Rogue
Base Class: Rogue

You learn the way of talisman allowing you inscribe magic power into an object which can be something like a ring, stone, or even a piece of paper.

Spellcasting

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Talisman Master 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

Talisman

You learn the way of the talisman allowing you inscribe magic power into an object which can be something like a ring, stone, or even a piece of paper. In part of learning to inscribe magic into objects, you have gained proficiency with Calligrapher’s supplies. You can create two talisman over a long rest, and one talisman over a short rest. You can only have two talisman created at once so during a long/short rest when you create new talisman, you can replace one or more of your old talisman to make your new ones. The total amount of talisman you can have created increase by 1 at levels 9, 13, and 17. On top of you being able to equip your talisman, you can also allow allies to use them as well. When you level up you gain more knowledge giving you more talisman options.

Talisman Options

You gain the following talisman options you can choose from:

Talisman Against Danger

3rd level Talisman option
While wearing this talisman, you can cast the Sanctuary spell without expending a spell slot or components once per long rest.

Talisman Against Evil

3rd level Talisman option
While wearing this talisman, you are able to cast the Protection from Evil and Good spell without expending a spell slot or components once per short rest.

Talisman Against Sickness

7th level Talisman option
While wearing this talisman you gain the following: Immunity against disease, resistance against poison damage, and advantage on saving throws against being poisoned.

Talisman Against the Unholy

13th level Talisman option
As an action, you present your talisman of holiness. Each undead that can see your talisman within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. This option has 2 charges that reset on a long rest.

Talisman of Comfort

7th level Talisman option
While wearing this talisman, you are immune to the Frightened condition, and magical sleep.

Talisman of Fire

13th level Talisman option
While wearing this talisman, you are able to cast the Fireball spell at 3rd level without expending a spell slot or components once per long rest. The saving throw uses your Spell save DC.

Talisman of Guidance

3rd level Talisman option
While wearing this talisman, you can cast the Guidance cantrip.

Talisman of Health

3rd level Talisman option
While wearing this talisman, you are able to cast the Cure Wounds spell at 1st level without expending a spell slot or components once per short rest.

Talisman of Immortality

17th level Talisman option
While wearing this talisman, you cannot die of old age, and you have advantage on death saving throws.

Talisman of Luck

13th level Talisman option
While wearing this talisman, you can give yourself advantage on an ability check, skill check, or saving throw that you do. This option has 2 charges that reset on a long rest.

Talisman of Magical Properities

7th level Talisman option
While wearing this talisman, any weapon you’re wielding counts as magical to overcome resistance and immunity against non-magical attacks.

Talisman of Piercing

17th level Talisman option
While wearing this talisman, any piercing damage you do with an weapon attack ignores any piercing resistances or immunities the creature you’re attacking has.

Talisman of Protection

3rd level Talisman option
While wearing this talisman, you can cast the Shield spell once per short rest.

Talisman of Safety

17th level Talisman option
While wearing this talisman, you have advantage on Dexterity and Constitution saving throws (besides on death saves).

Talisman of the Empowered

7th level Talisman option
Once per turn when wearing this talisman, you can do an extra 1d6 psychic damage when doing a weapon attack.

Talisman of the Mirror

13th level Talisman option
While wearing this talisman, you can use your reaction to try to reflect an attack. As an reaction to being attacked, you can make the attacker do an Intelligence saving throw (Spell save DC). On a fail, you only take half damage from the initial attack, and the attacker takes the other half. On a success you take the attack as normal. This option has one charge that you regain upon doing a long rest.

Magical Inscriptions

9th level Talisman Master feature
You gain advantage on Arcana checks.

Empowered by Your Creations

13th level Talisman Master feature
For each talisman you have equipped, your weapon attacks do an extra 1 psychic damage.

Burning Talisman

17th level Talisman Master feature
As an action, you can throw and burn one of your talisman to a creature you can see within 30 ft. doing an amount of psychic damage equal to your sneak attack. Doing this destroys one talisman of your choice.

Comments

Posts Quoted:
Reply
Clear All Quotes