Rogue
Base Class: Rogue

Daggerspell mages see the quick movements of their deadly daggers as an attendant part of their spellcasting and as such develop a strong mystical connection between their arcane spellcasting and the daggers they wield. These sometimes reclusive figures are melee combatants first and spellcasters second. Daggerspell mages, seek truth and justice, but they define such concepts in the heat of the moment. Daggerspell mages do not see morality as an absolute, and their ideals are guided by their sense of what is right and fair.

Daggerspell Stance

 Starting at 3rd level, a you gain the Two-weapon fighting combat style, can treat your pair of daggers as an arcane focus for your spells, and you may cast spells with somatic and material components while holding a dagger in each hand. In addition, as a bonus action, you may change the damage type of your daggers to acid, cold, fire, lightning, or thunder for 1 minute. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses. You must be holding a dagger in each hand to use this feature.

Spellcasting

Spellcasting: When you reach 3rd level, you gain the ability to cast spells. 

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 Daggerspell Mage Spellcasting table (see Arcane Trickster Spellcasting table) shows how many spell slots you have to cast your 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands 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 abjuration and evocation spells on the wizard spell list. The Spells Known column of the Daggerspell Mage Spellcasting table (See Arcane Trickster spellcasting table) shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration 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 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 abjuration orevocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. 

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. 

Invocation of the Knife

 At 9th level, whenever you use your action to cast a cantrip, you may make one melee weapon attack using a bonus action. You must be holding a dagger in each hand to use this feature.

Blade Shift

At 13th level, as long as you have at least one unexpended 3rd or 4th level spell slot remaining, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see. You then have advantage on the first weapon attack you make before the end of the turn. You must be holding a dagger in each hand to use this feature.

Daggercast

At 17th level, as a bonus action you can cast a ranged or melee spell attack into one of your daggers, and then deliver it with a weapon attack instead. On a hit, you apply the damage or effect of both the spell attack and the weapon attack. If you miss your attack or fail to attack before the end of your turn, the spell is lost and the spell slot for the spell you used is still expended. If you have advantage when you hit the creature, it has disadvantage on any saving throw it makes against the spell you cast. The spell must have a casting time of 1 action and must target only one creature. You must be holding a dagger in each hand to use this feature.

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