Rogue
Base Class: Rogue

The trickster has been tricked in to a bond with a patron who loves tricks and deception. Thru this bond the trickster can manipulate the battlefield with the powers gifted by there patron.

Master of Disguise

Starting at 3rd level you become proficient with the Disguise kit. If already proficient you become an expert.

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

Starting at 3rd level 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. 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 Tricksters Bond table shows how many spell slots you have to cast your Trickster 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 Trickster 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 one 1st level spell slot. To cast the 1st-level spell witch bolt, you must spend that spell slot and you cast it as a 1st level spell.

Spells Known of 1st Level and Higher

The Spells Known column of the Trickster Bond 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.

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 Trickster 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 Trickster spells.

 

Level

Proficiency Bonus

Cantrips Known

Spells Known

Spell Slots

Slot Level

3rd

+1

2

2

1

1st

4th

+1

2

3

1

1st

5th

+1

2

4

1

1st

6th

+1

3

5

2

1st

7th

+2

3

6

2

2nd

8th

+2

3

7

2

2nd

9th

+2

3

8

2

2nd

10th

+2

3

9

2

2nd

11th

+3

3

10

2

3rd

12th

+3

4

10

2

3rd

13th

+3

4

11

2

3rd

14th

+3

4

11

3

3rd

15th

+4

4

12

3

4th

16th

+4

4

12

3

4th

17th

+4

4

13

3

4th

18th

+4

4

13

3

4th

19th

+5

4

14

4

5th

20th

+5

4

14

4

5th

 

         

Escape Artist

Starting at 9th level once per short rest when you take damage you can use your reaction to go invisible. Anything you are wearing or carrying is invisible as long as it is on your person. The effect ends If you attack or cast a spell.

You can be invisible for no longer then an minute.

While invisible you can disengage without provoking an attack of opportunity.   

Animate Object

Starting at 13th you obtain the animate object spell. It does not count towards spells know and when cast does not spend a spell slot.It is cast as a 5th level spell. You can cast this spell once per short rest

Seeing Double

Starting at 17th level you can create up to two duplicate copies of yourself that lasts for one day. The copies can appear at any location within 60ft of you that you have seen before. The duplicates looks and sounds like you. 

If you are within five feat of your illusion each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.If you have two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all duplicates are destroyed.

You can use your action to move a duplicate up to twice your speed.

The duplicates gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through the eyes and hear through the ears of a duplicate of your choice 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.

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

The spell ends if all the duplicates are destroyed, they are destroyed, or you use your action to dismiss them.

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

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