Rogue
Base Class: Rogue

Wether it be for fun, a lost bet, or for power you have made a deal with a luck patron who has gifted you a portion of there power. 

Hand of the Trickster

Starting at 1st level Due to your bond with you patron you gain the mage hand Cantrip. 

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.

 

 

Eldritch Invocations

Starting at 3rd level thru your patron you have attained forbidden knowledge in the form of Eldritch invocations. You can choose one invocation from the warlock invocation list. You can change invocations once per long rest

Pact Magic

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

 

Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another warlock cantrip of your choice at 10th level.

 

Spell Slots. The Tricksters Bond Spellcasting table shows how many spell slots you have to cast your 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 warlock spells of your choice.

 

The Spells Known column of the Tricksters Bond Spellcasting table shows when you learn more warlock spells of 1st level or higher. 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 warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots.

 

Spellcasting Ability. Charisma is your spellcasting ability for your warlock 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 warlock 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

RogueLevel Cantrips Known Spells Known 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

 

 

Seeing Double

Starting at 9th level you can create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within 60ft of you that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blindedand deafenedin regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

You cannot cast this spell again till you take a long rest

Master of Trickery

Starting at 13th level you have learned to control the powers of your patron. You obtain a second action in which you can only cast a spell or effect a spell previously casted. You can only use this action after a non magical attack.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

Once you use this feature, you can’t use it again until you finish a long rest.

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