Base Class: Rogue
Special Class for Veil. Mostly for personal use, but use if you want. The spell slots are customized, and will not work with DnD beyond.
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: Poison Spray and two other cantrips of your choice from the wizard, warlock, sorcerer or ranger spell list. You learn another wizard, warlock, sorcerer or ranger cantrip of your choice at 10th level.
Spell Slots
The Nightblade 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, warlock, sorcerer or ranger spells of your choice, two of which you must choose from the spells on the wizard, warlock, sorcerer or ranger spell list.
The Spells Known column of the Nightblade Spellcasting table shows when you learn more wizard, warlock, sorcerer or ranger spells of 1st level or higher. Each of these spells must be an enchantment, divination or evocation spell of your choice, and must be of a level for which you have spell slots. Additionally, any direct damaging spells that require a spell attack or save roll must be Touch ranged. For instance, when you reach 7th level in this class, you can learn new spells of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic, and any direct damaging spells that require a spell attack or save roll may be any range.
Whenever you gain a level in this class, you can replace one of the wizard, warlock, sorcerer or ranger 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. You may also spend time, and an amount of gold appropriate, to learn a spell, based on the DM's discretion.
Spells this sub-class cannot ever learn without multi-classing: Hex, Hunter's Mark, Cure Wounds, Goodberry, Grease, Acid Arrow, Hellish Rebuke, Lesser Restoration, Rope Trick, or Eldritch Blast.
Spellcasting Ability
Dexterity is your spellcasting ability for your wizard spells, since you learn your spells through replication and repetition. You use your dexterity whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard, warlock, sorcerer or ranger spell you cast and Dexterity when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Int modifier
Spell attack modifier = your proficiency bonus + your dex modifier
Arcane Trickster 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 |
1 |
— |
— |
|
6th |
3 |
4 |
3 |
1 |
— |
— |
|
7th |
3 |
5 |
3 |
2 |
1 |
— |
|
8th |
3 |
6 |
3 |
2 |
1 |
— |
|
9th |
3 |
6 |
3 |
2 |
1 |
— |
|
10th |
4 |
7 |
3 |
2 |
1 |
— |
|
11th |
4 |
8 |
3 |
2 |
2 |
— |
|
12th |
4 |
8 |
3 |
3 |
2 |
1 |
|
13th |
4 |
9 |
3 |
3 |
2 |
1 |
|
14th |
4 |
9 |
3 |
3 |
2 |
1 |
|
15th |
4 |
10 |
3 |
3 |
2 |
1 |
|
16th |
4 |
10 |
3 |
3 |
2 |
1 |
|
17th |
4 |
10 |
3 |
3 |
2 |
2 |
|
18th |
4 |
10 |
3 |
3 |
2 |
2 |
|
19th |
4 |
10 |
3 |
3 |
2 |
2 |
|
20th |
4 |
10 |
3 |
3 |
2 |
2 |
Stronger Poisons
Starting at 3rd level, whenever a creature that you attack makes a save against the status poisoned, treat their saving throw as one less than it would have been normally. Example: A 19 becomes an 18.
This bonus is increased at 7th level, and 12th level, to 2, and 3 respectively
Stalker's Delight
Starting at 9th level, you can choose between Magical Ambush, or Improved Poison Spray
Magical Ambush
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Improved Poison Spray
The Poison Spray cantrip is improved. This version now also confers the poisoned for 1d4 turns on a failed save equal to your spell save modifier. Additionally, Poison Spray can now be used as a bonus action. If the enemy is resistant to poison damage, the poison condition is half duration. If the duration is reduced to less than one turn, it does not take effect. Poison immune enemies are not affected by the poisoned condition.
Improved Poison Spray
The Poison Spray cantrip is improved. This version now also confers the poisoned for 1d4 turns on a failed save equal to your spell save modifier. Additionally, Poison Spray can now be used as a bonus action. If the enemy is resistant to poison damage, the poison condition is half duration. If the duration is reduced to less than one turn, it does not take effect. Poison immune enemies are not affected by the poisoned condition.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
One with the Dark
At 13th level, pick between the following choices:
- Creeping Darkness
- Expunge
Creeping Darkness
Once per long rest, reduce the current light level down to dark conditions for up to 60 ft radius centered on the caster for up to 1 minute of concentration. If the area is lit by non-magical means, such as a light source, this is treated as magical darkness instead.
While in this darkness, you have the following effects:
- you have truesight, up to 25ft feet
- you are treated as invisible.
Expunge
Upon attacking a poisoned enemy with a melee or touch attack, you can chose to consume the effect, removing it from them, but dealing an extra 1d6 of poison damage for each remaining turn of the effect after the first, minimum 1d6, maximum 4d6.
Heir to the Darkness
Based on your decisions in your past, the your future path shall be lit for you...
Pick one from the tree of your previous choice
If you picked Creeping Darkness...
- Light Swallower
- Darkness Incarnate
OR
If you picked Expunge...
- Essence of Finality
- Poisoner's Pity Puncture
Darkness Incarnate
While in dark conditions, confer disadvantage to any hostile attacks, or ability checks. Should the roll already be at disadvantage, it automatically fails.
Essence of Finality
Expunge no longer removes poisoned. Additionally, the maximum amount of dice that can be rolled for expunge is increased to 6d6. If Improved Poison Spray was taken, Poison Spray's damage is also increased to 5d12.
Light Swallower
You may now use Creeping Darkness once per combat, rather than once per day.
Poisoner's Pity Puncture
Gain advantage against poisoned foes when attacking in melee or touch range. Apply poisons as a free action once per turn. Poisoned enemies that you attack have their AC reduced by 2.
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