Rogue
Base Class: Rogue

Many who walk the path of the Thorn of the Glade have wandered too close to the Feywild and returned changed. These rogues channel the capricious magic of the fey to distract, deceive, and disappear. Their charm can disarm a foe as easily as their dagger.

Level 3: Thorn of the Glade Magic

You have learned to cast an illusion cantrip, spells and the ability to affect your sneak attack damage type.

Cantrips. You know the Minor Illusion cantrip. In addition, you can cast the following spells without material components:
- 3rd Level: Blur
- 5th Level: Invisibility
- 9th Level: Hypnotic Pattern

You can cast each of these spells once per long rest without expending a spell slot. Alternatively, you can use a spell slot of the needed level to cast each spell respectively. Intelligence is your spellcasting ability for these spells.

Sneak Attack. When you deal Sneak Attack damage, you can choose to have the extra damage dealt as force or radiant damage instead of its normal type.

Level 3: Fey Trickery

You gain proficiency in either Deception or Persuasion (your choice). You also learn the Dancing Lights cantrip, with Intelligence being your spellcasting ability for it.

Fey Trickery. You also gain the ability to briefly blur reality. As a Bonus Action, you can magically vanish and reappear up to 10 feet to a space you can see.

You can use this feature a number of times equal to half your proficiency bonus (rounded down) and regain all uses on a long rest. In addition, at 13th Level, you can magically vanish and reappear up to 15 feet to a space you can see.

Deception

You gain proficiency in the Deception skill.

Persuasion

You gain proficiency in the Persuasion skill.

Level 9: Glamourstep

When you use Fey Trickery, you momentarily shimmer with bright light, making it difficult for enemies within 10 feet to focus on you.

Until the start of your next turn, attack rolls against you are made with disadvantage the first time a creature targets you. In addition, if you are successfully hit by a melee attack before the start of your next turn, you can use your Reaction to cause the attacker to become disoriented. Until the end of their next turn, they have disadvantage on attack rolls against creatures other than you.

You can use this disorientation effect a number of times equal to your Charisma modifier (minimum 1) and regain all uses on a long rest.

Level 13: Feystep Ambush

Your mastery of fey magic allows you to manipulate space not just for yourself, but for those you protect or position to strike.

When you use Fey Trickery, you can choose to teleport one willing creature that you can touch along with you. That creature must be medium or smaller, and it appears in an unoccupied space within 5 feet of your destination, or the closest non-deadly space to you. If you or the willing creature is hidden or unseen when teleported, it gains advantage on the first attack it makes before the end of its next turn.

At 17th level, you can teleport up to two willing creatures with you when you use Fey Trickery, provided each is touching you when the ability is activated.

Level 17: Mirth and Misrule

You gain expertise in the skill chosen at 3rd level through your Fey Trickery class feat. In addition, you gain the ability to use the Mirth and Misrule action: 

Mirth and Misrule. As an Action, you can invoke a grand illusion of Fey revelry. Each creature of your choice within 30 feet that can see you must make a Wisdom saving throw against your spell save DC or be Charmed or Frightened (your choice) for 1 minute.

While affected, creatures cannot target you with attacks or harmful spells unless you attack them or force them to make a saving throw.

Affected creatures can repeat the save at the end of each of their turns.

Once you use this feature, you must finish a long rest before using it again.

Deception

You gain expertise in the Deception skill.

Persuasion

You gain expertise in the Persuasion skill.

Comments

Posts Quoted:
Reply
Clear All Quotes