Rogue
Base Class: Rogue

An ancient bloodline of master puppeteers once wove their art with unmatched precision, guiding wood and silk as if breathing life into them. Over generations, their craft evolved ... thread by thread ... knot by knot ... until it transcended mere performance. It became a weapon.

As a Wireweaver, you weave razor-thin, near-invisible magical wires, each strand infused with your will and arcane knowledge. These threads can cut as keenly as any blade, bind foes in an unbreakable snare, or manipulate the battlefield like a puppeteer controlling their marionettes. To the untrained eye, you are simply another rogue with a dagger in hand. But in truth, your reach extends far beyond steel… into the unseen strands that decide life and death.

Whether you are an heir to the ancient family’s tradition or a rogue who stumbled upon their guarded secrets, you now walk the line between illusion and execution — a predator unseen until the wire tightens.

 

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 Mindweaver 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 Mindweaver 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

Wireweaver 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

Level 3: Wire Blades

At 3rd level, you gain a unique weapon formed from your magical threads, called Wire Blades.


Weapon Type: Martial Melee Weapon (you gain proficiency with it through this subclass)
Damage: 1d4 slashing
Properties: finesse, reach (15 ft.), special
Special: Wire Blades are created and controlled by you. They cannot be disarmed unless you are incapacitated. They count as a melee weapon for Sneak Attack.
Weight: —
Range: Melee (15 ft. reach)

 

Level 3: Arcane Wires

You can summon razor-thin, magical threads as a bonus action. These wires remain for 1 minute. You can use this feature a number of times equal to your Intelligence modifier (minimum 1), regaining all expended uses on a long rest.
While your wires are active:


Increased Damage:
 Your Wire Blades’ damage die increases to 1d6.
Magical Blades: Your Wire Blades count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Weapon Enhancement: Your Wire Blades gain a bonus to attack and damage rolls, which increases as you level up: +1 (9th level) +2 (13th level) +3 (17th level.)
Wire Snare: When you hit a creature with a melee weapon attack using your wires, you can attempt to restrain it. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or become restrained until the start of your next turn.

Wire Snare

When you hit a creature with a melee weapon attack using your wires, you can attempt to restrain it. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or become restrained until the start of your next turn.

Level 3: Wire Bind

At 3rd level, you gain the ability to attach your magical wires to objects and weapons.

Attaching a Wire: As a bonus action, you can attach a wire to a weapon you are holding or an unattended object within 5 feet.
Weapon Recall: If the bound weapon is thrown or dropped, you can use a bonus action on your turn to instantly pull it back into your hand. This works regardless of distance within 30 feet, as long as there is a clear path for the wire.
Object Manipulation: You can also use this ability to pull small objects (no heavier than 10 pounds) toward you or to push them away (up to 30 feet). The movement must be in a straight

Level 9: Insibile Weave

At 9th level, you gain mastery over shaping your wires into nearly invisible constructs, able to bind or cut foes before they ever reach you.

Creating a Trap
As an action, you can set either a Snare Trap or a Razor Thread Trap in a 10-foot square or a 15-foot line.

Stealth: Both trap types are invisible to normal sight and can only be detected with truesight, see invisibility, or a DC 18 Investigation check.
Limit: You can have only 1 trap active at a time at this level (this limit increases to 2 at level 13 and 3 at level 17).
Range Restriction: A trap remains active only while you are within 60 feet of it. If you move farther away, the magical tension fades, leaving behind harmless, thin strands resembling cobwebs. These strands can be brushed aside or destroyed. If you return within range and the strands remain intact, the trap becomes active again.

Trap Types

Snare Trap:
Trigger:
 The first creature to cross the trap must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or become restrained.
Escape: A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Razor Thread Trap
Trigger:
 For a creature to cross the trap must make a Dexterity saving throw (DC as above). On a failed save, the creature takes 4d6 slashing damage, or half as much damage on a successful save.
Lethal Edge: While your Arcane Wires are active, the damage becomes magical, benefits from your current Weapon Enhancement bonus, and you may change the damage type to match your Elemental Strands feature (once you have it).

Wire Surveillance
While within 60 feet of one of your traps, you can feel faint vibrations through the thread and know when a creature triggers it.
As a bonus action, you can magically snap a trap, dealing 2d6 slashing damage to a creature currently restrained by a Snare Trap, or instantly triggering a Razor Thread Trap without requiring movement through it.

Arcane Wires Synergy
While your Arcane Wires are active:
Razor Thread Traps and deals an additional 1d6 slashing damage when triggered.
All trap damage and attack rolls benefit from your current Weapon Enhancement bonus.

Level 13: Elemental Strands

At 13th level, you can channel elemental energy through your magical wires, empowering both your attacks and traps.

Elemental Infusion
While your Arcane Wires are active, you may choose one of the following damage types: fire, cold, lightning, acid, or poison.

Your Wire Blades deal an additional 1d6 damage of the chosen type on a hit.

The damage type can be changed at the start of each of your turns.

Elemental Traps
Your Razor Thread Traps automatically deal the chosen elemental damage instead of slashing damage when Arcane Wires are active.
Traps that already deal magical damage (due to Arcane Wires) also benefit from this elemental type

Level 17: Puppet Master

At 17th level, your mastery over your wires allows you to control the very body of those caught within them, turning foes into unwilling marionettes.

Puppet Control
When a creature is restrained by your Arcane Wires, you can use your action to force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save:

You control its movement and one action on its next turn, as if you were the creature.
You can move it up to its speed in a direction you choose. This movement does not provoke opportunity attacks.
If the creature can make a weapon attack, you may use it to make one attack against a target of your choice. If the attack hits, it benefits from your Elemental Strands damage type if Arcane Wires are active.

Optional Elemental Strain
At the start of the creature’s turn while under your control, you may choose to channel your elemental power through the wires.
If you do, the creature takes 2d6 damage of your current elemental type.
After taking this damage, the creature may immediately make another Strength saving throw (same DC). On a success, it escapes your control and is no longer restrained.

Ongoing Resistance
At the end of each turn you control for the creature, it makes another Strength saving throw. On a success, the effect ends and it is freed from your wires.

Limitations
Once you have used this feature on a creature, you cannot use it on the same creature again until you finish a short or long rest.
You must maintain concentration (as if concentrating on a spell) during the turns you control the creature; losing concentration ends the effect immediately.

Wireweaver Image

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