Base Class: Rogue
you're the Slider, a rogue whose wild recklessness and insane courage got the gods to bless you. You speed around the battlefield, leaving a shocking mess. Lightning bolts shoot from your fingers, and you dance around like a caffeinated squirrel. The gods think your crazy antics are hilarious, so they've granted you the power to run amok and zap enemies with divine zing!
As you accelerate to a blur, the very air crackles with anticipation, and bolts of celestial lightning leap from your fingertips, striking down your foes with divine retribution. Your agility defies the boundaries of mortal recklessness, allowing you to dart and weave with the grace of the wind, leaving chaos and fallen adversaries in your exhilarating wake.
The gods themselves have recognized your unwavering bravery and blessed you with the power to traverse the battlefield, effortlessly slaying your enemies, all in honor of your adrenaline-fueled exploits.
3rd Level: Spell Casting, Need for Speed, Elemental Ambush
9th Level: Stunning Speed, Casual Disregard, Arcane Blessing
13th Level: Oh You Scoundrel, "You Can Hide, But I Can Run!"
17th Level: Can't Catch Me!, Up High? Now you Die!
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 wizard spell list.
Cantrips
You learn three cantrips: mage hand 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 Slider 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.
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 wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Slider Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an Elemental, movement, or illusion spell of your choice, and 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 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 an Elemental, movement, 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
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Dexterity 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 Dexterity modifier
Spell attack modifier = your proficiency bonus + your Dexterity modifier
Slider 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 |
Need For Speed
The gods have granted you an otherworldly energy which pulses through your veins.
+15 Movement
Elemental Ambush
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Arcane Blessing
The Gods have blessed you for your daring actions. Due to the dangerous nature that comes with being an adrenaline junky the gods have decided to grant you the spell "Cauterize"
Perhaps this will let you live a little longer?
Stunning Speed
Your power has only grown, you can generate such high voltage that you may transfer it to your weapon, the speed at which you strike can leave an opponent shocked... Literally.
You gain the spell "Shocking Strike"
+10 Movement speed
Casual Disregard
Those fools with bows are no longer a thing to be feared, your reflexes and heightened senses has allowed you to turn their own weapon against them.
You gain the spell "Redirection"
+10 Movement speed
You Can Hide, But I Can Run!
Your inhuman speed allows you to easily outpace all but mythical beings. You can now effect the world around you with ease, your lightning can stop anything in its tracks.
You gain the spell "Lightning Cage"
+10 Movement Speed
Oh You Scoundrel
You have become quite daring (how are you even alive?), you have harnessed the lightning in your blood to sweep across the battle field at concerning speeds.
You have gained the spell "Electric Propulsion".
Can't Catch Me!
The blinding pace at which you move is barely trackable. You confound your enemies, leaving them in the dust before they even hit the ground. Even the Gods struggle to keep pace.
+10 Movement
19 and 20 count as crits
When you roll a crit become Hidden
Up High? Now you Die!
Due to your speed Gigantic creatures struggle to keep track of you. You dart between their attacks with casual disregard, disappearing before they can recover.
You no longer invoke opportunity of attacks from Gigantic or larger creatures. You also gain advantage on stealth rolls against them.
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