Rogue
Base Class: Rogue

You are now able to supplement your own talents with preternatural ones from the God of Death. Not only are you more capable of sending people to their demise, but you are also protected from meeting your own end too soon.

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 wizard spell list.

Cantrips

You learn three cantrips: chill touch and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Death's Chosen Spellcasting table shows how many spell slots you have to cast your wizard 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 chromatic orb and have a 1st-level and a 2nd-level spell slot available, you can cast chromatic orb using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and necromancy spells on the wizard spell list.

The Spells Known column of the Death's Chosen Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or necromancy 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 a wizard 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

Death's Chosen 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

Death's Defense

 Beginning at Level 3, you have advantage on death saving throws.

Beginning at Level 9, you have the ability to pass on some of your defenses from the God of Death and are able to cast the spell Death Ward once per day without consuming a spell slot.

Beginning at Level 13, your protection from death has been further enhanced, and whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Intelligence (whatever the spellcasting ability is) modifier (with a minimum bonus of +1). 

Death Strikes

Starting at 9th level, you deal an additional 1d8 necrotic damage on all of your attacks, and if your attack would deal sneak attack damage, you score a critical hit on either a roll of 19 or 20.

Death's Power

At 13th level, you gain the ability to channel the power of death through you to shoot out powerful blasts. You gain the ability to cast Hellfire Blast once per day without consuming a spell slot.

Avatar of Death

At 17th level, you have been fully embraced by death and can become her avatar. As an action, you become a dark silhouette of yourself, and embrace the qualities of death for an hour.

In this form you gain the following benefits:

  • You gain resistance to fire, necrotic, bludgeoning, piercing, and slashing damage.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • You gain advantage on all stealth checks and can hide effectively using only partial cover.
  • If your attack deals sneak attack damage, deal an additional 3d6 fire damage and 3d6 necrotic damage.

Once you use this feature, you can’t do so again until you finish a long rest.

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