Rogue
Base Class: Rogue

Some rogues enhance their fine-honed skills of stealth and agility with magical artifacts, crafting items and investigating how to improve their success. These rogues include pickpockets and burglars, mad-makers, and a significant number of insane people that love to tinker.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the artificer spell list.

Cantrips.

You learn four cantrips: Mending and three other cantrips of your choice from the artificer spell list. You learn another artificier cantrip of your choice at 10th level.

 
Spell Slots.

The Arcane Tinkerer Spellcasting table shows how many spell slots you have to cast your artificer 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 artificier spells of your choice from the artificier spell list.

 

The Spells Known column of the Arcane Tinkerer Spellcasting table shows when you learn more artificier 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 artificier spells you know with another spell of your choice from the artificier 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 artificier 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 artificier 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

 

Arcane Tinkerer
  Spell Slots per Spell Level
Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
1st
2nd
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

Magical Tinkering

At 3st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

 

Arcane Sneak Attack

Also at 3rd level, you know how to strike subtly and exploit a foe's distraction even with your magic. Once per turn, you can deal extra damage to one creature you inflict damage with your spells. That extra damage is half the dices of your sneak attack. This feature uses your Sneak Attack for the turn.

You can only inflict this extra damage if you hit the creature with the spell or if it fails the saving throw against your spell. A spell that doesn't do damage can't benefit from this feature.

Mastering the Tinkering

Starting at 9th level, you have advantage on any craft you try to make.

In addition, you can infuse some magic in some ways, you can put one efect from the list in any object you touch for 1 hour or make. You can have as many infused objects as your INT modifier active at the same time. These infused items lose their magic if they are more than 500ft far from you.

  • In a weapon, choose one of the following damage types: acid, cold, fire, lightning, or thunder. The weapon infused deals an extra 1d4 damage of the chosen type when it hits and its magical.
  • In an armor or clothes, you can put a warding magic. The user that wears it can use a reaction to add 1d4 to the AC for one turn. The magic vanish after you use it.
  • The infused item can replicate one cantrip you know, you must decide what cantrip you put when you infuse it.
  • Any item, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the item lose this infusion.
  • A weapon with the thrown property, it returns to the wielder's hand immediately after it is used to make a ranged attack.
  • A set of tools, the tools are magical and add 1d4 with any roll in wich are used.

When you reach lvl 15 add these options to the list.

  • Potion, the duration of the potion is 50% larger, 1 hour potion now have a duration of 1 and a half hour for exemple.
  • Consumable item, you add one more dice of any type that the consumable may roll (a Healing potion will roll 3d4+2 instead of 2d4+2)

You can choose one more infuse in your creations at 15th level for a total of two at the same time in one infused item (it counts as one infused item).

Practical Tinkering

At 13th level, your skill with tinkering with magic deepens more:

  • You can attune to up to four magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

In addition any consumable you use counts as magical.

Tinkering The Weave

When you reach 17th level, you have become so adept at tinkering with magic that after a long rest you can tinkering the pure energy to obtain one of this benefits.

  • You tinker two common magic items, only you can use them, at the end of your next long rest they vanish in thin air.
  • You tinker one ring made of pure magic with 3 charges and only you can use it, you can use one charge to increase the DC of a spell you cast by 5, at the end of your next long rest the ring vanish in thin air.
  • You tinker 1d6 scrollspells of any spell you know, you can choose the spell in every scroll you create with this feature, at the end of your next long rest they vanish in thin air. Anyone can see that they are not true scrolls.

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