Base Class: Rogue
A rogue is useful in many situations and to various different employers; sometimes those employers are even esoteric in nature. When its advantageous, a rogue may enter into an agreement with a powerful patron. Usually this pact results in gifting the rogue a measure of control over the arcane so that they can use their already considerable skillset to a higher ability against magical deterrents.
Thaumaturge rogues tend to excel when it comes to the detection and disarming of magical traps and wards. They are also often gifted with the ability to apply Eldritch sigils to themselves or others, either empowering or hindering the recipient.
Thaumaturge Features
| Rogue Level | Feature |
|---|---|
| 3rd | Otherworldly Patron, Pact Magic, Eldritch Sight, Incantations |
| 9th | Spell Breaker |
| 13th | Mage Bane, Illustrious Incantations |
| 17th | Eldritch Dreadnaught |
Thaumaturge Table
| Rogue Level | Sigil Die | Cantrips Known | Spells Known | Spell Slots | Slot Level |
|---|---|---|---|---|---|
| 3rd | d4 | 2 | 2 | 1 | 1st |
| 4th | d4 | 2 | 2 | 1 | 1st |
| 5th | d4 | 2 | 3 | 1 | 1st |
| 6th | d4 | 2 | 3 | 1 | 1st |
| 7th | d6 | 2 | 4 | 2 | 2nd |
| 8th | d6 | 2 | 4 | 2 | 2nd |
| 9th | d6 | 2 | 5 | 2 | 2nd |
| 10th | d6 | 4 | 5 | 2 | 2nd |
| 11th | d8 | 4 | 6 | 2 | 2nd |
| 12th | d8 | 4 | 6 | 2 | 2nd |
| 13th | d8 | 4 | 7 | 3 | 3rd |
| 14th | d8 | 4 | 7 | 3 | 3rd |
| 15th | d10 | 4 | 8 | 3 | 3rd |
| 16th | d10 | 4 | 9 | 4 | 3rd |
| 17th | d10 | 4 | 10 | 3 | 3rd |
| 18th | d10 | 4 | 11 | 3 | 3rd |
| 19th | d12 | 4 | 12 | 4 | 4th |
| 20th | d12 | 4 | 13 | 4 | 4th |
Otherworldly Patron
When you reach 3rd level, you strike a bargain with an otherworldly being of your choice. You gain an additional damage option for your sneak attacks depending on the patron:
- The Archfey, Psychic
- The Fiend, Fire
- The Celestial, Radiant
- The Hexblade, Necrotic
The Choice you make augments some of your subclass features as noted below.
Pact Magic
Also at 3rd level, you augment your combat techniques with the ability to cast spells.
Cantrips
You learn three cantrips including Mage Hand and Prestidigitation plus another of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots
The Thaumaturge table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
**Note that D&D beyond does not currently support a "Half-Caster" format for Pact Magic slots. So the subclass table is reflective of the levels at which the character sheet will allow access to each level of spell. This allows the player to track their spell slots by considering each level is one "Pact Magic" Spell slot. All spells are still cast at the highest level of slot that is shown.**
Spells Known of 1st-Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Thaumaturge table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma modifier whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock 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
Eldritch Sight
Starting at 3rd level, your chosen patron ensures that you have the tools necessary to circumvent any traps or wards that may stall you from attaining your patron's goal. You gain the following benefits:
- If you aren't already, you are now proficient with the Arcana skill.
- You may now cast 'Detect Magic' at will, without expending a spell slot
Incantations
Additionally at 3rd level, you learn to weave your knowledge of the eldritch arts through the secret scribblings of your thieves cant, producing unique incantations which you can imbue upon yourself and others.
Upon gaining this feature, You gain a 'Sigil Die', as noted in the Thaumaturge Table, which is utilized by your various Incantations.
You learn two incantations of your choice, from among the options described below, and each time you gain a level in this class, you can replace one incantation you know with a different one from this feature. You learn an additional incantation at 9th, 13th and at 17th level.
