Rogue
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

  

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

 

 

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

 

 

 

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.

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