Base Class: Rogue
Some rogues supplement stealth, deception, and practiced infiltration with intensive study of arcane magic. Known as Veil Mages, these elusive spellcasters use illusion and enchantment to conceal their identities, manipulate their enemies, and gain access to places that mundane thieves could never reach.
Spellcasting
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. Your study of arcane magic emphasizes deception, subtlety, and infiltration, allowing you to supplement your roguish talents with spells drawn from the wizard spell list.
Cantrips
You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list.
You learn one additional wizard cantrip of your choice at 6th level and another at 12th level, as shown in the Cantrips Known column of the Veil Mage Spellcasting table.
Spell Slots
The Veil Mage 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 spell 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 charm person and have both a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st Level and Higher
When you reach 3rd level, you know three 1st-level wizard spells of your choice. Two of these spells must be chosen from the enchantment or illusion schools of magic. The third spell can be from any school of magic.
The Spells Known column of the Veil Mage Spellcasting table shows when you learn additional wizard spells of 1st level or higher. Unless otherwise stated, each of these spells must be an enchantment or illusion spell from the wizard spell list and must be of a level for which you have spell slots.
For example, when you reach 7th level in this class, you gain access to 3rd-level spell slots. The new spell you learn at that level can therefore be a 1st-, 2nd-, or 3rd-level wizard spell, provided it is an enchantment or illusion spell.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the wizard spell list.
Whenever you gain a level in this class, you can replace one wizard spell you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots and must be an enchantment or illusion spell, unless the spell you are replacing is one of your unrestricted spells gained at 3rd, 8th, 14th, or 20th level. If you replace one of these unrestricted spells, the replacement spell can also come from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, representing the study, preparation, and arcane knowledge required to master your magic.
You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when determining 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
Veil Mage Spellcasting
| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 3rd | 3 | 3 | 2 | — | — | — | — | — | — | — | — |
| 4th | 3 | 4 | 3 | — | — | — | — | — | — | — | — |
| 5th | 3 | 5 | 4 | 2 | — | — | — | — | — | — | — |
| 6th | 4 | 6 | 4 | 3 | — | — | — | — | — | — | — |
| 7th | 4 | 7 | 4 | 3 | 2 | — | — | — | — | — | — |
| 8th | 4 | 8 | 4 | 3 | 3 | — | — | — | — | — | — |
| 9th | 4 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 10th | 4 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 11th | 4 | 11 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 12th | 5 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 13th | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 14th | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 15th | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 16th | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 17th | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 18th | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 19th | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 20th | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
Veilstep
Starting at 3rd level, When you take the Hide action, you can create a brief magical distortion around yourself. Until the start of your next turn, creatures have disadvantage on Wisdom (Perception) checks made to locate you. This is useful but doesn't outright replace normal hiding rules.
Veiled Casting
Starting at 9th level, You can attempt to conceal the fact that you're casting a spell. When you cast a spell with verbal or somatic components, you can make a Dexterity (Sleight of Hand) or Charisma (Deception) check contested by a creature's Wisdom (Perception) or Wisdom (Insight). On a success, that creature doesn't notice you casting the spell unless the spell produces an obvious effect. This is probably my favorite for the subclass because it directly supports espionage.
False Presence
At 13th level, you can mislead magical attempts to identify or locate you.
You are constantly protected as though by nondetection.
In addition, whenever a divination spell would reveal information about you, the caster must first succeed on an ability check using its spellcasting ability against your spell save DC. On a failure, you can cause the spell to reveal false information of your choosing instead.
Mind Behind the Mask
At 17th level, You are immune to effects that read your thoughts or determine whether you are lying unless you choose otherwise. When such an effect targets you, you can instead present false thoughts, emotions, or memories of your choice.
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