Rogue
Base Class: Rogue

Taking risks every day and running around the edge, you have become very resourceful, testing your luck. You are patronized by fortune itself, bestowing extraordinary luck and magical abilities

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 Magic of luck 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 number of spells known is shown in the The Magic of luck Spellcasting Table.

You know three 1st-level wizard spells of your choice.

The Spells Known column of theThe Magic of luck 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

Charisma is your spellcasting ability for your wizard spells, since your spells come from the spirit of rebellion within you. 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 wizard 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

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

Fortune's Favor

At the 3rd level, you can replace any attack roll, saving throw, or ability check made by you or the creature you see. You can do this after the roll, but before the result is announced and you can replace the roll in this way only once per turn.
You should take a short or long rest to recover the ability. You can also spend a spell slot in order to restore the ability.

Improved Critical

Starting from the 9th level, your weapon attacks gracefully, and the weapon deals a critical hit on a roll of 19 or 20.

Extraordinary accuracy

Beginning at 13th level, if you miss an opponent, you can use Fortune's Favor ability to flip an attack roll, gaining an advantage in attack.

Master of Fate

When you reach level 17, you can, by failing an ability check or a saving throw, you can also, as in the case of an attack, use Fortune's Favor to reroll with an advantage.

Previous Versions

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5/7/2023 6:47:52 PM
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