Rogue
Base Class: Rogue

[waiting flavor text]

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 bard spell list.

Cantrips

You learn three cantrips: minor illusion and two other cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.

Spell Slots

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

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

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since you learn your spells through dedicated study and memorization. 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 bard 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

Grifter 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

Minor Illusion Legerdemain

Starting at 3rd level, when you cast minor illusion, other creatures have disadvantage on any Intelligence (Investigation) checks to discern that it is an illusion, and gains the following properties:

  • When you cast the spell, you can create both a sound and an image with a single casting of the spell.
  • Visual illusions you create can take the image of a creature.
  • While the illusion is active, you can use the bonus action granted by your Cunning Action to move it up to 30 ft. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

You can cast this spell with no somatic component. You can cast the spell this way a number of times equal to half your proficiency bonus rounded down. You regain any expended uses when you finish a long rest.

Additionally, when attaching a creature that hasn't determined that it is an illusion, an illusion you cast with this spell counts as an ally for the purposes of using your Sneak Attack feature.

Swindler's Mind

At 9th level, your familiarity with deception has made you vigilant against it. You gain advantage on all Wisdom (Insight) checks, as well as Intelligence (Investigation) checks made to discern illusions. You are also Immune to being charmed.

Seeing Double

Beginning at 13th level, you can use your Minor Illusion Legerdemain to create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself, giving the attack roll disadvantage. When you create this duplicate, it appears in your space and you are pushed to an unoccupied space within 5 feet of you. The illusion has the benefits of those created by your Legerdemain feature, except that it counts as an ally whether the enemy knows it is illusory or not, and it may only last until the end of your next turn.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses of it when you finish a long rest.

Mutable Phantasm

At 17th level, your mastery of manipulations gives you control over how other see the world. Once per day you may choose any spell from the Illusion or Enchantment schools of magic to cast without expending a spell slot, using the spell's original casting time. The spell you choose counts as a bard spell for you and must be of a level you can cast, as shown on the Grifter table, plus one spell level, or be a cantrip. You may also expend a use of this feature to cast the True Seeing on yourself, however it's duration is only 10 minutes.

Once you use this feature, you must finish a long rest before you can use it again. At 20th level, you can use it thee times before a rest.

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