Rogue
Base Class: Rogue

You have honed your Roguish skills in the art of using magical devices to your advantage.  More precisely you have discovered ways to get the most out of magical wands.  While some rogues have perfected their skills in burglary,  assassinations, or arcane magic you have a developed a deep connection to magical items.

Wand Slingers are rogues who like to use all types of magical contraptions to their fullest. Getting the most out of an item for the greatest benefit

Wand Bond

When you reach 3rd level, you have learned enough about the workings of magic wands that you can use any wands even when they are not intended for you. You ignore all class, and race requirements on the use of magic wands.

You may also attune with a number of wands equal to your Int modifier. When done this way they count as one single attunement.  Any wands you are attuned with, you have an advantage on any ranged spell attack rolls you make with these specific wands.

 

Arcanic Assassin

Starting at 9th level, when you get the drop on enemies or attack successfully while hidden you are extremely deadly with wands you are attuned with. 

When you attack an enemy using a wand you are attuned with to attack, you can treat your wand as a Dex based weapon for the purpose of the sneak attack feature.  You have become very good at pinpointing the best places to hit your foes with attuned wands.

(If a wand that fires multiple projectiles - such as magic missiles or scorching rays - sneak damage is only applied to the first target hit by a spell)

(if a wand is an area of effect such as fireball - then sneak damage is not applied. )

 

Wand Reaction

Starting at 13th level, whenever a creature you can see provokes an attack of opportunity from you and you are holding a wand, you may use your reaction to expend the minimum number of charges to activate that wand for your attack of opportunity.

However, the wands effects must only target that creature and can not have an area of effect as the spell effect (for example, the use of a wand with the magic missiles spell enchanted in it can be used but can only target that creature, but the use of wand with a fireball spell enchanted into it can not be used).

Wand Mastery

Starting at 17th level After attuning to a wand, you are able to use either your spell save DC and spell attack modifier or the spell save DC and spell attack modifier of the new wand, whichever is higher.

You also increase the maximum number of charges the wand has by 1 for any wand you are attuned with. Only wands that require attunement, and that you have attuned with, can benefit from this feature.

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