Base Class: Rogue
Possibly the most feared class of all is the nightblade. They possess many of the skills and philosophy of the thiefly classes, combined with the powers of the mage. Their natural agility and stealth, and their mastery of the School of Illusion, means nightblades are seldom seen, though their hand is certainly felt. Effective nightblades have high agility as well as high intelligence.
Magic Information
Spellcasting
| Rogue Level | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 3 | 3 | 2 | — | — | — |
| 4th | 3 | 4 | 3 | — | — | — |
| 7th | 3 | 5 | 4 | 2 | — | — |
| 8th | 3 | 6 | 4 | 2 | — | — |
| 10th | 4 | 7 | 4 | 3 | — | — |
| 11th | 4 | 8 | 4 | 3 | — | — |
| 13th | 4 | 9 | 4 | 3 | 2 | — |
| 14th | 4 | 10 | 4 | 3 | 2 | — |
| 16th | 4 | 11 | 4 | 3 | 3 | — |
| 19th | 4 | 12 | 4 | 3 | 3 | 1 |
| 20th | 4 | 13 | 4 | 3 | 3 | 1 |
Cantrips
You learn three cantrips: Minor Illusion and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.
Spell Slots
The Nightblade 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.
You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.
Spells Known
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The third can be from any school of magic.
The Spells Known column of the Nightblade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion 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 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, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells. 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
Minor Magician
Real wizards seek to understand and learn more powerful spells. But you know the magician isn't defined by how they use their most powerful spells, but rather how skilled they are at using the most simple. You can you use cantrips that don't have a spell save or DC Check with your Cunning Action instead of your action.
Silent Caster
Years of experience has taught that spells are deadliest when the target doesn't even know they have been cast. With time and training, you have learned how to cast spells quietly. When casting while hidden, the target has disadvantage on saving throws against the spell. If you are hidden from a creature when you cast a spell on it, the target has disadvantage on any saving throw it makes against the spell this turn.
Shadow Strike
Your mastery of Minor Illusion has reached new heights, allowing you learn to cast it on the fly. In battle the sudden appearance of an illusionary shadow can be quite the distraction, allowing you to gain an advantage. As a bonus action on your turn, you target a creature with your Minor Illusion. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Arcane Copycat
Long experience at analyzing spells has taught you the tricks on how to steal other spells. Upon seeing a spell cast you can use your reaction to successfully try to copy it. If you successfully pass the DC check with your spellcasting ability modifier, you have copied the spell. For the next 8 hours, you know the spell and can cast it using your spell slots. Once you use this feature, you can't use it again until you finish a long rest.
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Posted Feb 25, 2024Cool