Whenever you finish a long rest, you can touch a number of creatures (including yourself) equal to the number of incantations you know, and you imbue each one with a different sigil.
The following incantations are available to you when you learn an incantation. If an incantation has pre-requisites, you must meet all of them to take that option. If an incantation requires a saving throw, it uses your Spell Save DC.
Sigil of Immolation (Requires: Patron, The Fiend)
This incantation may only be imbued onto you. Once per turn, when you deal damage with a weapon, you may deal additional fire damage equal to your level in this class.
As a bonus action, you may invoke the Sigil of this Incantation. When you do, choose a creature you can see within 30 feet; so long as that creature is not immune to curses, it bursts into flames for up to 1 minute.
A creature burning in this way takes Fire damage equal to (X) Sigil Die, where (X) is equal to their curse intensity; the intensity then increases by 1.
The fire from this curse is considered magical, and can only be extinguished by removing the curse. For such purposes, the curse's spell level is equal to its intensity.
Once you Invoke this sigil, you cannot do so again until you finish a short or long rest.
Sigil of Luminance (Requires: Patron, The Celestial)
This incantation may only be imbued onto you. While imbued, you may re-roll any roll of a 1 or 2 on any damage dice that reflect radiant damage.
As a bonus action, you may invoke the Sigil of this Incantation. When you do, choose a creature you can see within 30 feet; so long as that creature is not immune to curses, that creature begins faintly glowing for up to 1 minute.
A creature cursed with this Sigil has its Critical Threshold reduced by (X) where (X) is the curse intensity. When this creature suffers a critical hit, that attack deals an additional (X) Sigil Die irreducible radiant damage; after which the Luminance fades.
The cursed creature may make a Charisma Saving Throw at the end of each of their turns. On a failure, the Luminance returns and the curse intensity increases by 1; on a success, the effect ends.
Once you Invoke this sigil, you cannot do so again until you finish a short or long rest.
Sigil of Echoed Agony (Requires: Patron, The Hexblade)
This Incantation may only be imbued onto you. While imbued, your Critical Potential is increased by 1.
As a bonus action, you may invoke the Sigil of this Incantation. When you do, choose a creature you can see within 30 feet; so long as that creature is not immune to curses, that creature suffers growing Agony for up to 1 minute.
At the start of the cursed creature's turn they take Necrotic damage equal to (X) Sigil Die, where (X) is equal to the curse intensity.
Any time the cursed creature is hit with an attack roll, they must make a Constitution Saving Throw. On a failure, the curse intensity is increased by 1; on a success, it is reduced by 1 and removed if reduced to 0.
Once you Invoke this sigil, you cannot do so again until you finish a short or long rest.
Sigil of Horror (Requires: Patron, The Archfey)
This Incantation may only be imbued onto you. While imbued, you may use your cunning action to turn invisible until the end of your next turn, unless you make an attack or cast a spell before that.
As a bonus action, you may invoke the Sigil of this Incantation. When you do, choose a creature you can see within 30 feet; so long as that creature is not immune to curses, that creature is afflicted with terrifying hallucinations for up to 1 minute.
While cursed this way, a creature is considered 'Frightened'. At the start of the cursed creature's turn, they take Psychic damage equal to (X) Sigil Die, where (X) is the equal to the curse intensity.
The cursed creature can make a Wisdom Saving Throw at the end of each of their turns. On a failure, the curse intensity increases by 1; on a success, the effect ends.
Once you Invoke this sigil, you cannot do so again until you finish a short or long rest.
Sigil of the Fade
A creature imbued with this Incantation has advantage on all Dexterity (Stealth) checks.
As a bonus action, the imbued creature may invoke the Sigil of this Incantation. Doing so causes them to temporarily fade between realms, granting a bonus to their AC equal to one roll of your Sigil Die.
Once this sigil has been invoked, it cannot be invoked again until the creature has completed a short rest.
