerful. You gain the following features:

Flurry of Blades. When you make the Attack action on your turn using your Eldritch Blades, you can make an additional attack with your eldritch blades as a bonus action. 

Eldritch Lance. As a reaction, when a creature moves out of your reach and you are not incapacitated, you can choose to conjure a vicious hooked eldritch Lance that strikes out at the fleeing creature. This is considered a melee weapon attack with the finesse property. On a hit, you deal force damage equal to 1d6 + the ability modifier you used in the attack roll. Additionally, a creature you hit with this attack has its speed reduced to 0 until the start of its next turn. 

Lethal Magic

At 17th level, you’ve learned to apply your roguish expertise to the art of spell craft. You can now apply your Sneak Attack bonus to spell attack rolls, provided they fulfill all other required conditions. 

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