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

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rulesfor the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

You know two cantrips of your choice from the warlock spell list. Mage hand must  be one of them. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so 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

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gearsection) as a spellcasting focus for your warlock spells.

 

Level

Proficiency Bonus

Cantrips Known

Spells Known

Spell Slots

Slot Level

3rd

+2

2

2

1

1st

4th

+2

2

3

2

1st

5th

+2

2

4

2

2nd

6th

+2

3

5

2

2nd

7th

+3

3

6

2

3rd

8th

+3

3

7

2

3rd

9th

+3

3

8

2

4th

10th

+3

3

9

2

4th

11th

+4

3

10

2

5th

12th

+4

4

10

2

5th

13th

+4

4

11

3

5th

14th

+4

4

11

3

5th

15th

+5

4

12

3

5th

16th

+5

4

12

3

5th

17th

+5

4

13

3

5th

16th

+5

4

13

3

5th

18th

+6

4

14

4

5th

19th

+6

4

14

4

5th

20th

+6

4

15

4

5th

Seeing Double

Starting at 9th level you can create an illusory copy of yourself that lasts for one day. 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 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.

Previous Versions

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8/21/2019 3:34:02 AM
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5e
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