Rogue
Base Class: Rogue

Some rogues enhance their fine-honed sills of stealth and agility with shadow magic, learning deep illusion tricks. Although these rogues have less magic, they use more flexibility to achieve optimum efficiency for a heist or assassination

Spellcasting

 When you reach 3rd level, you gain the ability to cast spells.

Cantrips

You learn three spells of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 11th level.

Spell Slots

The Illusion Blade Spellcasting table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. Your regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Color Spray and have a 1st-level and a 2nd-level spell slot available, you can cast Color Spray using either slot.

Spells Known of 1st-Level and Higher

You know four 1st-level wizard spells of your choice, three of which you must choose from the Illusion spells on the wizard spell list.

The Spells Known column on the Illusion Blade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an 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 4th, 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace 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 illusion spell unless you're replacing the spell you gained at 3rd, 4th, 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 = 8 + your proficiency bonus + your Intelligence modifier

Illusion Blade Spellcasting

ROGUE

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

3

4

2

—

—

—

4th

3

5

3

—

—

—

5th

3

5

3

—

—

—

6th

3

5

3

—

—

—

7th

3

6

4

2

—

—

8th

3

7

4

2

—

—

9th

3

7

4

2

—

—

10th

3

8

4

3

—

—

11th

4

9

4

3

—

—

12th

4

9

4

3

—

—

13th

4

10

4

3

2

—

14th

4

11

4

3

2

—

15th

4

11

4

3

2

—

16th

4

12

4

3

3

—

17th

4

12

4

3

3

—

18th

4

12

4

3

3

—

19th

4

13

4

3

3

1

20th

4

14

4

3

3

1

Sinister Tricks

Starting at 3rd level, you have learned to use magic tricks that you can use to mislead your enemies in combat.

Unseen Blade:  Whenever you attack a creature, you can hide your weapon's or missile's actual position by covering it in a magical illusion to gain an advantage.

Vanish: As a bonus action, you can become invisible until the end of your next turns. The invisibility ends if you make an attack or cast a spell.

You can use on of the Sinister Tricks a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest. Additionally, you can expend an illusion blade spell slot to regain to regain uses of this feature as a bonus action. You regain the number of uses equal to the slot's level.

Stealthcasting

At 9th level, you can combine your agility with your spellcasting discipline for casting spells without getting noticed.

Whenever you cast an illusion spell, you can try to perform this spell without being noticed by creatures around you. You can make an Intelligence (Arcana) check to hide your spell's verbal and somatic components. If the creature's passive Wisdom (Perception) is less than the check, it doesn't notice your spell's verbal and somatic components.

Magical Trap Proficiency

Beginning at 13th level, you developed the ability to detect and deactivate magic traps. You can sense the magical traps, such as alarm and glyph of warding, with your Wisdom (Perception) and passive Wisdom (Perception) skills. As an action, you can expend an illusion blade spell slot to dispel a magical trap. To do this, you must succeed on an Intelligence (Arcana) check DC equal to 10  spells level or the check DC requested for dispelling the trap.

Veil of Shadow

At 17th level, you can hide with shadow magic. As a bonus action, you gain invisibility for an hour. While you are invisible this way, your presence can't be perceived by spells or magical effects.

Also, you don't make noise unless you want to, and you can't be perceived by blindsense or tremorsense while invisible this way.

One you use this feature, you must finish a long rest before you can use it again.

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