Rogue
Base Class: Rogue

Veilwarden Spies are the silent blades of the Order, masters of infiltration, magical disruption, and surgical strikes. Trained to hunt arcane threats from within, they combine cunning espionage with anti-magic techniques—using suppressed arcane knowledge not to wield power, but to unmake it.

They slip unseen into cults, mage towers, and courts alike, planting evidence, sowing distrust, or delivering a single precise death to prevent a greater catastrophe. They are assassins of the arcane, watchers in the shadows, and bringers of reckoning.

Veilwarden Spy Features

Rogue Level Feature
3rd Tools of the Inquisition, Disruptive Strike
9th Unseen Brand
13th Null Pulse
17th Sever the Veil

Roleplaying a Veilwarden Spy

Veilwarden Spies operate in moral gray zones. Unlike paladins or clerics who rely on divine law, these rogues manipulate trust, bend ethics, and erase threats before the public ever knows they existed. Whether they believe in the greater good or simply follow orders is up to you.

Veilwarden Spy – Starting Gear

When you join the Veilwarden Spy order or start at 1st level with this subclass in mind, you gain the following equipment in addition to your Rogue class starting equipment:


Custom Veilwarden Gear

• Nullbrand Blade (counts as magical weapon)
Choose a dagger, shortsword, or hand crossbow. This is your attuned anti-magic weapon. It glows faintly near active magic (10 ft.) and has special effects against casters.

• Veilwarden Badge (Wondrous Item, common)
Grants advantage on Charisma checks to intimidate or persuade those who know the authority of the Veilwardens. Also recognized by other agents of the Order.

• Bracer of Detection (Wondrous Item, uncommon)
While wearing this item, you can cast Detect Magic once per long rest without components. The bracer glows faintly when near unstable planar energy or a rift.

• Set of Nullstone Caltrops (special gear)
Acts as standard caltrops, but mages who step on them must succeed on a DC 13 Constitution saving throw or be unable to cast spells for 1 round.


Spy’s Field Kit

  • Dark hooded cloak with interior pockets

  • Disguise Kit (Veilwarden issue; false seals and sigils of multiple factions)

  • Thieves' Tools

  • 1 vial of black ink & veil-quill (for encoded reports)

  • 1 Hidden blade (boot sheath or belt buckle)

  • 50 feet of silken rope

  • Rations (5 days), Waterskin

  • 10 gp in a hidden compartment pouch

Level 3: Tools of the Inquisition (Level 3)

Your training grants you unique tools and methods for hunting arcane threats.

  • Bonus Proficiencies: You gain proficiency in Arcana and Disguise Kit. If you're already proficient in Arcana, you gain expertise in it instead.

  • Nullbrand Blade.
    You can create a special weapon called a Nullbrand Blade as part of a short or long rest. It can take the form of a dagger, shortsword, or hand crossbow.
    While wielding this weapon:

    • It counts as magical.

    • Once per turn when you hit a creature concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.

    • The weapon glows faintly near active spell effects or magical traps (acts as Detect Magic within 10 ft., no action required).

Level 3: Disruptive Strike (Level 3)

When you hit a creature with a Sneak Attack, you can forgo one damage die to disrupt its magic. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save:

  • The creature can’t cast spells until the start of your next turn.

  • If it was concentrating on a spell, it automatically fails the save and loses concentration.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all uses after a long rest.

Level 9: Unseen Brand (Level 9)

You can mark a creature with an invisible Veilwarden sigil using a bonus action after hitting it with a weapon attack. The mark lasts for 1 hour or until you mark a new target.

While a creature is branded:

  • You have advantage on Investigation and Insight checks against it.

  • It cannot become invisible or teleport without making a Charisma saving throw (DC = 8 + your proficiency bonus + Intelligence modifier). On a failure, the effect fizzles and is wasted.

You can only brand one creature at a time.

Level 13: Null Pulse (Level 13)

You gain the ability to unleash a pulse of anti-magic energy.

As an action, you can emit a pulse in a 10-foot radius centered on you. Each creature in the area must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + Intelligence modifier) or:

  • Be unable to cast spells or activate magic items until the end of their next turn.

  • Have disadvantage on saving throws against Disruptive Strike until the start of your next turn.

Once you use this feature, you must finish a short or long rest to use it again.

Level 17: Sever the Veil(Level 17)

You master the art of dismantling arcane defenses in an instant.

When you deal Sneak Attack damage to a creature, you can expend 2 uses of Disruptive Strike to instead attempt to sever its magical protections. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + Intelligence modifier). On a failure:

  • All active spells and magical effects on the target are ended (as if targeted by Dispel Magic, no roll required).

  • The creature cannot benefit from magical buffs or cast spells until the end of your next turn.

Once you use this feature, you cannot do so again until you finish a long rest.

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