Rogue
Base Class: Rogue

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning spells of evocation and abjuration. They are known as magi. Abjuration spells grant a magus additional protection in battle, and evocation spells deal damage to many foes at once, extending the rogue's reach in combat.

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 four cantrips: light and three other cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.

Spell Slots

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

Spells Known of 1st-Level and Higher

You know two1st-level sorcerer spells of your choice, one of which you must choose from the abjuration and evocation spells on the sorcerer spell list.

The Spells Known column of the Magi Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

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

Magi Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

4

2

2

—

—

—

4th

4

3

3

—

—

—

5th

4

3

3

—

—

—

6th

4

3

3

—

—

—

7th

4

4

4

2

—

—

8th

4

5

4

2

—

—

9th

4

5

4

2

—

—

10th

5

5

4

3

—

—

11th

5

6

4

3

—

—

12th

5

6

4

3

—

—

13th

5

7

4

3

2

—

14th

5

8

4

3

2

—

15th

5

8

4

3

2

—

16th

5

8

4

3

3

—

17th

5

9

4

3

3

—

18th

5

9

4

3

3

—

19th

5

10

4

3

3

1

20th

5

11

4

3

3

1

Awakened Power

When you choose this archetype at 3rd level, your magi training grants you the following benefits.

Metamagic

You gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice from among those available to the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

You have a number of sorcery points to spend on your Metamagic options equal to 1 + your proficiency bonus. You regain all spent sorcery points when you finish a long rest.

Bonus Proficiencies

You gain proficiency in one of the following skills of your choice: Arcana, History, Medicine, or Religion. Alternatively, you learn one language of your choice.

You also gain proficiency in the quarterstaff. It has the finesse property for you and you can use it as a spellcasting focus for your sorcerer spells.

Arcana

 You gain proficiency in Arcana.

History

 You gain proficiency in History.

Language

Learn a Language:

Medicine

 You gain proficiency in Medicine.

Religion

 You gain proficiency in Religion.

Wielder of the Flame

Beginning at 9th level, when you cast the light cantrip, or using an action during the spell's duration, you can cause the light to flair to a bright brilliance, emitting a burst of radiance.

Each creature within 30 feet of you must make a Constitution saving throw against your spell save DC. Undead and oozes have disadvantage on this saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

This feature dispels any darkness in its area that was created by a spell.

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

Skill Empowerment

At 13th level, your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; for 1 hour, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

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

Break Enchantment

Starting at 17th level, as an action, you touch a creature you can reach that is charmed, frightened or possessed. The creature you touch is no longer charmed, frightened or possessed.

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

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