Base Class: Rogue
Partisans are freedom fighters, rebels under a despotic tyrant. They are considered outlaws by the oppressive regime that rules a region. They are a glimpse of light in regions where evil reigns and for this reason, they are favored by good-aligned gods. Large resistance groups settle in mountains and forests where they can hide, while smaller groups and singles can work in towns and cities. Partisans favor ambushes and setting traps to surprise the enemy and gain an advantage against overwhelming forces, hitting hard and then running. They will also attempt the assassination of prominent figures of the tyrannic regime, as well as using cunning to escape arrest and charisma to win the hearts and minds of the people with the scope of provoking insurrection.
Martial Training
Starting at 3rd level, you gain proficiency in Medium Armor, Shields, Martial Weapons, Survival.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Spell Slots
The Partisan 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.
Spells Known of 1st Level and Higher
You know three 1st-level partisan spells of your choice. The Spells Known column of the Partisan Spellcasting table shows when you learn more spells of 1st level or higher. 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 spells you know with another spell of your choice from the partisan spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your Spellcasting Ability, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spell Attack modifier = your Proficiency Bonus + your Charisma modifier
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Partisan Spellcasting |
Spell Slots per Spell Level |
||||
|
Rogue Level |
Spells Known |
1st |
2nd |
3rd |
4th |
|
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 |
Partisan Spell List
|
1 level |
2 level |
|
Alarm Animal Friendship Charm Person Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Divine Favor Disguise Self Expeditious Retreat False Life Feather Fall Heroism Fog Cloud Goodberry Grease Protection from Evil and Good Purify Food and Drink Shield |
Aid Animal Messenger Arcane Lock Arcanist's Magic Aura Barkskin Blur Branding Smite Continual Flame Darkvision Darkness Invisibility Knock Lesser Restoration Locate Object Magic Weapon Misty Step Pass without Trace Protection from Poison Silence Spike Growth Web Zone of Truth |
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|
|
|
3 level |
4 level |
|
Clairvoyance Counterspell Create Food and Water Daylight Dispel Magic Fireball Glyph of Warding Haste Magic Circle Nondetection Phantom Steed Remove Curse Revivify Sending Sleet Storm Slow Stinking Cloud Tiny Hut |
Arcane Eye Banishment Blight Conjure Minor Elementals Death Ward Dimension Door Fabricate Freedom of Movement Greater Invisibility Locate Creature Private Sanctum Stone Shape Stoneskin
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Divine Smite
Starting at 3rd Level, when you make a weapon Attack, you can expend one spell slot to deal radiant damage on a hit, in addition to the weapon’s damage. The spell slot is expended whether you hit or miss. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a Fiend, to a maximum of 6d8. In addition to the radiant damage, the next Attack roll made against this target before the end of your next turn has Advantage, thanks to the mystical dim light glittering on the target until then.
Hearts and Minds
Starting at 9th level, you can charm people with your words and the strength of your cause. The creatures must be able to hear you and you must share a language. If you spend at least 1 minute talking, you can cause each creature in a 30-foot range from you to make a Wisdom saving throw against your spell save DC. The creatures that fail their saving throws are all charmed by you for 1 hour. A creature can repeat the saving throw after taking any damage. A creature that succeeds in the saving throw cannot be charmed by the same effect for the next 24 hours.
You can use this feature once per Short Rest.
Mass Inspiration
At 13th level, you can inspire your allies through your inflaming words. To do so, you use a Bonus Action on Your Turn to choose up to 6 creatures other than yourself within 60 feet of you who can hear you. Those creatures gain one Inspiration die, a d4.
Once within the next 1 minute, the creature can roll the die and add the number rolled to one Attack roll or saving throw it makes. The creature can wait until after it rolls the D20 before deciding to use the Inspiration die but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
You can use this feature once per Short Rest.
Legend
Starting at 17th level, you become a real legend, and real legends never die. If you are killed, you reincarnate after 1d10 days, as per the spell Reincarnate, but without material cost and without a caster. If your soul isn’t free or willing to reincarnate, this ability fails. A new adult body forms in a random place of the same plane of existence where you died and then calls the soul to enter that body. The magic fashions a new body for you to inhabit, which likely causes your race to change in one of the races available in that plane of existence. You recall your former life and experiences. You retain the capabilities you had in your original form, except you exchange your original race for the new one and change your racial traits accordingly.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/10/2021 2:41:46 PM
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2
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Coming Soon
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