Rogue
Base Class: Rogue

exist in the abyss of endless pain

Spellcasting

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

Cantrips

You learn three cantrips: Guidance 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 Wild Card 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 expend 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 two 1st-level bard spells of your choice, both of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Wild Card 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. 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.

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



Wild Card Spellcasting

Spell Slots per Spell Level

 

Rogue Level

Cantrips Known

Spells Known

1st

2nd

3rd

4th

3

Guidance + 2

3

2

-

-

-

4

Guidance + 2

4

3

-

-

-

5

Guidance + 2

4

3

-

-

-

6

Guidance + 2

4

3

-

-

-

7

Guidance + 2

5

4

2

-

-

8

Guidance + 2

6

4

2

-

-

9

Guidance + 2

6

4

2

-

-

10

Guidance + 3

7

4

3

-

-

11

Guidance + 3

8

4

3

-

-

12

Guidance + 3

8

4

3

-

-

13

Guidance + 3

9

4

3

2

-

14

Guidance + 3

10

4

3

2

-

15

Guidance + 3

10

4

3

2

-

16

Guidance + 3

11

4

3

3

-

17

Guidance + 3

11

4

3

3

-

18

Guidance + 3

11

4

3

3

-

19

Guidance + 3

12

4

3

3

1

20

Guidance + 3

13

4

3

3

1

Wild Card's Gambit

Starting at 3rd level, you gain expertise with the Playing Card set. Also, you get special playing cards that do the following: 

 

  • Playing Cards: 

 

Playing Cards: 1d4 Slashing damage, Thrown (20/60), Special

Enchanted Cards: You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist. While rolling damage for a card throw attack, also roll a d6. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below. You can only use these special cards a number of times equal to your Charisma modifier.

 

Roll

Suit

Effect

1

Blade

Roll your Sneak Attack damage and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.

2

Shackle

Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.

3

Heart

Roll your Sneak Attack damage and add it to your razor card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regained become temporary hit points.

4

Scythe

Roll your Sneak Attack damage and add it to your razor card’s damage. The card then continues and hits more targets within your range until the original attack roll would be too low to hit one of them. The new target(s) must be the closest creature to the previous target.

5

Jester

This doesn’t use any charges of your enchanted cards, but this does nothing extra.

6

Ace

Choose Blade, Shackle, Heart, or Scythe. This card gains the effects of that suit.

Poker Face

Starting at 9th level, when you roll a 12 or lower on the d20 when making a Charisma (Deception) or Dexterity (Sleight of Hand) check, treat the number on the dice as a 12.

Lucky Guidance

Starting at 9th level, when you cast Guidance targeting yourself, you can cast it as a bonus action.

Shifting the Odds

Starting at 13th level, you are acutely aware of how to quit when you’re ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 8d10 force damage on a failed save or half as much on a successful one.

 

You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest.

Joker Trick

Starting at 13th level, when you throw a Joker enchanted card, instead of it doing nothing, it does the following. Unless it says differently, it now costs 1 use of the enchanted cards: 

  • Flip 2 coins. 
    • If you flip 2 tails, it does nothing and costs no charges of enchanted cards.
    • If you flip 1 of each, roll your Sneak Attack damage and add it to your damage.
    • If you flip 2 heads, roll double your Sneak Attack damage and add it to your damage.

Joker Wild

At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits: 

  • Your cards increase in power in the following ways: 
    • Your cards deal a base damage of 1d6 instead of 1d4.
    • You always get an Ace for enchanted cards, or you can choose to roll (betting on getting Joker).
    • You gain 3 times the amount of uses of enchanted cards.
  • Your movement speed is doubled.
  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
  • You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.

This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/13/2024 4:28:31 AM
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