Rogue
Base Class: Rogue

(Arcane Trickster Variant) The Arcane Armorer is, as the name implies, a rogue that specializes in providing battlefield fire support for his party. Whether it be unleashing hoards of summons to act as meat shields or applying magical effects to his ammunition for special strikes, this spellcasting rogue acts as both sniper & Armorer, providing the right tool for the job whenever it is needed. 

Spellcasting

Arcane Armorer 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
Cantrips

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

Spell Slots

The Arcane Armorer Spellcasting table shows how many spell slots you have to cast your sorcerer 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 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 three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation and conjuration spells on the sorcerer spell list.

The Spells Known column of the Arcane Armorer Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or conjuration 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 sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or conjuration 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 sorcerer 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 sorcerer 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

Armorer Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Armorer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one leveled spell you gained from this feature with another spell of the same level. The new spell must be an evocation or conjuration spell from the sorcerer, warlock, or wizard spell list.

Armorer Spells
Sorcerer Level Spells
Cantrip Thunderclap
1st Grease
2nd Web
3rd Stinking Cloud
4th Sickening Radiance

Mage Hand Legerdemain

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Arcane Reinforcement

Starting at 9th level, you can cast Conjure Animals, Conjure Minor Elementals or Conjure Woodland Beings a number of times per day equal to half your Proficiency Bonus, rounded down. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. You regain all expended uses when you finish a long rest.

Arcane Artillery

Starting at 9th level, you gain the ability to inscribe leveled spells onto your arrows or bolts, plus proficiency with corresponding Artisan's Tools (Woodcarver's Tools or Smith's Tools). When these projectiles hit an object or a target, they then activate the inscribed spell as if it had just been cast at it's lowest level, in addition to their regular damage & any bonuses. If the spell has a duration longer than instantaneous it does not require concentration, but the duration cannot be longer than 1 minute.

The inscription process takes a number of days equal to half the spell's level. The inscription lasts indefinitely, but is susceptible to any damage that would affect regular ammunition. Soaking, warping, splintering or any removal of the gold script. Ammunition damaged in this fashion may be repaired at the DM's discretion & cost. Spent ammunition cannot be recovered intact under any circumstances & the gold used to inscribe it is lost.  

The inscription process is restricted to spells known by the rogue & the rogue's level.

The inscription process costs a number of gold pieces equal to the spell's level times fifty.

The inscribed ammunition is bound to the rogue & cannot be sold, copied or used by another. The ammunition can still be stolen or destroyed. It does not count as a magical artifact.

The rogue may carry inscribed ammunition to the value of his maximum number of spell slots + his Charisma modifier. For example, a level 12 Arcane Armorer with 7 spell slots & a +3 Charisma modifier has a capacity of 10 levels of inscribed ammunition. He can carry three level 2 arrows & four level 1 arrows. Or he can carry five level 2 arrows. Anything exceeding this capacity causes to rogue to incur one level of 'mental' exhaustion per level over the maximum. A rogue with a capacity of 10 levels carrying 12 levels of inscribed ammunition suffers from two levels of exhaustion that cannot be remedied until he fires or removes the excess pieces.

Snap Shot

Starting at 13th level, you gain the ability to fire a second time per round when taking the attack action. This attack cannot benefit from Sneak Attack damage, but you can use your reaction to imbue the ammunition with a cantrip before firing. You cannot imbue ammunition that already has an inscription from Arcane Artillery.

Arcane Army

Starting at 17th level, the Arcane Reinforcement ability now allows summoning more powerful creatures. The options are now: One creature of challenge rating 4 or lower. Two creatures of challenge rating 3 or lower. Four creatures of challenge rating 2 or lower. Eight creatures of challenge rating 1 or lower.

Additionally, creatures summoned by your Arcane Reinforcement receive Temporary Hit Points equal to your Charisma modifier times ten, divided by the number of summons rounded down. For example, if you possess a +5 Charisma modifier & have summoned one CR 4 creature, that creature would receive 50 Temporary Hit points, whereas if you summoned four CR 2 creatures, each one would receive 12 Temporary Hit Points. Also, every summoned creature adds your Charisma modifier to any attack roll & any damage roll, in addition to their usual bonuses.

Starting at 17th level, the Arcane Artillery ability now allows for the inscribing of any spell the rogue can access & (temporarily) understand.

Using the same rules as the original ability, the rogue can inscribe any spell up to twice his maximum spell level. For example, a level 17 Arcane Armorer with a maximum spell level of 3 could potentially inscribe level 6 spells onto his arrows or bolts. This ability requires the cooperation of a full spellcaster capable of casting the spell & helping guide the rogue in his inscription. The rogue cannot learn the spell well enough to cast himself & needs the same guidance every time he inscribes a new piece of ammunition. The rogue cannot inscribe spells from scrolls or from simply witnessing them being cast. 

An inscription crafted in this manner costs a number of gold pieces equal to the spell's level times one hundred.

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