Rogue
Base Class: Rogue

Some rogues enhance their overall skills with the help of magic, others decide that their prowess is already enough for the job. You, however, are the best of both worlds with a few tricks of your own in your sleeves. Not only focusing your training on swift dispatching of your targets but your magical knowledge as well.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

At 1st level, you know the Fire Bolt cantrip and two other cantrips of your choice from the sorcerer spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Viper spellcasting table shows how many spell slots you have to cast your 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.

The Spells Known column of the Arcane Viper Spellcasting table shows when you learn more sorcerer 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.

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 Viper Spellcasting Spell Slots per Spell Level
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd Fire Bolt + 2 3 2 - - -
4th Fire Bolt + 2 4 3 - - -
5th Fire Bolt + 2 4 3 - - -
6th Fire Bolt + 2 4 3 - - -
7th Fire Bolt + 2 5 4 2 - -
8th Fire Bolt + 2 6 4 2 - -
9th Fire Bolt + 2 6 4 2 - -
10th Fire Bolt + 3 7 4 3 - -
11th Fire Bolt + 3 8 4 3 - -
12th Fire Bolt + 3 8 4 3 - -
13th Fire Bolt + 3 9 4 3 2 -
14th Fire Bolt + 3 10 4 3 2 -
15th Fire Bolt + 3 10 4 3 2 -
16th Fire Bolt + 3 11 4 3 3 -
17th Fire Bolt + 4 11 4 3 3 -
18th Fire Bolt + 3 11 4 3 3 -
19th Fire Bolt + 3 12 4 3 3 1
20th Fire Bolt + 3 13 4 3 3 1

 

Magical Assault

Starting at 3rd level, you gain an additional way to use your Sneak Attack. When you cast a cantrip or spell that requires a melee or ranged spell attack, causes damage to the target and if you have advantage on the attack roll, you can deal extra damage equal to half your Sneak Attack dice (rounded up) + your Intelligence modifier (minimum of +0) in addition to that cantrip or spell's damage roll, provided you haven't used your Sneak Attack this turn. The damage type of extra damage becomes the same damage type that the cantrip or spell deals on a hit. If the spell has multiple damage rolls, your Sneak Attack only applies to one damage roll of a spell, not multiple rolls. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. This uses your Sneak Attack for the turn.

At 13th level, when rolling Sneak Attack for cantrips, you roll Sneak Attack dice equal to your level instead.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Underhanded Casting

At 9th level, you developed a technique to use bare minimal verbal and somatic gestures to cast spells swiftly and silently. When you attempt to cast a cantrip or spell that either requires the verbal, somatic, or both of these components, you can attempt a Dexterity (Sleight of Hand) check to cast it without those components. The DC for this check equals 11 + the spell level (1 for cantrips). If you succeed you cast the cantrip or spell without those components and you are considered as an unseen creature when casting the cantrip or spell.

Arcane Absorption

At 13th level, if you are targeted by a spell or you can see a spell that was cast within 60 feet of you, you can use your reaction to negate the spell and absorb the magical energies to make it your own. Make an Intelligence check. The DC equals 11 + the spell's level (1 for cantrips). On a success, the spell has no effect and you regain spell slots equal to the combined level of the negated spell. On a fail, the level of the casted spell is halved (round up) and you regain spell slots equal to half the original level (round down) of the casted spell instead.

For example, if you were to successfully negate a 6th-level Fireball spell, you can recover up to six levels worth of spell slots. You can recover either two 3rd-level spell slots, three 2nd-level spell slots, or four 1st-level spell slots and a 2nd-level spell slot. However, if you were to fail, the 6th-level Fireball becomes a 3rd-level Fireball and you can recover up to three levels worth of spell slots instead.

You can use this reaction a number of times equal to your Intelligence modifier (minimum of 1) before a long rest.

Lethal Cantrips

At 13th level, your cantrips deals additional damage equal to your Intelligence modifier (minimum of +1). 

Thief of Magical Secrets

Starting at 17th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose four spells from any class. A spell you choose must be of a level you can cast, as shown on this archetype’s Spellcasting table, or a cantrip. The chosen spells count as wizard spells for you and are included in the number in the Spells Known column of the Spellcasting table. You can use this feature to cast any one of these spells without using a spell slot a number of times equal to 1 + your Intelligence modifier before a long rest. During a short rest, you can replace two of the spells granted by this feature with two different spells from any class that you have the spell slots for.

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