Rogue
Base Class: Rogue

Many Rogues consider darkness to be their greatest ally, but some prefer the blinding light of flames.  These rogues have developed fiery magical abilities - whether through near-immolation, an Infernal patron or even sheer pyromania.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Arcane Arsonist Spell List below.

Cantrips

You learn three cantrips: create bonfire, control flames and one other cantrip of your choice from the Arcane Arsonist spell list. You learn another Arcane Arsonist cantrip of your choice at 10th level.

Spell Slots

The Arcane Arsonist Spellcasting table shows how many spell slots you have to cast your Arcane Arsonist 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Arcane Arsonist spells of your choice.

The Spells Known column of the Arcane Arsonist Spellcasting table shows when you learn more Arcane Arsonist 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 Arcane Arsonist spells you know with another spell of your choice from the Arcane Arsonist spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Arcane Arsonist spells, since you learn your spells through dedicated study and memorization of pyrology. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Arcane Arsonist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Arsonist Spell List

For spells that offer choice of damage type, you may only choose fire.  For spells that offer choice of damage resistance, you may only choose fire or cold.

Cantrips: control flamescreate bonfirefire boltgreen-flame bladeproduce flame

1st Level: burning hands, hellish rebukesearing smiteabsorb elementschromatic orb

2nd Level: Aganazzar's scorchercontinual flameflame bladeflaming spherescorching ray

3rd Level: fireballflame arrowselemental weaponprotection from energy

4th Level: fire shieldwall of fireconjure minor elementalselemental bane

Arcane Arsonist 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

Controlled Burn

Starting at 3rd level, the bright glow and crackling roar of flames can help you subtly strike your enemies.

If an enemy is within 5 feet of a magical fire created by one of your Arcane Arsonist spells, you don't need advantage on your attack roll to perform Sneak Attack.

In addition, when you cast control flames, you may choose a magical fire created by one of your Arcane Arsonist spells.  Wood or other fuel is not required to expand the fire 5 feet in one direction.

You can use the bonus action granted by your Cunning Action to cast create bonfire or control flames.

Flaming 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.

Distracting Flare

At 13th level, you gain the ability to cause a booming flare to erupt from your magical flames to distract an enemy.

As a bonus action on your turn, you can designate a creature within 5 feet of a magical flame created by one of your Arcane Arsonist spells.  Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Ashen Soul

At 17th level, your very soul has become one with the flames.

You gain immunity to fire damage.

Additionally, as a bonus action you can teleport up to 60 ft. to a space occupied by a magical fire from one of your Arcane Arsonist spells.  You then have advantage on the first melee attack you make before the end of the turn.

If you die, your remains begin to loudly crackle and glow with white-hot, arcing flames.  After one full round of combat, a 40-foot-radius spherical explosion occurs centered on your remains.  The sphere spreads around corners.  Each creature within the explosion must make a Dexterity saving throw.  A creature takes 20d6 fire damage and 20d6 force damage on a failed save, or half as much damage on a successful one.  The explosion damages objects and ignites flammable objects that aren't being worn or carried.  Your remains are reduced to ash, and you may only be resurrected by way of the wish spell.

Arcane Arsonist Image