Sigil of Misdirection
A creature imbued with this Incantation has advantage on all Charisma (Deception) checks.
As a reaction, taken when they are hit by an attack roll made with a weapon, the imbued creature may invoke the Sigil of this Incantation. Doing so allows them to redirect that attack at any other creature within range.
If the attack hits the new target, the invoking creature can choose to increase the damage by an amount equal to (X) Sigil Die, where (X) is equal to half your level in this class rounded up.
Once this sigil has been invoked, it cannot be invoked again until both creatures have completed a short rest.
Sigil of Shared Burden (Requires Level 9)
Both creatures imbued with this Incantation are resistant to all damage; however, when one takes damage, the other takes the same damage.
As a bonus action, either imbued creature may invoke the Sigil of this Incantation. Doing so restores a number of hit points equal to (X) Sigil Die split evenly between them, where (X) is equal to your level in this class.
Once this sigil has been invoked, it cannot be invoked again until both creatures have completed a short rest.
Sigil of Reflection (Requires Level 9)
A creature imbued with this Incantation has advantage on Saving Throws against spells and other magical effects.
As a reaction, taken when they are missed by a spell attack, the imbued creature may invoke the Sigil of this Incantation. When they do so, they can try and reflect the spell back at its original caster.
The invoking creature must make a spell attack roll against the original caster using that creature's modifiers plus a bonus equal one roll of your Sigil Die. If the spell hits, that creature suffers all damage and effects as detailed in that spell.
Once this sigil has been invoked, it cannot be invoked again until the creature has completed a short rest.
Sigil of Vigilance (Requires Level 13)
A creature imbued with this Incantation has advantage on Wisdom (Perception) Checks and can't be surprised so long as they aren't incapacitated.
As a bonus action the imbued creature may invoke the Sigil of this Incantation. Doing so places that creature in a near prophetic state for up to 1 minute, or until they are incapacitated.
Until the state ends, when they or another creature they can see within 60 feet of them makes an attack roll, a saving throw, or an ability check, they can use their reaction to give the roll a bonus, or a reduction, equal to one roll of your Sigil Die.
Once this sigil has been invoked, it cannot be invoked again until the creature has completed a short rest.
Sigil of Stasis (Requires Level 13)
A creature imbued with this Incantation has advantage on Intelligence (Arcana) checks and receive a bonus equal to one roll of your Sigil Die on any Constitution Saving Throws made to maintain concentration on a spell or magical effect.
As a reaction, taken when a creature they can see within 30 feet ends its turn, they may force that creature to make a Constitution Saving Throw. On a failure, the creature is stunned for up to 1 minute. The stunned creature can remake their Saving Throw at the end of each of its turns, ending the effect on a success.
Once this sigil has been invoked, it cannot be invoked again until the creature has completed a short rest.
Sigil of Conflagration (Requires Level 17 and Sigil of Immolation)
This Incantation can only be imbued onto you. Anytime you deal sneak attack damage to a creature cursed with your Sigil of Immolation, increase the curse intensity by 1.
As a bonus action, you may invoke the sigil of this incantation. When you do so, choose one creature currently cursed with your Sigil of Immolation; you cause the curse intensity to increase by 1 and the flames to violently explode.
That creature and any other within 15 feet must make a Dexterity Saving Throw. On a failure, a creature takes (X) Sigil Die fire damage where (X) is equal to the curse intensity; on a success, half damage.
Sigil of Radiance(Requires Level 17 and Sigil of Luminance)
This Incantation can only be imbued onto you. Any time you deal radiant damage with a weapon attack to a creature cursed with your Sigil of Luminance, you gain a shield of Temporary Hit Points equal to (X) Sigil Die, where (X) is equal to the curse intensity.
As a bonus action, you may invoke the Sigil of this Incantation. When you do so, choose one creature currently cursed with your Sigil of Luminance; you cause their curse intensity to increase by 1 and empower the Luminance.
The next attack roll that hits this creature is an automatic Critical Hit; however, the Luminance from this attack does not fade.
