Base Class: Rogue
A manipulator of illusion and enchantment, you have an affinity of hiding in plain sight. Different from another school of magical rouges, you were taught to use magic for espionage. Charming targets and disguising yourself to complete the mission. You were taught the tricks of the Fey. Enemies will have a difficult time perceiving you even though you are only within 5ft of them. You always have the upper hand when it comes to battle, walking ever closer to your target. A potential to become a powerful assassin, but you have an even greater afinity for espionage. A guard blocking the entrance, charm them to let you in. Need to blend into a crowd, disguise yourself as a farmer tending to nearby crops. Use your natural Charisma to get your way into and out of situation.
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 three cantrips: friends and two other cantrips of your choice from the Bard spell list. You learn another Bard cantrip of your choice at 10th level.
Spell Slots
The Agent of Fey 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, two of which you must choose from the enchantment and illusion spells on the Bard spell list.
The Spells Known column of the Agent of Fey Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment 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 Bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment 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
Charisma is your spellcasting ability for your bard spells, since you learn your spells through innate magic and practice. 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
Agent of Fey 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 |
Rendezvous
Starting at level 3, you can use your training in fey trickery to charm a target.
As a Bonus Action, choose a humanoid to make a WIS saving throw against your spell save DC. If the target fails, they are Charmed for 1 hour per your CHA modifier. You have advantage on the next Deception check, Persuasion check, or attack roll against the charmed target. While Charmed in this way the target is also indifferent and become non-hostile towards you (target can't place why they were hostile towards you in the first place). The charm ends if you attack or fail any CHA based skill checks against the target or its allies. The number of times you can use this feature is equal to your proficiency bonus.
Face to Face
At level 3, You have learned to turn your enchantments into illusions.
As a reaction, you can magically disguise yourself as a creature currently charmed by you. The illusion changes your appearance to duplicate the target's clothing, armor, weapons, and physical features. The disguise last as long as the charm is in effect, if you make an attack roll, or if you fail a Charisma check. While disguised in this way, you gain advantage on your next Deception or Performance check.
The number of times you can use this feature equal to your proficiency bonus.
Infiltrator
Starting at 9th level. You have learned to use your disguise to your advantage. It helps you get the drop on enemies and confuse them in battle.
You gain the following benefits:
- When rolling for initiative, and magically disguised, you can add your CHA modifier to your initiative roll.
- When rolling a melee attack roll, and magically disguised, you can roll the attack with advantage.
- When you are within 5 ft of a creature that is non-hostile towards you, and magically disguised, you have advantage on a Dex (Sleight of Hand) check made against them.
Disguise Swap
Gain this Feature at level 13.
As a reaction, you can use one of your Face to Face features to magically swap places with an ally or a creature charmed by you. The target must be within 30ft of you. You appear in their occupied space disguised as the target. The target appears in your occupied space disguised as you.
Additionally, if you were disguised before you use this feature, the target instead takes on your previous disguise.
The target's disguise ends when they are attacked or until the start of your next turn.
Trump Card
You can this feature at level 17.
You always have an ace up your sleeve. You are a master of illusions. You manipulate the magic within you to make an illusion real.
As an action, you can create a copy of yourself with the same hit points, ability scores, proficiencies, and saving throws. The copy cannot speak, act on its own, and counts as an ally. The copy shares your initiative.
- As an action, you can forgo your attack action to command the copy to make a melee attack roll, as if you were attacking yourself. The copy deals the same damage you would have dealt. If you don't command the copy to take any specific action, they will use the dodge action.
- When an attack roll is made against you, while you are within 30ft of your copy, roll a d6. If you roll a 1-4, the attack hits your copy instead.
- As a reaction, and within 120ft of each other, you can swap places with your copy.
- You can command where the copy moves as a free action.
You can use this feature once per short rest.
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