Rogue
Base Class: Rogue

You are the helmsman of a (Spelljamming) ship. Depending on the setting you play in, you may be called a Spelljammer. However, in many worlds, you would simply be called a pilot or helmsman.

Jetpack

At 9th level, you have cobbled together a simple jetpack, maybe using a Kyvern Worm spine implant. You gain a flying speed of 20 feet.

Spellcasting

Arcane Trickster Spellcasting Spell Slots per Spell Level
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd Mage Hand + 2 3 2 - - -
4th Mage Hand + 2 4 3 - - -
5th Mage Hand + 2 4 3 - - -
6th Mage Hand + 2 4 3 - - -
7th Mage Hand + 2 5 4 2 - -
8th Mage Hand + 2 6 4 2 - -
9th Mage Hand + 2 6 4 2 - -
10th Mage Hand + 3 7 4 3 - -
11th Mage Hand + 3 8 4 3 - -
12th Mage Hand + 3 8 4 3 - -
13th Mage Hand + 3 9 4 3 2 -
14th Mage Hand + 3 10 4 3 2 -
15th Mage Hand + 3 10 4 3 2 -
16th Mage Hand + 3 11 4 3 3 -
17th Mage Hand + 3 11 4 3 3 -
18th Mage Hand + 3 11 4 3 3 -
19th Mage Hand + 3 12 4 3 3 1
20th Mage Hand + 3 13 4 3 3 1


When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

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

Spell Slots

The Pilot Spellcasting table shows how many spell slots you have to cast your wizard 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 Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and abjuration spells on the wizard spell list.

The Spells Known column of the Pilot Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or abjuration 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or abjuration spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your wizard spells, since the power of your magic relies on your ability to project your will into the world. 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 wizard 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

Natural Leader

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called leadership dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four leadership dice, which are d8s. A leadership die is expended when you use it. You regain all of your expended leadership dice when you finish a short or long rest. You gain another leadership die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. For these effects, use your Spell Save DC

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one leadership die and add the die to the roll, provided you aren't incapacitated.

Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one leadership die and make one attack against the creature, using that weapon. If the attack hits, add the leadership die to the weapon's damage roll.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one leadership die. That creature can immediately use its reaction to make one weapon attack, adding the leadership die to the attack's damage roll.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one leadership die and add the leadership die to the ability check.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one leadership die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the leadership die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one leadership die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one leadership die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the leadership die to the attack's damage roll.

 

Goading Attack

When you hit a creature with a weapon attack, you can expend one leadership die to attempt to goad the target into attacking you. You add the leadership die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

 

Flight Mastery

Starting at 9th level, you have gained incredible control of the many vehicles that traverse the world. Vehicles you control have their speeds increased by 10 feet. In addition, when you are piloting a ship, you can treat the ship as the user of your spells and maneuvers.

Seasoned Traveler

By 13th level, you have traversed the galaxy enough to have gained a rough grasp of most languages. You can understand and communicate basic thoughts and ideas to and from all creatures that speak a language. In addition, you have advantage on Persuasion checks made while speaking your native tongue (any language gained from your race, besides [language]Common[/language]).

Pilot’s Touch

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can expend a leadership die and take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Previous Versions

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