Rogue
Base Class: Rogue

You are a descendant far down the line of a dragon, either too far down to not be able to be a sorcerer or could be, but chose to focus your talents in other places. Either way, you are chronically lustful for gold, jewels, and items of value - especially magical items. 

Bounty Hunter’s Mark

At 3rd level, when choosing this subclass, you gain the spell “Hunter’s Mark”. This does not count against the title number of spells you know. When you cast this spell, you gain added benefits to it’s effect. The bonuses to ability checks granted by this spell extend to investigation, insight, and stealth rolls made against the target. Also, when you cast this spell, it is considered to be casted as a Subtle Spell from the Sorcerers’ Metamagic feature. 

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 Sorcerer spell list.

Cantrips

You learn three cantrips: Guidance 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 Treasure Hunter Spellcasting table shows how many spell slots you have to cast your sorcerer 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 sorcerer spells of your choice.

The Spells Known column of the Treasure Hunter Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells 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.

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.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

Treasure Hunter 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

 

Noted Adventurer

At 3rd level, you gain proficiency with the cartographer’s tools and calligraphy supplies, you can make simple sketches/maps of any environment as long as you can see. You can travel at a normal pace and remain stealthy while doing so.

Limited Ritual Caster

At 3rd level, you can cast the “Find Familiar” and “Identify” spells as rituals and these spells don’t count against the total spells known. The material components needed to cast a spell with this feature is a liter of ink, 10 pieces of parchment or paper, and 25 gold for every level of the casted spell or an artifact(s) of equivalent or higher value. You cannot learn more ritual spells outside of these spells through this feature. To cast a spell as a ritual requires you to maintain concentration on the spell for the duration. The duration is 10 minutes longer than usual, but has a minimum of one hour to cast.

Explorer for Danger

At 9th level, you have advantage on saving throws you make to resist damage or effects of traps, also you have resistance to slashing, piercing, and bludgeoning damage from traps.

Metamagic

At 9th level, you gain the ability to twist your spells to suit your needs. You gain one of the following Metamagic options of your choice.

You have meta points equal to your Charisma modifier, minimum of 1, and they reset at the end of a long rest.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Golden Eye

At 9th level, you have a knack for judging precious things and others can tell. You can make an investigation check with advantage to determine the value of any treasure that isn’t legendary. Other people have disadvantage on insight checks to determine if you’re lying about the value.

Guiding Force

At 13th level, when you cast the guidance cantrip, your abilities allow someone spot the best of openings. The dice is upgraded to a d6 and can be added to ability checks, attack rolls, or damage rolls.

Draconic Blindsense

You unlock your draconic blindsense, extending your current blindsense to 60 ft while not under the effects of an anti-magic spell. This magical sense will also allow you to detect collections gold and precious stones worth at least 50 gp.

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