Base Class: Rogue
It's in the name.
Oh no you don't!
Starting at 3rd level, when a creature that you can see or hear casts a spell, you can use your reaction to move up to half your movement and make an attack against that creature.
Concentrate on this!
When you choose this archetype at 3rd level, you gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if the creature had cast spell since your last turn. All the other rules for Sneak Attack still apply to you.
If you deal sneak attack damage to a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Become thy enemy.
|
ROGUE LEVEL |
SPELL SLOTS PER SPELL LEVEL |
SPELL SLOTS LEVEL |
|
9th |
4 |
4 |
|
10th |
||
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11th |
||
|
12th |
||
|
13th |
5 |
5 |
|
14th |
||
|
15th |
||
|
16th |
||
|
17th |
6 |
6 |
|
18th |
||
|
19th |
||
|
20th |
Spellcasting
When you reach 9th level, you augment your martial prowess with the ability to cast spells.
Spell Slots
You have the amount of spell slots as shown in the table. You regain all expended spell slots when you finish a short rest.
Spells Known
You learn the spells:
- absorb elements
- shield, counterspell
- dispell magic
- magic circle
- see invisibility
- intellect fortress
- freedom of movement
- planar binding
Spellcasting Ability
Intelligence is your spellcasting ability. You always cast the spell as if you were using your highest available spell slot.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
I can see you.
At 13th you gain witch sight. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight it can't benefit from invisibility, alter self or any spells of similar nature.
Better luck next time.
At 17th level, you gain resistance to magic. You have advantage on saving throws against spells and other magical effects. Additionaly you have 3 resistance point. Whenever you make a saving throw against a spell or magical effect you can choose to spend one of the points after you roll the die, but before the outcome is determined to roll an additional d20. You choose which of the d20s is used for the saving throw. You can also spend one resistance point when an spell attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. You regain your expended luck points when you finish a long rest.
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