Rogue
Base Class: Rogue

You shall bring about a reckoning. Your deeds may not be seen by the people, your very existence may be a shadow, but the blade you hold enacts the will of the Spirit of Judgment.

Spellcasting

3rd level Aspect of Judgment Feature

You gain the ability to cast spells. See Spell Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: booming blade and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Aspect of Judgment Spellcasting table shows how many spell slots you have to cast your wizard 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 wizard spells of your choice, two of which you must choose from the divination or illusion spells on the wizard spell list.

The Spells Known column of the Aspect of Judgment Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a divination or illusion spell of your choice, and must be of a level for which you have spell slots. 

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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through your connection to the Judgment Arcana. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Aspect of Judgement 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

Inner Voice

3rd level Aspect of Judgement Feature

As the Aspect of Judgment you hold in your hands the embodiment of your innermost thoughts. Often this takes the form of a weapon, although it can take any form you chooses as long as it is no larger than a tiny object. This materialized collection of thoughts is known as your Inner Voice, and it has the following properties:

  • Your Inner Voice is sentient, and it has the same Intelligence, Wisdom, and Charisma scores as you do.
  • Your Inner Voice can speak to you telepathically at any distance. 
  • You can change the shape of your Inner Voice using a bonus action, it can take the form of any tiny mundane object.
  • If your Inner Voice is further than 60 feet away from you for longer than 1 minute, it disappears and reappears in your hand or at an unoccupied space within 5 feet of you. 
  • When your Inner Voice is a weapon, and you score a critical hit with it, you can roll an additional 1d6 when calculating the damage for that hit. 
  • Your Inner Voice acts as a spellcasting focus for your spells. If a spell requires a component that indicates a cost, your inner voice can circumvent that requirement. 

Forced Self-Reflection

9th level Aspect of Judgment feature 

You can force a creature of your choice to evaluate themselves. If you spend one minute talking to a creature, or that creature is holding your Inner Voice, you can lock that creature in place. The creature must make a Wisdom saving throw against your spell save DC or become blinded and restrained for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. While a creature is blinded by this effect, they are forced to relive mistakes from their past until the effect ends. 

Arcane Reckoning

13th level Aspect of Judgment Feature

You gain the ability to mark creatures for judgment. As a bonus action, you can mark a number of creatures you can see within 60 ft. equal to your proficiency bonus. When you attack a marked creature and hit, they must roll a Charisma saving throw against your spell save DC. On a failure, you can use your Sneak Attack on that attack. 

Creatures marked by this feature remain marked for 1 minute or until you lose concentration (as if you were concentrating on a spell).

You can use this feature a number of times equal to your proficiency bonus each long rest. 

Scales of Judgment

17th level Aspect of Judgment Feature

You gain the ability to use the Scales of Judgement to benefit your allies and undermine your foes. You can now transform your Inner Voice into a small set of scales. When your Inner Voice takes this form you can use an action to judge those around you. Choose a number of creatures up to a number equal to your proficiency bonus. Those creatures must make a Charisma saving throw. A creature can choose to fail this save. On a failure, one of the following effects occurs, choose one.  

Awakening. The chosen creatures have advantage on their next saving throw or ability check. Additionally they regain hit points equal to one roll of your sneak attack dice.

Reckoning. The chosen creatures are susceptible to the power of Judgment. For the next minute, if you use your sneak attack against one of these creatures, you can double the damage rolled for that attack. 

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

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