Rogue
Base Class: Rogue

As a rogue, you have honed a partcular form of commiting heinous acts underneath the noses of unsuspecting nobles or peasants through less conventional means, you swindle the rich and make pacts with the poor to aid your cause. Every day holds a new realm of public just waiting to be taken advantage of by you. In fact, you have swindled your way into the heart or mind of a spellcaster capable of teaching you more ways to convince or bewitch people through the medium of magic, though your knowledge remains limited, you are no longer outcasted by spellcasters and can understand the basics to the magical weave. These types of rogues remain as entrepenures of less conventional crafts such as a gambler, collecting their riches through slight of hand and deception, or a talented divinator, casting bewitchments and charms on the unsuspecting while they play your game or you tell them their unsavory fortune. Perhaps you are a shady businessman with a heart colder than the stone of the floor you work on. Whatever you choose to persue, speaking your way out an unsatasfactory situation, be it by decieving those you have done wrong to, charming a fellow to let you leave peacefully, or diverting the attention to an object you planted in a noble that would leave them without house and home, is a neccecary craft that those of silver tongues choose to follow. Your charismatic nature will act as a medium to your spellcasting, your words become magical in a way parallel to a bard, but of course --you have no need to entertain now, do you?

 

Spellcasting

Cantrips

You know two cantrips of your choice from the Bard spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Silver Tongue table.

Spell Slots

The 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast it using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the Bardspell list.

The Spells Known column of the Silver Tongue table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table.

Additionally, when you gain a level in this subclass, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your spells. Your magic comes from your desire to decieve those around you to acquire goods using your speech as the medium. 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 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

Ritual Casting

You can cast any spell you know as a ritual if that spell has the ritual tag.

Fortunes

With your silver tongue you gain special abilities, one of which is your newfound Fortune Points, expendible to perform deceptive tricks as you progress through the levels in this class. These points are used to activate certain talents such as honeyed words, or to perform more subtle acts of deception in battle.

Diplomatic Dispute

After performing an attack action, you can expend 1 Fortune Point to attempt to decieve the target you intend to hit, on a success you will be able to mask the weapon from their view, adding advantage to your attack roll. This is used as a bonus action on your turn. On a failure, nothing happens.

Avoiding The Question

You may expend 1 Fortune Point during battle to take a Dodge action or Hide action on your turn.

Lady Luck

You may expend all your remaining Fortune Points (minimum 3) to endure an attack that would render you unconcious, with 1hp remaining.

Honeyed Words

Your Silver Tongue gifts you the cunning needed to decieve or persuade those around you, showing them purely what you wish for them to see and nothing else, this skill allows you to expend 1 Fortune Point to gain advantage on Deception and Persuasion rolls, or if you have disadvantege, makes it a set roll with no additional dice.

The Easy Way

Begining at 9th level, as an action, by expending 1 Fortune Point you can choose to enchant your weapon with a spell of your choice at the cost of a spell slot, that doesnt deal damage to a creature. The creature will then have to do a spell saving throw against whatever spell you had used to enchant your weapon, which localises the spell to the target, on a failure the spell takes full effect, on a successful save, the spell fails. The weapon remains enchanted until it is used and is considered a magicl weapon until the spell has been used.

The Hard Way

At 9th level you gain access to the elemental magics to augment your preexisting talents. Using 1 Fortune Point you can choose to enchant your weapon of choice with a certain damage type as a bonus action on your turn: Fire, Cold, Lightning, to inflict that type of damage to a creature on a hit. Add 3d6 <Element> Damage to your hits, increasing at 11th, 13th and 15th level.

High Class

At 13th level, as an action, for the cost of 2 Fortune Points you can target one creature who's within 20ft of you and is humanoid, once selected you stare them in the eye. They must make a Charisma saving throw with a DC equal to your spell save DC, on a failure, you choose to inflict Frighten, Charm or Stun them for one minute. However, only one can be chosen and each round they are able to perform a Constitution saving throw to try and break out of the spell, if they succeed, the affect breaks.

Way With Words

At this stage your silver tongue has whisked you out of the deadliest situations, to such a degree that when you should intend on a failure, you may turn it into a success with a single word. At 17th level, you are, once per short or long rest able to change a failure in any Charisma check into a 20, making it a major success. However, this only works if you and the creature speak the same language.

Previous Versions

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