Rogue
Base Class: Rogue

Rather than creeping into a manor to steal the Lord's precious jewels, Magnificent Bastard's are welcomed in the front door and be given the Lord's jewels with no issue.

Spellcasting

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 bard spell list.

Cantrips

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

Spell Slots

The Magnificent Bastard Spellcasting table shows how many spell slots you have to cast your bard 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 bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the bard spell list.

The Spells Known column of the Magnificent Bastard Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard 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

Magnificent Bastard 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

Disarming Charm

Starting at 3rd level, when you cast friends, once the spell ends the target will instead make a Wisdom (Insight) check against your spell save DC. If they fail, they will not become hostile to you unless you act in a way that would otherwise cause hostility.

In addition, when you are not wearing any armor or shields, you gain a bonus to your armor class equal to your Charisma modifier.

Nothing Personal

You have such an irresistible charm that even in combat your enemies have a hard time staying mad at you.

Whenever you miss on an attack roll, you can use your reaction to make the target roll a CHA saving throw or be Charmed until the end of your next turn. This creature must be able to understand one language you speak, otherwise they automatically succeed. Creatures charmed this way are still able to attack you, but at disadvantage.

In addition, attacks and spells against any charmed creature are with advantage, and their saving throws made in combat are with disadvantage.

Double-Cross

Starting at 9th level, whenever you make a weapon or spell attack against a Charmed target, you can choose to make it a critical hit. You can this feature an amount equal to your proficiency bonus, and all uses refresh after a long rest.

People Person

At 13th level, you have learned how to make people tell you whatever you need to know. Once a day you can cast zone of truth without using a spell slot. When this spell is cast this way any targets that are affected are not aware of the spell unless otherwise informed.

Perks of the Trade

At 17th level, your enemies may not be fond of you, but they don't want just anyone to kill you.

Whenever an enemy brings you down to 0 hit-points, any hostile and sentient humanoids will use their action to attack the creature that brought you down. This effect ends when either the initial enemies turn starts again or when they die. Any attacks made will be careful to not cause additional harm, but they are not opposed to accidents causing your death, and none of your enemies will attempt to heal or stabilize you.

Once you use this feature, you can’t use it again until you finish a long rest.

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