Rogue
Base Class: Rogue

Enchanting Swindlers combine their natural charm and arcane knowledge with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of adventurers. Enchanting Swindlers are a sort of sneaky magic-user and few can match their guile and craftiness. These prodigious thieves blend the subtlest aspects of enchantment with the fine-honed cunning skills of the swindler, using spells to enhance their dexterous and deceiving abilities. Enchanting Swindlers can pick locks, disarm traps, and lift purses from a safe distance using their magic legerdemain hand, and as often as not seek humiliation as a goal to triumph over their foes than more violent solutions. Enchantment and Illusion spells both offer fantastic options, giving the Enchanting Swindler amazing utility and trickery abilities, but also bringing great offensive magic power.

The path to becoming an Enchanting Swindler is a natural progression for rogues who have supplemented their talents for theft with the study of the arcane. Multiclass rogue/sorcerers and rogue/bards are the most common Enchanting Swindlers, although other combinations are possible. Enchanting Swindlers are most often found in large, cosmopolitan cities where their talents for magical larceny can be most effectively put to use, prowling the streets and stealing from the unwary. With their mastery of magic, Enchanting Swindlers can make for even more subtle or confounding opponents than standard rogues.

Because it's a rogue subclass with a spell list, the Enchanting Swindler is one of the most complex rogue subclass to build and, in many ways, it's also one of the most complex to play. This subclass is not generally recommended for new players, but managing the Enchanting Swindler's spellcasting is not nearly as complex as that of a full spellcaster like the Sorcerer or the Wizard, so an Enchanting Swindler may be a good stepping stone if you're nervous about playing a spellcaster.

In summary, your subclass features allow you to:

  • Cast a small number of spells from the enchantment and illusion schools (plus an even smaller number from any spell school)
  • Use Mage Hand to manipulate objects with roguish precision and to distract targets
  • Ambush creatures with your spells
  • Take two turns during the first round of any combat
  • Steal other spellcasters’ spells when they cast them at you and access any magic item

Spellcasting Charm

When reaching 3rd level, Enchanting Swindlers supplement their martial prowess with a smattering of magic and charm. You're limited almost exclusively to Enchantment and Illusion spells for your leveled spells, whitch suits the Enchanting Swindler very well. 

Cantrips - You learn three cantrips: Mage Hand and two other cantrips of your choice. You learn another cantrip of your choice at 10th level.

Spell Slots - The Enchanting Swindler Spellcasting table (the same as Arcane Trickster) 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 Charm Person using either slot.

Spells Known of 1st Level and Higher - You know three 1st-level spells that you must choose from your Enchanting Swindler Spell List. The Spells Known column of the Enchanting Swindler Spellcasting table shows when you learn more 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. 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 Enchanting Swindler spells you know with another spell of your choice from the Enchanting Swindler spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability - Charisma is the spellcasting ability for any of your spells, since you use your natural charm to capitalize on the illusion and enchantment spells you learnt. 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

Fast Mage Hand Legerdemain

From 3rd level, when casting Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

You can 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 use the bonus action granted by your Cunning Action to control the hand.

You can also distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Magical Sneak

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.

Trickster's Reflexes

At 13th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10.

You can't use this feature when you are surprised.

Spell & Device Swindler

When you reach 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster or to to improvise the use of items even when they are not intended for you, ignoring all class, race, and level requirements for them.

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.

You also have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. Using this feature, you can ignore all class, race, and level requirements on the use of magic items, becoming instantaneously attuned to it if need be.

You can only use this feature once per long rest.

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