Base Class: Rogue
Sorc-thieves have at some point stumbled upon magic powers accidentally or unlocked a magical power within themselves.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn three cantrips: Firebolt and two other cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.
Spell Slots. The Sorc-Thief Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher and at which levels you learn a new spell.
| Rogue Level | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 3 | 3 | 2 | — | — | — |
| 4th | 3 | 4 | 3 | — | — | — |
| 7th | 3 | 5 | 4 | 2 | — | — |
| 8th | 3 | 6 | 4 | 2 | — | — |
| 10th | 4 | 7 | 4 | 3 | — | — |
| 11th | 4 | 8 | 4 | 3 | — | — |
| 13th | 4 | 9 | 4 | 3 | 2 | — |
| 14th | 4 | 10 | 4 | 3 | 2 | — |
| 16th | 4 | 11 | 4 | 3 | 3 | — |
| 19th | 4 | 12 | 4 | 3 | 3 | 1 |
| 20th | 4 | 13 | 4 | 3 | 3 | 1 |
Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the enchantment or illusion spells on the sorcerer spell list
The Spells Known column of the Sorc-Thief Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an enchantment, illusion, or evocation 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 sorcerer spells you know with another spell of your choice from the sorcerer 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 8th, 14th, or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells, since you learn your spells through power gained from your deceits and exploits or raw magical affinity. 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 sorcerer 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
Arcane Shift
Starting at 9th level, swerving and bypassing your enemy's spells allows you to siphon off some of the leftover arcane residue and briefly propel yourself in whichever direction as a dashing magical blur. When a creature misses a spell attack against you or you make any successful spell save against it, you gain an additional 30 movement speed on your next turn and advantage on your next attack on the creature.
Spell Pilfer
Starting at 13th level, you gain the ability to magically steal the knowledge of how and the spell slot used 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, once per long rest, you can use your reaction to force the creature to make a contested d20 roll against you, adding your respective spell ability modifiers. If you roll higher, you negate the spell’s effect against you and steal the knowledge of the spell (it doesn’t need to be a sorcerer spell). You now know the spell and permanently gain the spell slot which they used in attempting to cast the spell. The creature permanently loses the spell slot and can’t cast that spell until 1 hour has passed. If you roll lower, you are immediately brought down to zero health and are left unconscious with one failed death save from the strain of attempting the Spell Pilfer.
Great Deceit
At 17th level, once every 7 days, you can attempt to charm any creature that you can see within 60 ft even if they are immune to being charmed. They must succeed on a charisma saving throw, subtracting a d12 from the roll, against your spell save dc or be charmed for one hour. They have advantage on the save if you are in combat with it. While charmed they cannot harm you or your companions, can't tell a deliberate lie, and all persuasion checks on it count as critical successes. After Great Deceit's effect on the creature fades, it loses all memory of ever encountering you or being charmed.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/23/2019 8:45:44 PM
|
11
|
1
|
--
|
Coming Soon
|
|
|
8/29/2019 3:29:39 PM
|
480
|
17
|
2
|
Coming Soon
|
|
|
9/11/2019 7:52:48 PM
|
451
|
1
|
--
|
Coming Soon
|
|
|
9/11/2019 7:56:24 PM
|
427
|
1
|
--
|
Coming Soon
|
|
|
9/11/2019 7:58:44 PM
|
427
|
1
|
--
|
Coming Soon
|
Comments