Rogue
Base Class: Rogue

You made a deal with a Spirit or Spector of a deceased creature or humanoid. Forming this deal with them allows them to bond with part of your soul gifting you ghostly powers or ability's. They will then become your ghostly companion that only you and see and hear. Deals that the spirit or spector can be decided by the player and the dm.

Spectral Spells

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 from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Spirit Bound 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 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

The Spells Known column of the Spirit Bound Spellcasting table shows when you learn more wizard spells of 1st level or higher.

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 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

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

Arcane Trickster 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

Defense against death

Beginning at 3rd Level, You have advantage on death saving throws, as your ghostly companion helps to keep you alive. 

Death Strikes

Beginning at 9th level, your ghostly companions deathly presence starts to rub off on you. Giving you the ability to deal an addition 1d8 Necrotic damage on all of your attacks. If you deal sneak attack damage and roll a 19 it is now considered a crit. 

Ghostly Silent

Beginning at 9th level, With the help of your ghostly companion you are now trained to be very light footed and to make almost no noise while you are stealthing. When you succeed a stealth check, you are able to move at full speed and able to use the dash action while stealthing.  You have advantage on stealth (dex) checks involving sound. As long as you pass a stealth (dex) check you cannot be detected by a creature with tremor sense. 

Life Drain

Beginning at 13th level, your ghostly companion teaches you to channel the life force of a dying creature into yourself. When ever you land the killing blow on an enemy you may use your reaction to siphon their fading life energy into yourself. You heal an amount rolled equal to half your sneak attack die. Any runoff above your maximum heath is converted into temp hit points that will last for 3 minutes. 

Spector Image

Beginning at 13th level, the line between death and living start to blur for you as you can easily slip between planes. On a successful stealth roll, and as long as your not within 30ft of an enemy, you are able to disappear from sight and slip into the ethereal plane. with the help of your ghostly companion you are able to double your movement in the ethereal plane. You are in the ethereal plane until you make an attack, cast a spell, or use an object. If you attack while coming out of the ethereal plane, If it hits it is automatically a crit. 

Deathly Aim

Beginning at 17th level, you have trained yourself on which places you should hit to deal the most damage to humanoid, and creatures. when you successfully hit an opponent with sneak attack damage or a crit, your opponent must make con saving throw. on a failed save the damage you deal is doubled. 

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