Rogue
Base Class: Rogue

An atrocity that chooses to take the path of the eldritch horror is an atrocity who has decided to reject their humanity and become the monster that mankind perceives them to be.

Spell Affinity

When you reach 3rd level, you gain the ability to cast spells. The rules for using spells as well as the list of available spells can be seen in the available resources on DDB.

Cantrips

You learn three cantrips: [Tooltip Not Found] and two other cantrips of your choice from any spell list. You learn another cantrip of your choice at 10th level.

Spell Slots

The Eldritch Horror has a table that tells you how many spells of which level you can have at each character level. 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 inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.

Spells Available at 1st-Level and Higher

You start with three 1st-level spells of your choice, two of which you must choose from the necromancy and conjuration spells on any spell list.

The Spells Known column of the spells table for Eldritch Horror shows when you learn more spells of 1st level or higher. Each of these spells must be a necromancy or conjuration spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 5th, 8th, 11th, 14th, 17th and 20th level can come from any category of magic.

When you gain a level in Eldritch Horror, you can replace one known spell with another spell of your choice. You must have an open spell slot for the new spell, and it must be a necromancy or conjuration spell, unless you’re replacing the spell you gained at 3rd, 5th, 8th, 11th, 14th, 17th or 20th level from any category of magic.

Spells Ability

Charisma is the ability you use for casting spells. You will use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the DC for a saving throw with 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

Eldritch Horror 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

Unseen Horror

Starting at 3rd level, when you cast [Tooltip Not Found], you can make the disembodied appendage invisible, and you can perform the following additional tasks with it:

  • You can place one object the appendage is holding in a container worn or carried by another creature.
  • You can take an object from a container, or an object worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.

You can successfully perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can control it as a bonus action.

Horrific 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. The damage is also increased by 1.5X.

Mind Devour

Starting at 13th level, you can use your tentacles to invade the mind of any creature within 5 ft of you. the creature must make a DC 18 CON saving throw to resist the probe and limit your access, on a failed throw, the creature's mind will be presented to you as an open book. At the end of the ability (assuming the creature failed the first save), the creature must make a second throw of the same difficulty or die instantly from their mind being shattered by the probing process.

Spell Assimilation

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

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

Previous Versions

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12/31/2020 8:01:27 AM
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