Rogue
Base Class: Rogue

A saboteur and technician

The world is built on industry, and the underworld is no different. Leeches are
the scoundrels who distill the drugs, refine the arcane essences, build the bombs,
bandage the wounds, and forge the tools of the criminal trades—and knowing
how to make things also means knowing how to break them.

Get out your tools and get your hands dirty.

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 artificer spell list.

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from the artificer spell list. You learn another artificer cantrip of your choice at 10th level.

Spell Slots

The Leech Spellcasting table shows how many spell slots you have to cast your artificer 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 artificer spells of your choice.

The Spells Known column of the Leech 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 artificer spells you know with another spell of your choice from the artificer 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 artificer 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 artificer 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

Leech 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

Fast Hands

Starting at 3rd level, you gain expertise in Tinker's tools and Thieves' tools as you hone your skill with mechanical interference. You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your tinker's or thieves’ tools to disarm or create a trap, open a lock, repair weapons (if firearms are known this can be clearing a misfire.) or take the Use an Object action.

Quick Wit

Starting at 3rd level, your quick wit propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you succeed on an Intelligence (Investigation) check against their Charisma (Deception). You spot an opening and can sneak attack this creature for 1 minute or until you use this feature on another creature. All other rule for sneak attack still apply.

Alchemist

Starting at level 9, you become an expert in alchemical preparations. You can spend one hour of time preparing poisons, explosives, elixirs, or potions that cost less than 150 gp without cost or materials beyond your alchemist's supplies. Any Saving throw DC that is a result of these creations is 8 + Intelligence + Alchemist proficiency bonus.

You also gain resistance to poison through your studies and are immune to the poisoned condition.

Artificer Infusions

Infusions Known

When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Enhanced Weapon / Enhanced Defense

Item: A simple or martial weapon

This magic weapon grants a +2 bonus to attack and damage rolls made with it.

Item: A suit of armor or a shield

A creature gains a +2 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

Homunculus Servant

Item: A gem or crystal worth at least 100 gp

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms.

You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

HOMUNCULUS SERVANT

Armor Class 13 (natural armor)

Hit Points 1 + your Intelligence modifier + your rogue level (the homunculus has a number of Hit Dice [d4s] equal to your rogue level)

Speed 20 ft., fly 30 ft.

STR
4 (−3)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (−2)

Saving Throws Dex +2 plus PB

Skills Perception +0 plus PB × 2, Stealth +2 plus PB

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 2d4 + PB force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

 

Hood of Awareness

Item: A hood (requires attunement)

While wearing this hood, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Replicate Magic Item / Enhanced Arcane Focus

Item: A rod, staff, or wand (requires attunement)

While holding this item, a creature gains a +2 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

Using this infusion, you replicate a particular magic item. You choose a magic item that you can make with it, picking from the Replicable Items tables each level you add another item you know (Maximum of 4 known). A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

Replicable Items (13th-Level Leech)
Magic Item Attunement
Alchemy jug No
Bag of holding No
Cap of water breathing No
Goggles of night No
Rope of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
Magic Item Attunemet
Boots of elvenkind No
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking No
Replicable Items (17th-Level Leech)
Magic Item Attunement
Boots of striding and springing Yes
Boots of the winterlands Yes
Bracers of archery Yes
Brooch of shielding Yes
Cloak of protection Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Hat of disguise Yes
Headband of intellect Yes
Helm of telepathy Yes
Medallion of thoughts Yes
Necklace of adaptation Yes
Periapt of wound closure Yes
Pipes of the sewers Yes
Quiver of Ehlonna No
Ring of jumping Yes
Ring of mind shielding Yes
Slippers of spider climbing Yes
Winged boots Yes

Returning Weapon / Repeating Shot

Item: A simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Spell-Refueling Ring

Item: A ring (requires attunement)

While wearing this ring, the creature can recover all expended spell slot as an action. The recovered slots can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.

Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Quick Wit feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

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