Sigil of Impending Doom (Requires Level 17 and Sigil of Echoed Agony)
This Incantation can only be imbued onto you. Increase your Critical Potency by 1, and any sneak attack damage you deal with a Critical Hit is maximized.
As a bonus action, you may invoke the Sigil of this Incantation. When you do so, choose one creature currently cursed with your Sigil of Echoed Agony; you cause their curse intensity to increase by one and mark that creature for Death.
The curse intensity becomes a Doom Counter and can no longer grow. Anytime the curse intensity would normally increase, it is instead reduced and the creature takes damage appropriate to the current counter. When the counter reaches 0, if the creature has 100 hit points or less, they die; either way the curse is then removed.
Sigil of Terror (Requires Level 17 and Sigil of Horror)
This Incantation can only be imbued onto you. When you use your bonus action to perform a cunning action, you may now do so twice.
As a bonus action, you may invoke the Sigil of this Incantation. When you do so, choose one creature currently cursed with your Sigil of Horror; you cause their curse intensity to increase by 1 and evoke true terror from their horror.
In addition to the 'Frightened' condition, the cursed creature is now affected as if under the effects of the 'Slow' spell.
Spell Breaker
Starting at 9th level, you become far more proficient at disarming magical traps and wards.
You may use your action to make an Intelligence (Arcana) Check to try and decipher the workings of a magical trap or ward. The DC for this check is equal to 10 + the spell's level. On a success, you gain advantage on any rolls you make with your Thieves' Tools to circumvent that effect.
You may use this feature a number of times equal to your proficiency bonus, after which you regain all expended uses after completing a long rest.
Mage Bane
Starting at 13th level, your eldritch prowess has grown far more considerable.
You learn Dispel Magic and Counterspell. If you already know these spells when you gain this feature, you may learn two other spells instead. These spells do not count against the total number of spells you can know.
You may cast each of these spells once per day without expending a pact magic spell slot. If you wish to cast either of them again before taking a long rest, you must expend a spell slot to do so.
Illustrious Incantations
Additionally at 13th level, the Sigils of your Incantations can now be invoked twice, rather than once, and they regain all expended uses upon the completion of a short or long rest.
Eldritch Dreadnaught
You have learned how to harmonize the power of your Incantations upon yourself. As a result, you may now imbue yourself with two unique Incantations.
You may also fuel your Incantations through your pact magic. As a bonus action, you may consume a pact magic spell slot and restore one use of an invocation either to yourself or another creature within 30 feet that is currently imbued with one of your Incantations.
Otherworldly Patron
When you reach 3rd level, you strike a bargain with an otherworldly being of your choice. You gain an additional damage option for your sneak attacks depending on the patron:
- The Archfey, Psychic
- The Fiend, Fire
- The Celestial, Radiant
- The Hexblade, Necrotic
There are certain Incantations that are available only to Thaumaturge bound to their specific Patron.
The Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Your pact grants you power from the Domain of an Archfey within the Feywild, manifesting in the following ways:
- You may choose to replace the damage type of your sneak attacks with Psychic instead.
- Access to the Incantations: Sigil of Horror; and later, Sigil of Terror.
The Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Your pact grants you power granted by a Celestial manifesting as such:
- You may choose to replace your sneak attack damage type with Radiant instead.
- Gain access to the Incantations: Sigil of Luminance; and later, Sigil of Radiance.
The Fiend
Your Patron is a powerful fiend, a being whose aims are generally evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Your pact grants you power from your Patron's domain within the nine hells, manifesting as such:
- You may choose to replace your sneak attack damage type with Fire instead.
- Gain access to the Incantations: Sigil of Immolation; and later, Sigil of Conflagration.
The Hexblade
Your Patron is a mysterious entity from the Shadowfell — a force that manifests in a sentient magic weapon carved from the stuff of shadow. Your pact grants you power through your Hexblade's connection to the Shadowfell, manifested as such:
- You may choose to replace the damage type of your sneak attacks with Necrotic instead.
