Rogue
Base Class: Rogue

Use Sorcerous Burst to imbue your attacks with a ranged weapon of your choice. 

Level 3: Spell table details

You have learned to cast spells.

Cantrips. You know three cantrips: Sorcerous Burst and two other cantrips of your choice from the Wizard spell list. 

Whenever you gain a Rogue level, you can replace one of your cantrips, except Sorcerous Burst, with another Wizard cantrip of your choice.

When you reach Rogue level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Bewitchng Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Bewitching Trickster Spellcasting
  —Spell Slots per Spell Level—
Rogue Level Prepared Spells 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Bewitching Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Bewitching Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus or your missle weapon as a Spellcasting Focus for your Wizard spells

Spellcasting

Access to wizard spells

Level 3: Bewitching Imbuement

At 3rd level you may imbue your arrows with Sorcerous Burst as a bonus action. Arrows imbued use your ranged attack modifier or spell attack modifier, whichever is greater.You may use this ability a number of times equal to your Intelligence Modifier, minimum of once, each day. Imbued arrows may be used for your sneak attack as well. Your normal range is extended to 120’ just like the spell. You may still use the Hide action following your attack if you haven't previously used it this round.

 At 9th level the number of uses becomes double your Intelligence Modifier, minimum 2.

Level 9: Ranged or Magical Ambush

If you have the Invisible condition when you cast a spell on a creature or use imbued weapon to attack a creature,  it has Disadvantage on any saving throw it makes against the spell on the same turn.

If no saving throw applies your attack roll has Advantage.

Level 13: Magic Arrow

Your ammunition is treated as a magical weapon. This does not add a modifier for attack or damage rolls but allows you to damage creatures that can only be damaged by magical weapons.

Level 17: Arcane Spell Thief

You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn’t need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can’t cast it until the 8 hours have passed.

Once you steal a spell with this feature, you can’t use this feature again until you finish a Long Rest.

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