Rogue
Base Class: Rogue

As you meld into the darkness, you find a sense of peace and safety, and in that darkness you find magic.  Rather that magic trickled through some tear into another plane or a silent creature bestowed it upon you, you harness the magic for your own use.  

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: green-flame blade 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 Shadow Caster 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, two of which you must choose from the evocation and illusion spells on the sorcerer spell list.

The Spells Known column of the Shadow Caster Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or illusion 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 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, and it must be an evocation or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. 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

Shadow Caster 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

Aid From the Shadows

When you are in dim light or darkness and cast a spell, you gain a mote of shadow energy that floats around your form for 1 minute. You can have a maximum amount equal to your Charisma Modifier Score.  When you use a Bonus Action this mote allows one of the following to happen: You or a creature you can see within 10 feet of you gains advantage on the next stealth check or a creature's form become difficult to see after a 60 foot distance, giving disadvantage on the attack roll against them. Once the mote is used it disappears and will recharge after a Long Rest.

Swift in the Darkness

Starting at 9th level, if you are in dim light or darkness and you use your Action to cast a spell you may use your Bonus Action to make a weapon attack.

Shadow Spells

At 13th level, your spells become as silent and elusive as you.  No light or noise emanates from you as you cast spells, and when you do they carry no colors to them, only grays and blacks.

Spell Assassin

At 17th level, when you make a spell attack roll and hit a target creature or if you cast a spell that requires a Dexterity Saving Throw and the target fails by 5, you may deal Sneak Attack damage if you are able.

Previous Versions

Name Date Modified Views Adds Version Actions
1/4/2021 1:35:32 PM
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