- Access to the Incantations: Sigil of Echoed Agony; and later, Sigil of Impending Doom.
Pact Magic
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 warlock spell list.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn another warlock cantrip of your choice at 10th level.
Spell Slots
The Thaumaturge table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
**Note that D&D beyond does not currently support a "Half-Caster" format for Pact Magic slots. So the subclass table is reflective of the levels at which the character sheet will allow access to each level of spell. This allows the player to track their spell slots by considering each level is one "Pact Magic" Spell slot. All spells are still cast at the highest level of slot that is shown.**
Spells Known of 1st-Level and Higher
You know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Thaumaturge table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells. You use your Charisma modifier whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock 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
Eldritch Sight
Starting at 3rd level, your chosen patron ensures that you have the tools necessary to circumvent any traps or wards that may stall you from attaining your patron's goal. You gain the following benefits:
- If you aren't already, you are now proficient with the Arcana skill.
- You may now cast 'Detect Magic' at will, without expending a spell slot.
Incantations
You learn to weave your knowledge of the eldritch arts through the secret scribblings of your thieves cant, producing unique incantations which you can imbue upon yourself and others.
Upon gaining this feature, You gain a 'Sigil Die', as noted in the Thaumaturge Table, which is utilized by your various Incantations.
You learn two incantations of your choice, from among the options described below, and each time you gain a level in this class, you can replace one incantation you know with a different one from this feature. You learn an additional incantation at 9th, 13th and at 17th level.
Whenever you finish a long rest, you can touch a number of creatures (including yourself) equal to the number of incantations you know, and you imbue each one with a different sigil.
The following incantations are available to you when you learn an incantation. If an incantation has pre-requisites, you must meet all of them to take that option. If an incantation requires a saving throw, it uses your Spell Save DC.
Sigil of Conflagration
This Incantation can only be imbued onto you. Anytime you deal sneak attack damage to a creature cursed with your Sigil of Immolation, increase the curse intensity by 1.
As a bonus action, you may invoke the sigil of this incantation. When you do so, choose one creature currently cursed with your Sigil of Immolation; you cause the curse intensity to increase by 1 and the flames to violently explode.
That creature and any other within 15 feet must make a Dexterity Saving Throw. On a failure, a creature takes (X) Sigil Die fire damage where (X) is equal to the curse intensity; on a success, half damage.
Sigil of Echoed Agony
This Incantation may only be imbued onto you. While imbued, your Critical Potential is increased by 1.
As a bonus action, you may invoke the Sigil of this Incantation. When you do, choose a creature you can see within 30 feet; so long as that creature is not immune to curses, that creature suffers growing Agony for up to 1 minute.
At the start of the cursed creature's turn they take Necrotic damage equal to (X) Sigil Die, where (X) is equal to the curse intensity.
Any time the cursed creature is hit with an attack roll, they must make a Constitution Saving Throw. On a failure, the curse intensity is increased by 1; on a success, it is reduced by 1 and removed if reduced to 0.
Once you Invoke this sigil, you cannot do so again until you finish a short or long rest; gaining a second use at 13th level.
Sigil of Horror
This Incantation may only be imbued onto you. While imbued, you may use your cunning action to turn invisible until the end of your next turn, unless you make an attack or cast a spell before that.
As a bonus action, you may invoke the Sigil of this Incantation. When you do, choose a creature you can see within 30 feet; so long as that creature is not immune to curses, that creature is afflicted with terrifying hallucinations for up to 1 minute.
While cursed this way, a creature is considered 'Frightened'. At the start of the cursed creature's turn, they take Psychic damage equal to (X) Sigil Die, where (X) is the equal to the curse intensity.
The cursed creature can make a Wisdom Saving Throw at the end of each of their turns. On a failure, the curse intensity increases by 1; on a success, the effect ends.
