Rogue
Base Class: Rogue

All rogues seek a way to hone their skills in any way possible. Some rogues seek powers from less customary sources. These rogues are given access to untapped powers by an entity known only as the Scoundrel. Some rogues specifically seek out the Scoundrel while others are approached. How did you gain these powers?

 

Pact Magic

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the Players Handbook for general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips. You know two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at level 10.

Spell Slots. The Scoundrel's Pact Spellcasting table shows how many spell slots you have to cast your Scoundrel's Pact spells of 1st through 4th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Scoundrel's Pact spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.

For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell charm person, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Scoundrel's Pact Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Spell Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.

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

Spellcasting Ability. Charisma is your spellcasting ability for your Scoundrel's Pact spells. Your magic comes from your pact. 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 Scoundrel's Pact 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

Scoundrel's Pact Spellcasting
Rogue Level Cantrips Known Spells Known Spell Slots Spell Level Invocations Known
3rd 2 2 1 1st 1
4th 2 2 2 1st 2
5th 2 3 2 1st 2
6th 2 3 2 1st 2
7th 2 4 2 2nd 2
8th 2 4 2 2nd 2
9th 2 5 2 2nd 2
10th 3 5 2 2nd 2
11th 3 6 2 2nd 3
12th 3 6 2 2nd 3
13th 3 7 2 3rd 3
14th 3 7 2 3rd 3
15th 3 8 2 3rd 3
16th 3 8 2 3rd 3
17th 3 9 2 3rd 4
18th 3 9 2 3rd 4
19th 3 10 2 4th 4
20th 3 11 2 4th 4

 

Eldritch Invocations

Studying occult lore, you have unlocked eldritch power within yourself: at 3rd level, you gain one eldritch invocation of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite, unless its only prerequisite is warlock levels, in which case you can choose a 5th level invocation at level 11, and a 7th level invocation at 17th level. When you gain certain rogue levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Scoundrel's Pact Spellcasting table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an invocation allows you to cast a spell using a spell slot, you must have a spell slot of that spells level or lower.

 

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

 

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

 

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

 

Bewitching Whispers

You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

 

Cloak of Flies

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest.

 

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

 

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

 

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot or material components.

 

Eyes of the Rune Keeper

You can read all writing.

 

Fiendish Vigor

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

 

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

 

Ghostly Gaze

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

 

Gift of the Depths

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

 

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

 

Mire the Mind

You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.

 

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

 

One with Shadows

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

 

Sculptor of Flesh

You can cast Polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.

 

Sign of Ill Omen

You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.

 

Thief of Five Fates

You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.

 

Tomb of Levistus

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

 

Trickster's Escape

You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

 

Undying Servitude

You can cast [spell]Animate Dead[//spell] without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.

 

Scoundrel's Curse

Starting at 3rd level, you gain the ability to place a mischievous curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • Your movement does not provoke opportunity attacks from this creature
  • While this creature is on your plane of existence, you can hear and understand everything they say until the curse wears off.
  • You can apply Sneak Attack against the target of your Scoundrel's Curse or the Hex spell even if you do not have advantage on the attack, but do not have disadvantage.

You can’t use this feature again until you finish a short or long rest.

Improved Scoundrel's Curse

Starting at 9th level, you can use your bonus action to teleport to a location within 5 feet of the cursed target. Creatures affected by your Scoundrel's Curse have disadvantage on saving throws against your spells, and you have advantage on spell attack rolls against that target.

 

Calculated Spells

Starting at 13th level, any damage from your spells can deal sneak attack damage to your cursed target.

Additionally, you can spread your Scoundrel’s Curse from a slain creature to another creature. When the creature cursed by your Scoundrel’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated.

 

Overwhelming Magic

Starting at 17th level, you gain the ability to recharge one of your warlock spell slots as a bonus action. Once you use this ability, you can't do so until you take a long rest.

 

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