Rogue
Base Class: Rogue

One of the rarest of Derro developed the Glum Varlen guide a unique book that details a specialized set of skills developed over millennia in the deepest parts of the world to traverse safely around the myriad dangers of the Underdark . This class is what happens when the insanity of the Derro combines with the unique magical weave of the Underdark to produce strange effects not found elsewhere. These rogues would often steal into other more populated areas of the Underdark to cause mischief and steel away valuables needed by the clan. It is rumored that this is the root cause of the saying "at least it's not Derro" when Drow uncover any nest of vermin such as rats or humans. Someone wishing to be this class must learn to warp the very fabric of reality around themselves to appear to simply not be in it. Using a strange umbral chaos these Derro can alter reality in an invisible but very real way. 

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 of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Glum Varlen 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 Glum Varlen Spellcasting table shows when you learn more wizard 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 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 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

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 Intelligence 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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Glum Varlen 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

Gloom Form

At 3rd level, you gain a oneness with the umbral chaos of the Gloom itself giving you darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

In this form you are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

At higher levels you become so distorted from reality that this ability affects more senses. 

at 7th level the Gloom Form renders you invisible to any creature that relies on tremorsense  while you are sneaking and you no longer leave a trace on the ground as you pass.

at 13th level you gain blindsight out to a range of 30 feet and you become invisible while using stealth to any creature that relies on blindsight. This ability replaces Blind Sense.

 at 17th level you gain truesight out to a range of 30 feet and you become invisible while using stealth to any creature that relies on truesight or divination magic to find you. 

Vicious Warping

At 9th level,

As a bonus action on your turn, when you hit a creature with an attack you can choose to use the warping power of chaos to curse the struck creature until the end of the turn. The cursed creature has vulnerability to all damage types used in the attack. This vulnerability applies to damage from the triggering attack. Any resistances or immunities to the damage are suppressed until the curse ends. At 13th level.the curse lasts until the beginning of your next turn on the same initiative count. 

You can use this ability a number of times equal to your proficiency modifier and recover on a Long Rest

Mad Feint

Mad Feint
At 13th level, you learn to magically ward yourself against attack and to distort reality turning an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, you can immediately make an attack of opportunity against the creature with advantage or hold the advantage until the first attack of your next turn if it's made against the triggering creature. You must use this feature before you know the outcome of the attack roll.

You can use this feature a number of times equal to one plus your proficiency bonus. You recover these uses on a short rest or long rest

Harvester's Rush

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

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