Once you Invoke this sigil, you cannot do so again until you finish a short or long rest; gaining a second use upon reaching 13th level.
Sigil of Immolation
This incantation may only be imbued onto you. Once per turn, when you deal damage with a weapon, you may deal additional fire damage equal to your level in this class.
As a bonus action, you may invoke the Sigil of this Incantation. When you do, choose a creature you can see within 30 feet; so long as that creature is not immune to curses, it bursts into flames for up to 1 minute.
A creature burning in this way takes Fire damage equal to (X) Sigil Die, where (X) is equal to their curse intensity; the counter then increases by 1.
The fire from this curse is considered magical, and can only be extinguished by removing the curse. For such purposes, the curse's spell level is equal to its intensity.
Once you Invoke this sigil, you cannot do so again until you finish a short or long rest; gaining an additional use at 13th level.
Sigil of Impending Doom
This Incantation can only be imbued onto you. Increase your Critical Potency by 1, and any sneak attack damage you deal with a Critical Hit is maximized.
As a bonus action, you may invoke the Sigil of this Incantation. When you do so, choose one creature currently cursed with your Sigil of Echoed Agony; you cause their curse intensity to increase by one and mark that creature for Death. The curse intensity becomes a Doom Counter.
Anytime you would normally increase the curse intensity, instead reduce it and the creature takes damage appropriate to the new intensity. When the counter reaches 0, if the creature has 100 hit points or less, they die.
Sigil of Luminance
This incantation may only be imbued onto you. While imbued, you may re-roll any roll of a 1 or 2 on any damage dice that reflect radiant damage.
As a bonus action, you may invoke the Sigil of this Incantation. When you do, choose a creature you can see within 30 feet; so long as that creature is not immune to curses, that creature begins faintly glowing for up to 1 minute.
A creature cursed with this Sigil has its Critical Threshold reduced by (X) where (X) is the curse intensity. When this creature suffers a critical hit, that attack deals an additional (X) Sigil Die irreducible radiant damage; after which the Luminance fades.
The cursed creature may make a Charisma Saving Throw at the end of each of their turns. On a failure, the Luminance returns and the curse intensity increases by 1; on a success, the effect ends.
Once you Invoke this sigil, you cannot do so again until you finish a short or long rest.
Sigil of Misdirection
A creature imbued with this Incantation has advantage on all Charisma (Deception) checks.
As a reaction, taken when they are hit by an attack roll, the imbued creature may invoke the Sigil of this Incantation. Doing so allows them to redirect that attack at any other creature within range.
If the attack hits the new target, the invoking creature can choose to increase the damage by an amount equal to (X) Sigil Die, where (X) is equal to half your level in this class rounded up.
Once this sigil has been invoked, it cannot be invoked again until the imbued creature has completed a short rest; gaining a second use upon reaching 13th level in this class.
Sigil of Radiance
This Incantation can only be imbued onto you. Any time you deal radiant damage with a weapon attack to a creature cursed with your Sigil of Luminance, you gain a shield of Temporary Hit Points equal to (X) Sigil Die, where (X) is equal to the curse intensity.
As a bonus action, you may invoke the Sigil of this Incantation. When you do so, choose one creature currently cursed with your Sigil of Luminance; you cause their curse intensity to increase by 1 and empower the Luminance.
The next attack roll that hits this creature is an automatic Critical Hit; however, the Luminance from this attack does not fade.
Sigil of Reflection
A creature imbued with this Incantation has advantage on Saving Throws against spells and other magical effects.
As a reaction, taken when they are missed by a spell attack, the imbued creature may invoke the Sigil of this Incantation. When they do so, they can try and reflect the spell back at its original caster. The invoking creature must make a spell attack roll against the original caster using that creature's modifiers plus a bonus equal one roll of your Sigil Die. If the spell hits, that creature suffers all damage and effects as detailed in that spell.
Once this sigil has been invoked, it cannot be invoked again until the creature has completed a short rest; gaining an additional use upon reaching 13th level in this class.
