Rogue
Base Class: Rogue

The path of a Daggermage is one appealing to rogues that want to blend magic with dexterous combat. By utilizing a special technique, they imbue their daggers with spells and arcane energies. The wizardly studies of these rogues often fall within the lines of more directly offensive magic than their Arcane Trickster cousins, specifically in the schools of evocation and transmutation. Spells of the evocation school allow a Daggermage to directly harness destructive magic, while transmutation spells enhance their fighting style.

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:  chosen from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Daggermage Spellcasting table show how many spell slots you have to cast your wizard spells of1st 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 magic missiles and have a 1st-level and a 2nd-level spell slot available, you can cast magic missiles using either slot.

 

Spells Known of 1st-Level and Higher 

You know three1st-level wizard spells of your choice, two of which you mustchoose from the evocation and transmutation spells on thewizard spell list.
The Spells Known column of the Daggermage Spellcastingtable shows when you learn more wizard spells of 1st level orhigher. Each of these spells must be an evocation ortransmutation spell of your choice, and must be of a level forwhich you have spell slots. For instance, when you reach 7thlevel in this class, you can learn one new spell of 1st or 2ndlevel.

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 evocation or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Table

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

Daggermage 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

Daggercast

3rd-level Daggermage feature

As a bonus action, you can expend a spell slot to cast a wizard spell you know of 1st-level or higher and imbue it in toa dagger you 're holding. To be eligible, a spell must have a casting time of one action, must target only one creature at the spell's current level and must require a spell attack or saving throw. The spell remains within the dagger until it is discharged, until you finish a long rest or until you use this feature again to imbue that dagger with a spell.

When you hit a creature with an attack using a dagger imbued with a spell, you can discharge the spell. Immediately after the target takes the attack's damage, it is subjected to the spell's effects. If the spell requires a spell attack, ignore the die roll and treat the number rolled on the d20 as the same number rolled on the d20 for the attack you made with the dagger against the target. After the spell is discharged, if it requires concentration, you can concentrate on it as normal. You can't use your Sneak Attack when you hit a creature with a dagger and discharge an imbued spell.

You can have a number of daggers imbued with spells up to your proficiency bonus. If you attempt to imbue a dagger with a spell while at your maximum, you must choose one of the other daggers you have imbued with spells to lose the spell itis imbued with.

Level 9: Spell and Steel

Starting at 9th level, when you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action. You know gain the ability to make an extra attack.

Level 13: Magical Ambush

Starting at 13th level, your offensive instantaneous damaging spells deal additional 1d6 force damage per sneak attack dice you have.

  • Has no internal cooldown. Hits all targets in an AOE, applies to all hits of a multi-strike such as Magic Missile.
    • Magical Ambush applies once per projectile of a spell, per target hit. Magic Missile, which can have multiple projectiles, will apply this effect to each projectile. Fireball, which fires a single projectile that deals damage in an AOE, only applies the effect once per target.
  • Applies to cantrips like Eldrich Blast, but not persistent AOEs such as Wall of Fire.

Level 17: Daggerspell Flurry

At 17th level, you've learned how to perform the ultimate technique of a Daggermage, called a Daggerspell flurry. As an action while you 're holding at least one dagger, you can make a melee attack with each dagger you're holding against any number of creatures within 5 feet of you, with a separate attack roll for each target. On a hit, a target suffers the attack's normal
effects and takes an additional 1d6 force damage from the attack.

Once you use this feature, you can't use it again until you finish a short or long rest.

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