Rogue
Base Class: Rogue

Many magical Rogues go the route of the Arcane Trickster, enhancing their sneakiness with magic. However, along with being capable spellcasters themselves, Daggerspell Mages pump their magic directly into their daggers - spells that go off when the dagger hits a target. Combining the Rogue's nimble assassin stealthiness with the support of powerful magic, Daggerspell Mages are dangerous, cunning, and can play a variety of roles in combat situations.

Spellcasting

Starting at 3rd level, you gain the ability to cast spells. The spell table for this subclass is basically the same as the Arcane Trickster.

Cantrips: You gain the Shocking Grasp cantrip and two other cantrips from the Wizard spell list. You learn another Wizard cantrip of your choice at 10th level.

Spell Slots: You regain all spent spells after a long rest.

Spells Known of 1st level and Higher: You gain the first level spell Inflict Wounds and two other spells from the Wizard spell list. Whenever you gain a level in this class, you can swap one Wizard spell you know with another with which you have a spell slot to cast.

Spellcasting Modifier: 8 + INT modifier + proficiency bonus

Daggercast

Starting at 3rd level, you may use a bonus action to infuse a Touch spell into one of your daggers. The dagger can then deliver that spell onto your target when you land a hit with a melee attack. For example: if you hit with a dagger charged with Inflict Wounds, the hit would deal its normal weapon damage plus the Inflict Wounds damage (and also plus Sneak Attack damage if applicable)!

Daggerspell mages seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A Daggerspell mage can use a dagger as a spellcasting focus and can cast a spell with somatic and material components even when holding a dagger in each hand. If a Daggerspell mage holds anything other than a dagger, he must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally.

In addition, a Daggerspell mage can deliver a Touch spell with a dagger attack (either a melee touch attack or a normal melee attack, but not with a thrown dagger).

Double Daggercast

Starting at 9th level, you gain Extra Attack and the ability to charge up to two of your daggers at a time. With a single bonus action, you spend one spell slot to empower both daggers. You cannot spend a spell slot above 3rd level for this ability.

As a Daggerspell mage advances in level, the connection between his spellcasting abilities and his two-dagger fighting style strengthens. Starting at 9th level and higher, a mage can hold the charge for one touch spell in each dagger that they are holding in their hands. If one of these daggers leaves the Daggerspell mage's hands, the spell immediately discharges harmlessly (unless the dagger is thrown by a mage with the Arcane Throw ability; see below).

Arcane Infusion

Starting at 9th level and higher, you may spend a spell slot to increase one of your dagger's damage by an amount equal to the level of spent spell slot for a number rounds equal to the level of the spent spell slot. The dagger's damage is considered magical while this ability is activated; the Daggerspell Mage can choose the damage type: fire, cold, or lightning.

Arcane Throw

Starting at 13th level, your thrown daggers gain the Return quality. You can now deliver a Touch spell with a thrown dagger.

If the dagger misses its intended target, the dagger returns to the mage and retains the charged spell just as if the mage had missed with a melee attack.

Daggerspell Flurry

Starting at 17th level, you can use a bonus action to cast a spell that normally would require an Action to cast after making a weapon attack. You can use this ability a number of times equal to your DEX modifier and regain all uses after a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/16/2023 2:08:02 AM
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5/16/2023 2:13:24 AM
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