Base Class: Rogue
Combining their deadly skill with potent magic, the Daggerspell Mage is a force to be reckoned with. Not as subtle as the Arcane Trickster or as elegant as the Swashbuckler, a Daggerspell Mage usually fights more directly, using as much power as possible in a direct attempt to overcome his enemies. They flurry through the battlefield, weaving magic and finesse in a tornado of destruction.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells.
Cantrips: You learn two Cantrips of your choice from the Wizard spell list. You learn another Wizard Cantrip of your choice at 10th level.
Spell Slots: The Daggerspell Mage Spellcasting table (equal to the Arcane Trickster Spellcasting table) shows how many spell slots you have to cast your 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 three 1st-level wizard spells of your choice, two of which you must choose from the Conjuration and Transmutation spells on the Wizard spell list. The Spells Known column of the Daggerspell Mage Spellcasting table (equal to the Arcane Trickster spellcasting table) shows when you learn more Wizard spells of 1st level or higher. Each of these spells must be a Conjuration or Transmutation 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 spells 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 it must be an Conjuration or Transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
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.
Daggerspell Stance
Starting at 3rd level, you can cast spells with material and somatic components while holding a dagger in each hand or a dagger in one hand. Daggers now become a Spellcasting focus for your spells.
In addition, you may use a bonus action and expend a spell slot to enter a Daggerspell Stance, infusing arcane spell power into your dagger strikes against a chosen foe. Choose a creature you can see within 60 feet, and choose an energy type (acid, cold, fire or lightning). Until your Daggerspell Stance ends, you deal an extra 1d4 damage of the chosen energy type whenever you hit the chosen target with a dagger attack, even if thrown. If the target drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to target a new creature. This effect has a duration of Concentration up to 1 hour when a 1st or 2nd level slot is expended, and a duration concentration up to 8 hours when a 3rd or a 4th level slot is expended. You must be holding at least one dagger to use this feature.
Invocation of the Knife
At 9th level, whenever you use your Action to cast a Cantrip, you may make one melee or thrown weapon attack with your Bonus Action. You must be holding a dagger to use this feature. This counts as a normal attack and adds Sneak Attack damage, if any is possible.
Daggercast
At 13th level, you can hold the charge of one spell for each dagger that you are holding in your hands. You must designate which dagger holds each spell at the time the spell is cast. You must spend the appropriate spell slot to cast the spell. You must be holding the daggers in your hands or else the spell dissipates, unless you use an action to throw a dagger at a target.
A spell cast in this manner must have a casting time of 1 action or less and have a duration of instantaneous. As long as the dagger is held by you, it contains the spell, as if ready to be cast. When casting the spell into the dagger, you whisper the spell into the dagger, which requires an Action that does not break Stealth or Invisibility. The maximum of spells cast this way is two, in the case you are holding two daggers. Attacking with the dagger or throwing it will immediately break Stealth or Invisibility.
You can deliver the spell with a dagger weapon attack. In the case of a melee attack, you must say you are delivering the spell before the attack, or else it is saved for later use. In the case of a thrown dagger attack, the spell is always used as part of the attack. If dual-wielding daggers that are holding charged spells, you can deliver both spells if you attack with both daggers.
You can only hold one spell on each dagger held and you must deliver the spell on the daggers if you want to be able to cast a new one into the dagger. If you holster your daggers or drop them, the spell is lost, the magic dissipating into the air, unless you drop them and the spell had an Area of effect, in which case it activates immediately.
You must be holding at least one dagger to use this feature. You cannot charge Cantrips into your daggers.
Daggerspell Flurry
At level 17, the Daggerspell Mage learns to unleash a torrent of dagger attacks. Using your action, you expend a spell slot and teleport within a 60ft radius of your position a number of times equal to the level of the spell slot expended. Each time you teleport, it must be next to an enemy and you immediately make one melee weapon attack with your dagger (you can spend your bonus action to do a melee attack with a secondary dagger against one of the targets on your Daggerspell Flurry). This teleportation movement cannot be stopped by Reactions and also ignores Attacks of Opportunity.
You cannot target a creature more than one time with this ability. If applicable, you can apply your sneak attack damage to the first target you would hit with this ability. When you complete your last attack, you teleport to a spot at 30 feet of the last target.
If you had any spells stored with Daggercast, you can expend one of the spells on a hit target.
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