Rogue
Base Class: Rogue

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells following a custom hybrid of the Cleric and Wizard spell list.

Arcane Recovery

When you reach 3rd level, you've learned to regain some of your magical energy by praying to your Deity. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half of your Rogue level (rounded up), and none of the slots can be 5th level or higher.

Temporal Shift

 At 9th level you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes and attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. the target must use the result of the second roll. You can use this ability twice a day, and you regain any expended uses when you long rest.

Magical Ambush

Starting at the 13th level, if you are hidden from a creature, the creature has disadvantage on any saving throws caused by you.

Forced Outcome

Once you reach the 17th level, you can peer through possible futures and magically pull one of them into events around you; ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). When you use this ability, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gain in this way.

 

 

 

Temporal Armor

Your Deity grants you proficiency in medium armor.

Spellcasting

A small spell list, pulling from the Cleric and Wizard Spell list. Follows all spell level rules and requirements. You may only use spells listed.

Since most of your spells come from worshipping your Deity, you can only change spells while communing with your Deity. This can be done at anytime but takes 30 minutes per spell.

Spellcasting Ability

Intelligence is your spellcasting ability for your 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 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 slot table

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

Forced Relocation

You gain access to Vortex Warp as a bonus action once per day. You must long rest to regain the used charges.

At 9th level you can use Vortex Warp three times per day.

Arcane Recovery

You have learned to regain some of your magical energy by praying to your Deity. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half of your Rogue level (rounded up), and none of the slots can be 5th level or higher.

Temporal Shift

You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You can make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice per day, and can regain any expended uses upon finishing a long rest.

Magical Ambush

Starting at the 13th level, if you are hidden from a creature it has disadvantage on any saving throws caused by you.

Forced Outcome

You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. You may use this feature no more than three times per day. Only by completing a full long rest can you remove a single level of exhaustion gain in this way.

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