Sigil of Shared Burden
Both creatures imbued with this Incantation are resistant to all damage; however, when one takes damage, the other takes the same damage.
As a bonus action, either imbued creature may invoke the Sigil of this Incantation. Doing so restores a number of hit points equal to (X) Sigil Die split evenly between them, where (X) is equal to your level in this class.
Once this sigil has been invoked, it cannot be invoked again until both creatures have completed a short rest; gaining a second use upon reaching 13th level in this class.
Sigil of Stasis
A creature imbued with this Incantation has advantage on Intelligence (Arcana) checks and receive a bonus equal to one roll of your Sigil Die on any Constitution Saving Throws made to maintain concentration on a spell or magical effect.
As a reaction, taken when a creature they can see within 30 feet ends its turn, they may force that creature to make a Constitution Saving Throw. On a failure, the creature is stunned for up to one minute. The stunned creature can remake their Saving Throw at the end of each of its turns, ending the effect on a success.
This Sigil may be invoked twice, after which it cannot be invoked again until the creature has completed a short rest.
Sigil of Terror
This Incantation can only be imbued onto you. When you use your bonus action to perform a cunning action, you may now do so twice.
As a bonus action, you may invoke the Sigil of this Incantation. When you do so, choose one creature currently cursed with your Sigil of Horror; you cause their curse intensity to increase by 1 and evoke true terror from their horror.
In addition to the 'Frightened' condition, the cursed creature is now affected as if under the effects of the 'Slow' spell.
Sigil of the Fade
A creature imbued with this Incantation has advantage on all Dexterity (Stealth) checks.
As a bonus action, the imbued creature may invoke the Sigil of this Incantation. Doing so causes them to temporarily fade between realms, granting a bonus to their AC equal to one roll of your Sigil Die. This bonus persists for one minute or until the creature is hit by an attack roll.
Once this sigil has been invoked, it cannot be invoked again until the creature has completed a short rest; gaining an additional use upon reaching 13th level in this class.
Sigil of Vigilance
A creature imbued with this Incantation has advantage on Wisdom (Perception) Checks and can't be surprised so long as they aren't incapacitated.
As a bonus action the imbued creature may invoke the Sigil of this Incantation. Doing so places that creature in a near prophetic state for a full minute, or until they are incapacitated.
Until the state ends, when they or another creature they can see within 60 feet of them makes an attack roll, a saving throw, or an ability check, they can use their reaction to give the roll a bonus, or a reduction, equal to one roll of your Sigil Die.
The Sigil of this Incantation can be invoked twice, after which it cannot be invoked again until the creature has completed a short rest.
Spell Breaker
Starting at 9th level, you become far more proficient at disarming magical traps and wards.
You may use your action to make an Intelligence (Arcana) Check to try and decipher the workings of a magical trap or ward. The DC for this check is equal to 10 + the spell's level. On a success, you gain advantage on any rolls you make with your Thieves' Tools to circumvent that effect.
You may use this feature a number of times equal to your proficiency bonus, after which you must complete a long rest before doing so again.
Mage Bane
Starting at 13th level, your eldritch prowess has grown far more considerable.
You learn Dispel Magic and Counterspell. If you already know these spells when you gain this feature, you may learn two other spells instead.
These spells do not count against the total number of spells you can know. You may cast each of these spells once per day without expending a pact magic spell slot. If you wish to cast either of them again before taking a long rest, you must expend a spell slot to do so.
Illustrious Incantations
The Sigils of your Incantations can now be invoked twice, rather than once, and the Incantations regain all expended uses upon the completion of a short or long rest.
Eldritch Dreadnaught
You have learned how to harmonize the power of your Incantations upon yourself. As a result, you may now imbue yourself with two unique Incantations.
You may also fuel your Incantations through your pact magic. As a bonus action, you may consume a pact magic spell slot and restore one use of an invocation either to yourself or another creature within 30 feet that is currently imbued with one of your Incantations.
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