Base Class: Rogue
One who has been touched by the darkness, and yet come out with an insatiable thirst for knowledge. Skilled with the powers of both magic and martial weapons, a netherseer harnesses chaotic energies for their own gain, using them to enhance their magical abilities.
Spellcasting
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 of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Netherseer 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 charm person and have 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
You know three 1st-level wizard spells of your choice.
The Spells Known column of the Netherseer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells 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.
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.
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
Netherseer 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 |
Overcast
You can use the chaotic energy gained from your revelations to increase the power of your spellcasting. When you cast a spell, you can use this feature to increase the level of the spell you're casting at the cost of your own health. While casting a spell of 1st level or higher, you can expend a use of this feature to increase the level of a spell up to the amount shown in the table below. For each spell level you increase it by, you take 1d8 necrotic damage. You can use this feature a number of times per long rest equal to your Intelligence modifier.
| Level | Spell Level Available |
| 3 | 2nd |
| 5 | 3rd |
| 7 | 4th |
| 9 | 5th |
| 11 | 6th |
| 13 | 7th |
| 15 | 8th |
| 17 | 9th |
Nether Sight
You can see through magical darkness as if it were normal darkness.
Nether Strike
You can use weapons with the light and finesse properties as your spellcasting focus. In addition, when you use your action to cast a spell or cantrip that requires you to make a spell- or melee attack roll, you can attack with a light and finesse weapon as if you were using the Two-Weapon Fighting action.
Magical Absorption
You are attuned to the magical energies of the world around you, and have learned to bend and manipulate them to your will. When a creature other than you within 60 feet of you casts a spell of 1st level of higher, you gain one charge of this ability. When targeted by a spell cast by anything other than yourself, you may choose to use this ability if you have an amount of charges equal to the level of the spell. If you do so, roll a d20 with a DC of 18 minus your spellcasting ability modifier. If you succeed on the check, negate the spell's effects entirely, and regain spell points equal to the level of the spell. After doing so, subtract charges equal to the level of the spell you absorbed.
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