Rogue
Base Class: Rogue

Flavor text to come...

Skill Attunement

At 3rd level, when you choose this archetype, you gain the ability to attune to two skills. When you complete a long rest, choose two skills in which you have expertise. This choice determines your spells known as found the the Skill Path Spells table.

Additionally, when you make a skill check with one of your attuned skills, you may choose to expend a spell slot. When you do so, you may add 1d4 to the roll, plus an additional +1 per level of the expended spell, up to a maximum of +4 for a 4th level spell.

Spellcasting

When you reach 3rd level, your expertise with skills becomes akin to magic. You gain the ability to cast spells.

Cantrips

You learn two cantrips at 3rd level, and one additional cantrip at 10th level, chosen from the from the following list:

   
blade ward booming blade
create bonfire fire bolt
friends gust
light mage hand
mending message
minor illusion prestidigitation
sword burst vicious mockery
Spell Slots

The Factotum Spellcasting table shows how many spell slots you have to cast your spells of 1st level or higher. It also shows what level those spell slots are. All of your spell slots are of the same level. To cast a spell of 1st level or higher, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you complete a short or long rest.

Factotum Spellcasting Table
Level Cantrips Known Spell Slots Spell Level Skills Attuned
3rd 2 1 1st 2
4th 2 2 1st 2
5th 2 2 1st 2
6th 2 2 1st 2
7th 2 2 2nd 2
8th 2 2 2nd 2
9th 2 2 2nd 2
10th 3 2 2nd 2
11th 3 2 2nd 3
12th 3 2 2nd 3
13th 3 2 3rd 3
14th 3 2 3rd 3
15th 3 3 3rd 3
16th 3 3 3rd 3
17th 3 3 3rd 3
18th 3 3 3rd 3
19th 3 3 4th 3
20th 3 3 4th 4
Spells Known

Factotums know spells based on the skills you currently have attuned. While you are attuned to a skill, as described in the Skill Attunement feature, you know the spells of the appropriate levels that you can cast on the Skill Path Spells table.

Skill Path Spells Table
Skill ————————————– Spell Level ————————————–
 
    1st 2nd 3rd 4th
Athletics   jump spider climb haste stoneskin
Acrobatics   expeditious retreat misty step water walk dimension door
Animal Handling   animal friendship summon beast conjure animals dominate beast
Arcana   detect magic magic weapon dispel magic conjure minor elementals
Deception   command mirror image feign death hallucinatory terrain
History   identify nystul’s magic aura speak with dead divination
Insight   detect good and evil zone of truth tongues confusion
Intimidation   cause fear crown of madness fear banishment
Investigation   detect poison and disease augury clairvoyance locate creature
Medicine   cure wounds lesser restoration revivify blight
Nature   entangle spike growth plant growth conjure woodland beings
Perception   alarm see invisibility slow arcane eye
Performance   silent image enthrall hypnotic pattern phantasmal killer
Persuasion   charm person suggestion sending charm monster
Religion   divine favor aid remove curse aura of life
Sleigh of Hand   catapult cloud of daggers vampiric touch fabricate
Stealth   disguise self invisibility nondetection greater invisibility
Survival   create or destroy water enhance ability create food and water polymorph
Thieves’ Tools   grease knock blink stone shape
Spellcasting Ability

Intelligence is your spellcasting ability for your Factotum spells. 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 Factotum spells 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

Flexible Skill

At 9th level, you gain the ability to change your expertise choices. When you complete a long rest, you may choose one skill you have expertise in, you lose expertise in the chosen skill. Then choose a skill for which you do not have expertise, you gain expertise in the chosen skill. This choice occurs before you choose your skill attunements at the end of a long rest, allowing you to attune to a newly chosen skill.

Thoughtful Skill

At 13th level, your ability to apply logic and thought to solve problems becomes almost perfected. When you roll a skill check with one of your attuned skills, you may choose to use your intelligence modifier instead of the normal ability modifier for the check.

Last Preparations

At 17th level, when you finish a short rest, you can change one skill attunement. Choose one skill that you are attuned to, your attunement to that skill immediately ends. Choose one skill that you have expertise in, you gain attunement to that skill. When you change an attunement in this way, you cannot do so again until you complete a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes