Rogue
Base Class: Rogue

You have spent your time surrounded by the art of performance, adopting both magical and nonmagical practices into your repertoire. Whether it was through a traveling circus, as a jester in a royal court, or simply a busking street poet, you know how to keep people entertained through words of power, visual displays of arcane magic, and thrown-weapon demonstrations.

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 bard spell list.

Cantrips

You learn four cantrips: vicious mockery and three other cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.

Spell Slots

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

The Spells Known column of the Songblade table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. 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 bard 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

Songblade Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

4

3

2

—

—

—

4th

4

4

3

—

—

—

5th

4

4

3

—

—

—

6th

4

4

3

—

—

—

7th

4

5

4

2

—

—

8th

4

6

4

2

—

—

9th

4

6

4

2

—

—

10th

5

7

4

3

—

—

11th

5

8

4

3

—

—

12th

5

8

4

3

—

—

13th

5

11

4

3

2

—

14th

5

12

4

3

2

—

15th

5

12

4

3

2

—

16th

5

13

4

3

3

—

17th

5

15

4

3

3

—

18th

5

15

4

3

3

—

19th

5

16

4

3

3

1

20th

5

17

4

3

3

1

Inspire and Spite

Also at 3rd level, you can inspire and distract others through stirring words or music. When you see a creature that can hear you make an attack roll, an ability check, or a saving throw within 30 feet of you, you can use your reaction to expend a 1st-level spell slot, rolling 1d4 and adding or subtracting the number rolled (your choice) from the creature’s roll. A creature hostile to you is immune to this effect if it is immune to being charmed.

When you reach higher levels in this class, the range at which this ability can be used increases, and also, you can expend a higher level spell slot to increase the value of the die, as seen in the table below. For example, as a 7th level Rogue, you can use your reaction from a range of 60 feet, expending a 2nd-level spell slot to roll 1d6, or a 1st-level spell slot to roll 1d4. 

ROGUE LEVEL
RANGE
DIE VALUE / SLOT LEVEL
3rd 30 feet 1d4 for a 1st-level slot
7th 60 feet 1d6 for a 2nd-level slot
13th 90 feet 1d8 for a 3rd-level slot
19th 120 feet 1d10 for a 4th-level slot

Tricks of The Trade

Finally at 3rd level, your love of arts practice and magical craft garners some extra skills across a range of disciplines, in musical instruments, as well as a flair and finesse for thrown weapons.

  • You gain proficiency in two musical instruments of your choice.
  • Choose Dexterity, Intelligence, Wisdom or Charisma. You gain half proficiency in ability checks using the ability of your choice.
  • Weapons that have the thrown property have their short range increased by 20 feet and their long range increased by 40 feet for you.
  • When you miss with a thrown weapon attack using a light weapon, the weapon magically returns to your grasp at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.
Charisma

You add half your proficiency bonus (rounded down) to Charisma ability checks that don't already add your proficiency bonus.

Dexterity

You add half your proficiency bonus (rounded down) to Dexterity ability checks that don't already add your proficiency bonus.

Intelligence

You add half your proficiency bonus (rounded down) to Intelligence ability checks that don't already add your proficiency bonus.

Wisdom

You add half your proficiency bonus (rounded down) to Wisdom ability checks that don't already add your proficiency bonus.

Mischief and Magic

Beginning at 9th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If this cantrip dealt damage to the target of your attack, you have advantage on the weapon's attack roll.

Skill Mastery

At 13th level, you acquire skills in a range of disciplines, and hone your skills in another. You possess a presence unlike any other, making your sense of self harder to shake.

Choose Dexterity, Intelligence, Wisdom or Charisma. You gain half proficiency in ability checks using the ability of your choice. Also, choose one of your skill proficiencies. You double your proficiency bonus on any ability check you make that uses this chosen proficiency. Finally, you gain proficiency in Charisma saving throws.

Magical Secrets

At 13th level, you learn two spells of your choice from any class.

A spell you choose must be of a level you can cast, as shown on the Songblade table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

You learn two additional spells from any class again at 17th level.

Words of Song and Blade

At 17th level, when you change the outcome of an attack roll or saving throw roll using your Inspire and Spite feature (such as turning a failed save into a successful one, or a hit of an attack roll into a miss), you choose one of the following effects:

Inspiring Magic. You or a creature within range regains an expended spell slot of a level equal to the slot you expended when using Inspire and Spite. The range is the same as your Inspire and Spite feature.
Sharpened Words. Instead of rolling, you deal maximum damage with a number of sneak attack dice equal to the level of the spell slot expended when using Inspire and Spite. This occurs only for the next weapon attack you roll sneak attack damage for.

Magical Secrets

At 17th level, you learn two spells of your choice from any class.

A spell you choose must be of a level you can cast, as shown on the Songblade table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

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