Rogue
Base Class: Rogue

A rogues’ ambitious quest for power, wealth and knowledge can sometimes lead them down dark paths, to an entity of dark power and magic. Whether you did so willingly, you were forced into the pact, literally or by coercion; or it was an accident while stealing ancient tomes for a thieves’ guild, you have a connection to an otherworldly patron, granting you power in exchange for…you may not even know the price yet.

These rogues tend to be at least partly consumed by the power they hold, grasping powerful magic for once and actively studying it to become better at it, though they also tend to be secretive in where their abilities come from. In the battlefield, they are a force to be reckoned with, wielding blades in one hand in dark arcana in the other.

Pact Magic

Beginning when you first choose this archetype at 3rd level, your patron has taught you the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Eldritch Marauder Spellcasting 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.

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 Eldritch Marauder Spellcasting 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. Intelligence is your spellcasting ability for your warlock spells, as you’ve learnt to harness these dark gifts.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Rogue
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOT
LEVEL
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 11 2 4th

Otherworldly Empowerment

Also at 3rd level, your roguish talents are also empowered by your patron. You gain the following features:

Eldritch Strike. Whenever you deal Sneak Attack damage to a creature, you may replace the damage type of the attack by one that’s appropriate of your patron (DM’s discretion, listing none in specific because maybe someone wishes to use a homebrew patron for this. But, for example, Great Old One would deal psychic, fiend fire, archfey psychic, celestial radiant, undead necrotic, etc).

Cunning Blast. Once per short or long rest, when you deal damage with a spell, you can deal additional damage to one of the creatures damaged by the spell equal to your Sneak Attack dice. You can only do so if you have advantage on the spell attack, or if another enemy of the target is within 5 feet of it when you cast the spell, and that enemy isn't incapacitated.

Mystic Power

Starting at 9th level, you gain the following features:

Mystic Frenzy. When you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Thirst for Magic. You can cast detect magic and identify spells once without expending a spell slot, regaining the ability to do it again when you finish a short or long rest.

Arcanum Dodge

At 13th level, you’ve learnt to harness your magic to help you right in the nick of time. Whenever you use your Uncanny Dodge feature, or as a reaction to a creature ending their turn within 5 feet of you, you may choose to teleport to an unoccupied space you can see within 20 feet of you.

Furthermore, you may cast one of your warlock spells with a casting time of 1 action as part of that same reaction. The first time two times use this feature after each long rest, it doesn’t consume a spell slot, consuming it upon further uses. 

Occult Smite

By the time you’ve reached 17th level, you can infuse the power of your pact into your enemy’s wounds. Whenever you deal Sneak Attack damage to a creature, you can force them to succeed on Charisma saving throw against your spell save DC.

On a failed save, the creature takes additional damage from the attack equal to your Sneak Attack dice, of the type associated with your patron; and until the end of your next turn, the creature’s speed is halved and it can’t take reactions. On a successful save, the creature takes half as much damage and suffers no further effects. 

Whether the save was successful or not, until the end of your next turn, whenever you reduce a hostile creature to 0 hit points, you regain an expended warlock spell slot. You can use this feature twice, regaining all expended uses when you finish a long rest.

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