Base Class: Rogue
Spell Casting: 3rd Level
Night Crawlers have a very limited number of spells known, but have an extra utility with the few spells they do know. As such, they do not adhere to the normal spell slots model, but rather, work off of spell points. A Night Crawler knows only the spells provided in the description of this class, though they may know spells from other classes. Night Crawler spell DC is equal to 8 + proficiency + wisdom Spell Casting Modifier.
Spell Points at each Level are:
1st: 0
2nd: 0
3rd: 6
4th: 9
5th: 13
6th: 15
7th: 17
8th: 22
9th: 26
10th: 29
11th: 32
12th: 36
13th: 38
14th: 41
15th: 44
16th: 47
17th: 51
18th: 54
19th: 58
20th: 62
Night Cralwer Step
3rd Level: Night Crawler Step
Staring at 3rd Level, Night Crawlers can cast Misty Step (2 spell points) with their action, and/or with their bonus action granted by the Rogue's Cunning action, with the following Benefits.
-If you teleport to a space within range of an enemy, and you attack that enemy, you add your sneak attack dice to the damage, even if you do not meet the normal prerequisites for sneak attack.
-When you cast Misty Step, you can take one creature with you at the cost of an additional spell point. An unwilling must succeed an Intelligence Saving throw equal to you spell save DC, or be teleported with you to your destination. When you teleport another creature in this way, you ignore the normal rules concerning solid surfaces and unoccupied/hazardous spaces.
-Your Teleportation abilities ignore rules based around the casting of only one leveled spell per turn.
Night Crawler Door
9th Level: Night Crawler Door
Starting at 9th Level, Night Crawlers can teleport even farther, gaining the ability to cast Dimension Door (6 Spell points) instead of Misty Step, with all of the same benefits, excepting that a willing creature teleported with the Night Crawler does not cost additional spell points.
Night Crawler Wind Strike
13th Level: Night Crawler Wind Strike
Starting at 13th level, a Night Crawler may cast Steel Wind Strike (7 Spell Points) instead of Misty Step. They may also attempt to teleport targets hit by Steel Wind Strike at an additional cost of 2 spell points per target to any space within range of the spell. You must still end the spell within 5ft of one of the targets, regardless of if you hit them or teleported them. Additionally, you divide the number of Sneak attack dice you have by the number of enemies hit by Steel Wind Strike, rounded down, and add those sneak attack dice to the damage of targets hit by Steel Wind Strike.
Example, a 13th level Night Crawler has 7d6 sneak attack dice, and casts steel wind strike targeting 5 enemies, but only hits 3 of time. 7 divided by 3 is 2.33 rounded down to 2, so the targets hit by Steel wind Strike take an extra 2d6 sneak attack damage.
Night Crawler Shift
17th Level: Night Crawler Shift
At 17th level, a Night Crawler's magical transportation knows few limits. A Night Crawler can cast Teleportation or Plane Shift (10 Spell Points) instead of Misty Step. If They choose to cast Plane Shift, they must still have a Tuning Fork to their desired destination. A Night Crawler can only cast these spells a total number of times equal to their Wisdom modifier times per day.
Night Crawler Escape
Starting at 9th level, when you use your Uncanny Dodge or Evasion Class Features, you can, as part of those reactions, cast Misty Step, though you cannot bring another creature with you, willing or otherwise.
Previous Versions
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9/4/2025 12:35:24 AM
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