Rogue
Base Class: Rogue

An angel or devil of death has recruited you into its services

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See spell rules for the general rules of spellcasting and the Spell list for the warlock spell list.

Cantrips

You learn three cantrips: Toll the Dead and two other cantrips of your choice from the warlock spell list. You learn another warlock cantrip of your choice at 10th level.

Spell Slots

The Death Warden Spellcasting table shows how many spell slots you have to cast your warlock 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 warlock spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Death Warden Spellcasting table shows when you learn more warlock spells of 1st level or higher. 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 warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots. 

Spellcasting Ability

Wisdom is your spellcasting ability for your warlock spells, since you learn your spells through your dedication to the enlightenment of death. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Death Warden 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

Marked For Death

Starting at 3rd level, you learn the spell “Hunters Mark” and you can make the damage done necrotic, and should you deal sneak attack damage to your marked target you can also choose to make it necrotic damage. In addition:

  • All other damage sources, be it spells by you or other enemies of those you have marked for death roll the extra damage from Hunters Mark
  • You regain hit points equal to your wisdom modifier each time your marked target takes damage
  • Those who you have Marked have disadvantage on ability checks to perceive you.
  • You can cast “Hunter’s Mark” without expending a spell slot a number of times equal to your proficiency bonus

Deaths Door

Beginning at 9th level, if you land an attack against an enemy that is Unconscious, Paralyzed, Incapacitated, Petrified, Restrained, Stunned, or Prone, you may treat that attack as a critical hit for all intents and purposes. 
You also gain advantage on attacks made against poisoned targets. 

Death Siphon

Beginning at 13th level, you are able to channel the death of others into your own life, bolstering your own vitality. Whenever you land the killing blow on an enemy affected by your “Marked For Death” feature, you may use your reaction to siphon their life energy to yours, healing an amount equal to a roll of half your sneak attack die rounded up. Any runoff above your maximum health is converted into temporary hit points that can last for up to 10 minutes. You may use this feature a number of times equal to your proficiency bonus. 

Vital Exchange

Your ability to effect the vitality is stronger when you wager your own vitality. Starting at 17th level, whenever you hit an attack against a creature you have Marked for Death, you may deal 2d6 irresistible damage to yourself to deal your sneak attack damage to that target without meeting any other requirements for dealing sneak attack damage. 

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