Base Class: Rogue
You have a dream, a world without the burden of law. Where freedom truly reigns, not just in pretense like these so called 'societies' would claim. To that end, you have prepared and trained your mind and arcane potential to see that dream come to fruition. Concealing your weapons and plans for an explosive magical finale is your pride and joy. As that one joker said, 'it's not about the money... its about sending a message.'
Spellcasting
You have a recipe book able to assist you in replicating evocation spells at certain levels as you level in this class. You start off with at least one spell at each relevant level. If you find a scroll, similar to a Wizard’s spell book, you can copy the scroll into your cookbook.
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn three cantrips: fire bolt and two other cantrips of your choice from the wizard spell list. You learn another wizard or artificer cantrip of your choice at 10th level.
Spell Slots
The Arcane Anarchist Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st-Level and Higher
You know two Evocation spells from the wizard or Artificer list.
The Spells Known column of the Arcane Anarchist Spellcasting table shows when you learn more wizard or artificer spells of 1st level or higher. Each of these spells must be an Evocation or Abjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard or artificer spells you know with another spell of your choice from the wizard or artificer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or abjuration spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Arcane Anarchist Spellcasting
|
Rogue Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Anarchist's Toolkit
When you reach 3rd level, you gain proficiency with firearms, explosives, and improvised weapons. Additionally, you gain proficiency with Alchemy Supplies, Tinkerer's Tools, and Painter Supplies, if you didn't already have them.
You have advantage on Stealth, Sleight of Hand, and Deception checks to conceal weapons or explosives, whether on your person or hidden elsewhere.
In addition, when using a weapon in one of these categories, you can roll your sneak attack damage any time you have advantage on the attack made with a firearm, explosive, or improvised weapon.
Ambuscade Spellcraft
Starting at 9th level, you can add your sneak attack damage to your spell damage rolls if any of the following conditions are met:
- You are hidden when you make your attack or have a similar advantage on the spell attack roll.
- The creature you are targeting has disadvantage on the spell saving throw and fails.
You can do this once per turn, following normal sneak attack rules.
Voice of Unrest
At 13th level, Whenever you spend at least 1 minute speaking with a crowd or group, you can attempt to inflame existing tensions to incite unrest around you.
Choose an authority (whether a creature, faction, or organization) to become the target of the group's anger. Make a Charisma check (Deception, Persuasion, or Intimidation), the DC for success will be determined by the DM. You can add your Intelligence modifier to this check.
On a success, for the next hour:
The crowd becomes hostile toward the target creature, organization, or faction.
You have advantage on Charisma checks made to recruit members of the crowd.
Authorities have disadvantage on checks made to identify you as the instigator.
You can use this feature once per long rest.
Overcook Magic
At 17th level, A number of times equal to your proficiency bonus, you can cast spells in your cookbook as a bonus action instead of an action.
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