Rogue
Base Class: Rogue

Arcane Assassins combine their Stealth abilities with a Spellcasting to approach their job from a different angle. They're able to conceal themselves from both magical and non-magical detection,, eliminate their target with a single precise magic strike and then disappear before anyone will be able to react . Being an Assassin requires a genius level of planning, details and concealment. Being an Arcane Assassin means the same, but with a whole magic point of view to any of it. That's why an Assassins, who practice magic, are so rare.

Spellcasting

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

Spell Slots. The Arcane Assassin 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 Magic Missile and have a 1st-level and a 2nd-level spell slot available, you can cast Magic Missile 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 Evocation and Illusion spells on the wizard spell list. The Spells Known column of the Arcane Assassin Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an Evocation 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. One spell you learn at 3rd, 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 Evocation or Illusion spell, unless you’re replacing one of the spells you gained at 3rd, 8th, 14th, or 20th 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

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

Magic Sneak Attack

On the 3rd level, you learn to Hit with your Spells just as subtle and agile, as with your Weapons. Once per turn, you can deal an extra 2d4 damage to one creature you hit with
a Spell Attack, if the requirements for the Sneak Attack are met. The amount of Damage Dices is equal to the amount of Damage Dices of your normal Sneak Attack, but you use d4 instead of d6 for this feature. The damage type of this Sneak Attack is the same as the Spell itself. If an enemy can pass a Saving Throw to negate the damage, then the Sneak Attack damage decreased as well. On one turn, you can trigger either your normal Sneak Attack, or this Magic Sneak Attack.

Arcane Assassination

At the 3rd Level you learn to eliminate your targets with Magic. When you hit a creature with an Attack, which deals damage from a Spell, you can use this ability to empower this Attack with additional properties, described below:

  • Deadly Precision - You deal maximum damage from your "Magic Sneak Attack" feature.
  • Lethal Spell - If you used this ability against a Surprised creature, you then deal critical damage on a Hit.

You can use this ability three times. You gain one additional use of this ability when your Rogue Level reaches 9th, 13th and 17th. You restore all the uses after you finish a Short or Long Rest.

Arcane Veil

At 9th level learn to conceal yourself with Magic from both normal and magical Perception. As an Action, you can cover yourself with an Arcane Veil for 1 Hour. This Effect is considered as a Spell Effect, which Spell Level is equal to your Proficiency Bonus. Your Arcane Veil gives you one of the following benefits of your choice:

  • Cloak of Nondetection - You conceal yourself and your inventory from Divination Magic. You can’t be targeted by any Divination Magic or perceived through magical scrying sensors.
  • Veil of Tracelessness - You conceal your own traces with Magic. You gain +3 to Dexterity (Stealth) checks and you can’t be tracked except by magical means. You leave no tracks or other traces of your passage

While your Arcane Veil is active, you can use your Bonus Action to change the benefit from one to another. You can use this ability the amount of rimes, equal to your Proficiency Bonus. After that, you can't use it until you finish a Long Rest, or until you spend a Spell Slot to activate it again. The duration, in this case, is multiplied by a Level of a spent Spell Slot, up to a maximum of 4 Hours.

Dimensional Step

At 13th Level you learn to escape and maneuver with your Magic. You can use your Bonus Action, provided by your Cunning Action, to teleport to a visible place within the distance of this Ability. As a part of this Action, you can spend a Spell Slot to increase the distance of this teleport. The Base Distance is 20ft + 10ft per Level of a spent Spell Slot. This teleport also has some properties described below:

  • Stealthy TeleportationThe teleport doesn't have any sound or visible effects, so it won't break your Stealth.
  • Sudden StrikeAfter you teleport, you gain an Advantage on the next Attack you make before the end of your turn. 

You can use this ability a number of times, equal to 1+Intelligence Modidier (Minimum = 1). After that, you can't use this feature until you finish a Long Rest. You don't require or expend the uses, when you use it with a Spell Slot.

Mark of Vulnerability

At 17th level you learn a special ability, which allows you to supress and inhibit all kinds of Magic Resistance. When a visible creature within 300ft takes damage from a Spell, you can use your Reaction to force it to make a Constitution Saving Throw (DC = 8 + your Proficiency Bonus + your Intelligence Modifier). On a failed save, the creature is affected by the following Effects for this exact Spell:

  • Bypass Antimagic - You Supress the creature's Properties and Effects, which would allow it to be Immune to a Magic of a certain Level, as well as to redirect of reflect the Spell.
  • Ignore Resistances - If a creature had an Immunity or Resistance to the Spell Damage, they are negated.
  • Deadly Spell - Creature takes double damage from the Spell.

You can use this feature once, before you'll need a Long Rest to restore it's use. Alternatively, you can spend a Spell Slot to use this ability again. If you do so, you add +1 to a DC of this feature for every Level of a spent Spell Slot.

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