Rogue
Base Class: Rogue

Driven by the pursuit of preservation and opposition towards corruption in the world, the Karzah Initiative stand as some of the most well-respected and most heavily guarded repositories of strange magical items and dark magics across Melos. Here, people seeking to protect the secrets of the old world and preserve it, as well as ensure history doesn't repeat itself by keeping ancient artifacts of mass power under lock and key to prevent anyone from using them for evil. Many members are curators, archaeologists and scholars who simply wish to fully understand these objects and preserve them as relics of history. However some are more suited to being hunters. These members of the Karzah Initiative master the arts of espionage, investigation and deception in order to identify, locate, secure and retrieve these creations of ancient power. They explore ancient ruins and stop those who use these relics for their own gain. 

To be a hunter in the Karzah Initiative is to give one's self to a life of unlocking the secrets of history, a life of danger and intrigue, they must have a desire to understand and preserve history, whilst also maintaining balance in the world and doing what they can to stop history from repeating itself.

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: mage hand 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 Karzah Operative 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

You know three 1st-level wizard 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 Karzah Operative Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells 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.

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.

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

Karzah Operative 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

Arcane Insight

Starting at 3rd level, whenever you make an Intelligence (History, Arcana, Religion and Investigation) checks to recall information about, look for, or discern the properties of a magic item, you have advantage on the roll.

Silver Tongue

When you choose this archetype at 3rd level, you become well versed in tricking people into giving you the information you want. You gain proficiency in Deception and Persuasion.

Arcane Secrets

Starting at 9th level, your knowledge of the arcane and ancient magics has expanded significantly, giving you the following benefits: The time it takes for you to attune to a magic item is halved, additionally, you ignore all race requirements on the attunement and use of magic items. And you can attune to up to four magic items at any one time.

Lore Keeper

By 13th level, you have learned to harness some of the magics used in the creation and identification of magical items. You gain the ability to cast identify instantaneously without expending a spell slot or any material components, additionally you can cast legend lore once per day as a ritual spell. Your eyes are more perceptive when it comes it uncovering magical items, you can cast detect magic a number of times equal to 1 + your Intelligence modifier (minimum of 1), you regain all expended charges of this after a long rest.

Arcane Bond

When you reach 17th level, you have become a master at understanding the secrets behind magical items and the arcane. You ignore all requirements on attuning to or use of magic items and you can attune to five magical items at once. Additionally you gain the ability to transfer your attunement from one magic item to another in an instant. As a bonus action you can unattune from magic item you are carrying and attune to another magic item that you are carrying, once you do this you must complete a long rest before you can use this ability again.

As part of this ability, you can target one creature holding a magical item within 30ft. of you. As an action you can extend your arcane bond towards the magic item and attempt to steal it from the user, you must have a free hand to do this. The target must make a Strength (Athletics) check versus an Intelligence (Arcana) check made by you. If the target fails the magical item is pulled out of their grasp and flies towards your hand. While the magic item is in your hand, you are considered attuned to the item for the duration it is in your hand, however the target is also still attuned. If the target succeeds the check nothing happens. Once you use this part of the feature you cannot use it again until you finish a long rest.

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