Rogue
Base Class: Rogue

While all rogues find themselves looking to the night sky at times, Moonshadow rogues draw their power from the moon itself. The moon having always been a source of knowledge, Moonshadows develop keen insights into those around them. These rogues further hone their abilities by discovering arcane revelations, drawing from the schools of enchantment, illusion, and necromancy (maiden, mother, crone).

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: minor illusion and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Moonshadow 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 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 wizard spells of your choice, two of which you must choose from the enchantment, illusion, or necromancy spells on the wizard spell list.

The Spells Known column of the Moonshadow Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment, illusion, or necromancy 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 enchantment, illusion, or necromancy 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 revelations from within and in connection to the moon. 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

Moonshadow 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

Lunar Power

Upon reaching 3rd level, you are a reservoir of lunar energy, and your weapons become sheathed in the soft glow of moonlight. This power is represented by your Lunar Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various moon related powers you have, which are detailed below. 

Some of your powers expend the Lunar Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Lunar Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Lunar Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Lunar Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Lunar Energy dice.

Lunar Blades

At 9th level, your weapons are now a reflection of your connection to the moon, giving you these powers that use your Lunar Energy dice:

Homing Strikes. If you make an attack roll with your weapons and miss the target, you can roll one Lunar Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Lunar Energy die.

Moonstride. As a bonus action, you hurl a weapon, expend one Lunar Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade returns to your hand.

Clarity of Dvinandimaer

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Moonstruck

At 17th level, the moonlight sheathing your weapons shines blindingly into your opponent's mind. When you deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Lunar Energy dice to use it again.

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