Rogue
Base Class: Rogue

Shadowblades are masters of stealth, deception, and subtle magic, combining the talents of an assassin with the arcane prowess of a trickster. Rather than relying solely on blades and poisons, they weave illusions, enchantments, and shadow magic into every aspect of their craft, making them some of the most dangerous infiltrators in the world.

A Shadowblade can walk unseen through a crowded city, assume another's identity with ease, or strike from the darkness before their victim has a chance to react. Their magic is not flashy or destructive—it is precise, deceptive, and deadly. Every spell, every disguise, and every movement serves a single purpose: gaining the advantage needed for the perfect kill.

Whether employed as spies, elite agents, bounty hunters, or secret assassins, Shadowblades thrive in the spaces between light and darkness. They are masters of misdirection and ambush, using both steel and sorcery to achieve what others cannot. By the time their enemies realize a Shadowblade was ever there, it is often far too late.

"The sharpest blade is the one never seen."

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list.

Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.

When you reach Rogue level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Shadowblade Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Shadowblade 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 Wizard spells.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Shadowblade Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Shadowblade 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 Wizard 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 Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

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

Level 3: Mage Hand Legerdemain

When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.

Level 3: Assassin's Ambush

You excel at striking before your enemies have the chance to react.

You gain proficiency with the following tools:

  • Disguise Kit
  • Poisoner's Kit

Additionally, you gain Advantage on Initiative rolls.

During the first round of combat, you have Advantage on attack rolls against creatures that have not yet taken a turn.

Once per turn, when you deal Sneak Attack damage to such a creature, it takes additional damage equal to your Proficiency Bonus.

Level 9: Infiltration Master

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.

Whew you use Steady Aim it no longer reduces your Speed to 0. 

You can perfectly mimic voices after listening to someone speak for an hour.

Level 13: Envenomed Arcana

Your mastery of poison and magic allows you to infuse your attacks with supernatural effects.

When you deal Sneak Attack damage, choose one of the following options:

Arcane Venom

The target takes an additional 2d6 Poison damage.

This damage ignores Poison Resistance.

Shadow Hex

The target must succeed on a Wisdom saving throw.

Save DC = 8 + your Proficiency Bonus + your Intelligence modifier

On a failed save, the target cannot take Reactions until the start of your next turn.

You may apply one of these effects once per turn.

Level 17: Death Strike

Your attacks strike with lethal precision before your enemies can properly react.

When you deal Sneak Attack damage during the first round of combat to a creature that has not yet taken a turn, you can force it to make a Constitution saving throw.

Save DC = 8 + your Proficiency Bonus + your Dexterity modifier

On a failed save, the creature takes additional Psychic damage equal to your Sneak Attack damage dice.

On a successful save, the creature takes half as much Psychic damage.

For example, if your Sneak Attack deals 9d6 damage, a failed save causes the target to take an additional 9d6 Psychic damage.

This damage is applied after the Sneak Attack damage is resolved.

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

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