Rogue
Base Class: Rogue

Many rogue's find themselves deep in dark of dungeons looking for fortune, but that's not all people have hidden in the recesses of the earth. The inhabitants of the Shadowfell laid their force in mysterious sentient weapons, maybe in attempt to stir events in the material plane to their inscrutable ends. Some of these weapons are forged by long dead warlocks looking to harness the shadowfell's odd influential arcana and a too curious rogue may have stumbled onto something they shouldn't have. Maybe something they wished they'd stumbled on sooner.

 

(Having trouble with getting pact magic to operate as intended, use spell slot action to track spell slots. Refer to the Pact Magic Class Feature under Features & Traits to see how many slots and known spells are avaliable to you. All spells are to be cast at your highest spell slot level.)

Pact Magic

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 in the Player's Handbook for the Warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Delirious Hex Dagger's Delver Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.

To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Delirious Hex Dagger's Delver table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace is with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so 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 warlock 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

Rogue Level

CANTRIPS
KNOWN

SPELLS
KNOWN

SPELL
SLOTS

SLOT
LEVEL

3rd

2

2

1

1st

4th

2

2

1

1st

5th

2

3

2

1st

6th

2

3

2

1st

7th

2

4

2

2nd

8th

2

4

2

2nd

9th

2

5

2

2nd

10th

3

5

2

2nd

11th

3

6

2

2nd

12th

3

6

2

2nd

13th

3

7

2

3rd

14th

3

7

2

3rd

15th

3

8

2

3rd

16th

3

8

2

3rd

17th

3

9

2

3rd

18th

3

9

2

3rd

19th

3

10

2

4th

20th

3

11

2

4th

 

Bestowed Knowledge

The blade wants for knowledge and experience and bestows the skill and information to gather it. You gain proficiency in the Arcana and Investigation skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Trust in the Dark

Your weapon has become comfortable with you even if you rely on it less than most warlocks do and has bestowed upon you a boon. 

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

(If you are not proficient with the weapon you've chosen as your pact weapon just ad proficiency with it here cause I don't know how to do something like the check mark thing warlocks can do)

Blade of Thirst and Want

You've learned to hide a blow underneath your basic magics allowing you to slide in a second strike with your pacted blade. Beginning at 9th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Unveiled Invocation

At 13th level your dark patron grants you the rare use of an additional arcane spell. You can cast blink once without using a profane soul spell slot. You can’t do so again until you finish a long rest.

Hex Marker

When you hit a creature with a cantrip you mark that target, if your bonus weapon attack misses you can roll it again with advantage. When rolling again the attack becomes a critical hit on a 19-20

Once you use this feature you cannot use it again until you take a short or long rest.

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