Base Class: Rogue
Spell-Hacks are unique rogues that have not only learned spellcasting, but are able to empower their weapons with magic, ward themselves and even manipulate the spells of enemy casters. Spell-hacks are often those who were expelled from wizarding school, or those who have learned magic from unconventional means.
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 wizard spell list.
Cantrips
You learn three cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Spell-Hack 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield 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 abjuration and transmutation spells on the wizard spell list.
The Spells Known column of the Spell-Hack Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or transmutation 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 abjuration or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 a wizard spell 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
Spell-Hack 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 |
Imbue Weapon
At 3rd level you can imbue your weapon with magic. When you hit a creature with a weapon attack roll and meet the requirements for sneak attack, you can make a Spellcasting Check (DC 8) to attempt a magical attack. Upon a success, you can replace the weapon’s damage with the effect of a cantrip. When performing this feature the following rules apply:
- The cantrip must have a casting time of 1 action, target one creature, and the target must be the creature hit by your weapon attack. However, cantrip can not be one that already modifies a weapon attack (such as booming blade or green-flame blade)
- When performing this feature, the cantrip is treated at its base level (in other words, a 5th level character using fire bolt with this feature would deal only 1d10 fire damage with this feature rather than 2d10).
- Any other effects aside from damage are applied (examples: lightning lure, mind sliver, shocking grasp, etc.)
- Sneak Attack damage can still be dealt, but is the damage type becomes that of the cantrip’s damage type. If the cantrip does not deal damage, sneak attack damage is that of the weapon used in the original attack.
*Note about shocking grasp: since this feature is performed upon a successful hit with a weapon attack, instead of the normal spell attack, you do not benefit from advantage if the target is wearing armor made of metal.*
Cunning Ward
You can use your cunning action to cast a Transmutation spell that targets self.
Arcane Evasion
At 9th level your knowledge of magic and your ability to manipulate spells allows you to prepare yourself to avoid and resist spells. When you are forced to make a saving throw against a spell, you can use your reaction to change the save type to an INT save instead (if the spell subjects multiple creatures to a saving throw, this feature only applies to you).
Disarm Spell
You learn the spell Dispel Magic, which doesn’t count against the number of spells you know. Additionally, you can cast this spell once per long rest without expending a spell slot.
Quiet Caster
At 17th Level, casting spells while hidden does not reveal your location.
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