Rogue
Base Class: Rogue

Some Rogues have brushed against the boundaries of reality and returned changed. Through exposure to the aberrant energies of the Far Realm, these individuals unlock strange powers, blending their natural cunning with the raw potential of magic. Voidborn wield the raw forces of aberrant magic to enhance their agility, outwit their foes, and unravel reality itself. By blending their natural cunning with these alien gifts, Voidborn become masters of manipulation and psychic power, bending the world to their will while navigating its fractured boundaries.

 

Level 3: Spellcasting

You have learned to cast spells, using your connection to the Far Realm to manipulate the arcane.

Cantrips. You know two cantrips from the Warlock spell list. Whenever you gain a Rogue level, you can replace one of your cantrips with another Warlock cantrip of your choice. At 10th level, you learn an additional Warlock cantrip.

Spell Slots. The Voidborn Spellcasting table determines how many spell slots you have to cast your spells of 1st level or higher. You regain all expended spell slots when you finish a Long Rest.

 

Voidborn Spellcasting  —Spell Slots per Spell Level—
Rogue Level Prepared Spells 1 2 3 4
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Warlock spells.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Voidborn Spellcasting table. Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the Voidborn Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Warlock spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Warlock spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Warlock spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.

Level 3: Gifts of the Void

Exposure to the energies of the Far Realm has awakened latent potential within you. You gain two Eldritch Invocations of your choice from the Warlock class.

You gain an additional invocation at levels 9, 13, and 17, for a total of five invocations at 17th level. Whenever you gain a Rogue level, you can replace one of your invocations with another invocation of your choice.

When choosing invocations, treat your Warlock level as half your Rogue level (rounded down) to determine which invocations you can select. You must still meet any other requirements for the invocation.

Level 9: Mind Grasp

Your strikes resonate with psychic energy, disrupting the thoughts of your enemies. You gain the following Cunning Strike option:

Mind Grasp (Cost: 1d6). The target must succeed on a Wisdom saving throw against your spell save DC or become [Tooltip Not Found] of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Level 13: Psychic Rebound

The aberrant energy within you allows you to reflect pain as raw psychic feedback. Starting at 13th level, when you use your Uncanny Dodge feature to reduce the damage of an attack, you can roll your Sneak Attack dice. Choose one creature within 10 feet of you; that creature takes psychic damage equal to the total rolled.

Level 17: Warp Reality

At 17th level, the aberrant energies within you manifest in a tangible field of warped reality. As an action, you create a 15-foot emanation centered on yourself that lasts for 1 minute. The aura moves with you, bending reality around your presence. While the aura is active:

  • Enemies within the aura have disadvantage on all Wisdom, Intelligence, and Charisma saving throws.

  • You and allies within the aura can teleport up to 15 feet to an unoccupied space you can see as a bonus action on your turns.

Once you use this feature, you can’t do so again until you finish a Long Rest.

Voidborn Image

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