Base Class: Rogue
Daggerspell Stance
Starting at 3rd level, a you gain the Two-weapon fighting combat style, can treat your pair of daggers as an arcane focus for your spells, and you may cast spells with somatic and material components while holding a dagger in each hand. In addition, as a bonus action, you may change the damage type of your daggers to acid, cold, fire, lightning, or thunder for 1 minute. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses. You must be holding a dagger in each hand to use this feature.
Spellcasting
Spellcasting: When you reach 3rd level, you gain the ability to cast spells.
Cantrips: You learn three cantrips of your choice from the warlock spell list. You learn another warlock cantrip of your choice at 10th level.
Spell Slots: The Daggerspell Mage Spellcasting table (see 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 warlock spells of your choice, two of which you must choose from the abjuration and evocation spells on the warlock spell list. The Spells Known column of the Daggerspell Mage Spellcasting table (See Arcane Trickster spellcasting table) shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 warlock spells you know with another spell of your choice from the warlock spell list.
Spellcasting Ability: Intelligence is your spellcasting ability for your warlock 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 warlock spell you cast and when making an attack roll with one.
Invocation of the Knife
At 9th level, whenever you use your action to cast a cantrip, you may make one melee weapon attack using a bonus action. You must be holding a dagger in each hand to use this feature.
Blade Shift
At 13th level, as long as you have at least one unexpended 3rd or 4th level spell slot remaining, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see. You then have advantage on the first weapon attack you make before the end of the turn. You must be holding a dagger in each hand to use this feature.
Daggercast
At 17th level, as a bonus action you can cast a ranged or melee spell attack into one of your daggers, and then deliver it with a weapon attack instead. On a hit, you apply the damage or effect of both the spell attack and the weapon attack. If you miss your attack or fail to attack before the end of your turn, the spell is lost and the spell slot for the spell you used is still expended. If you have advantage when you hit the creature, it has disadvantage on any saving throw it makes against the spell you cast. The spell must have a casting time of 1 action and must target only one creature. You must be holding a dagger in each hand to use this feature.
Dagger spell stance
Starting at 3rd level, a you gain the Two-weapon fighting combat style, and add your proficiency bonus to your off-hand attack.
In addition, as a bonus action, you may change the damage type of your daggers to acid, cold, fire, lightning, or thunder for 1 minute. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. You must be holding a dagger in each hand to use this feature.
Spellcasting
Spellcasting: When you reach 3rd level, you gain the ability to cast spells.
Cantrips: You learn three cantrips of your choice from the warlock spell list. You learn another warlock cantrip of your choice at 10th level.
Spell Slots: The Daggerspell Mage Spellcasting table (see 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 warlock spells of your choice. The Spells Known column of the Daggerspell Mage Spellcasting table (See Arcane Trickster spellcasting table) shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 warlock spells you know with another spell of your choice from the warlock spell list.
Spellcasting Ability: Intelligence is your spellcasting ability for your warlock 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 warlock spell you cast and when making an attack roll with one.
Invocation of the Knife
Invocation of the Knife
At 9th level, whenever you use your action to cast a cantrip, you may make one melee weapon attack using a bonus action. You must be holding a dagger in each hand to use this feature.
Daggercast
Daggercast
At 17th level, as a bonus action you can cast a ranged or melee spell attack into one of your daggers, and then deliver it with a weapon attack instead. On a hit, you apply the damage or effect of both the spell attack and the weapon attack. If you miss your attack or fail to attack before the end of your turn, the spell is lost and the spell slot for the spell you used is still expended. If you have advantage when you hit the creature, it has disadvantage on any saving throw it makes against the spell you cast. The spell must have a casting time of 1 action and must target only one creature. You must be holding a dagger in each hand to use this feature.
Blade Shift
Blade Shift
At 13th level, as long as you have at least one unexpended 3rd or 4th level spell slot remaining, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see. You then have advantage on the first weapon attack you make before the end of the turn. You must be holding a dagger in each hand to use this feature.
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