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# Rogue: Redcap
The term Red Cap comes from the name of of an ancient race of dark fae tricksters, who would murder and steal using tricks and illusions fueled by blood magic. They were depicted as malevolent looking deformed elves or gnomes (and were distant kin of them) that had great agility and skill with disappearing and reappearing in the blink of an eye. They were vile creatures filled with hate and anger, Red Caps owed their abilities to the ancient blood magic that the dark fey used and the blood-stained caps they wore. They had the ability to slip the veil between worlds to stalk those that wandered near their forests, often dolling out violent brutality upon those that trespassed. In present day, the term Red Caps refer to a unique few have learned how to harness fragments of this dark fey magic and utilize the illusions and the gift of brief moments of teleportation and other such tricks to aid in the dispatching of their enemies. ### Pact Magic When you choose this archetype at 3rd level, you can augment your combat techniques with the ability to cast Warlock spells. you learn ancient dark fey tricks that were utilized by the Redcaps, entering into a small pact with them, in exchange for the ability to cast spells, however unlike the Warlock, you do not receive Warlock Patron features, merely the ability to cast spells. \ **Cantrips:** You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level. \ **Spell Slots:** The Redcap Spellcasting Table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots and you cast it as a 2nd-level spell. **Spells Known of 1st Level and Higher:** At 3rd level, you know two 1st-level spells of your choice from the Warlock spell list. One of which you choose must be an Illusion or Necromancy spell on the Warlock Spell List. The Spells Known Column of the Redcap table shows when you learn more Warlock spells of your choice of 1st level and higher. Each of these spells must be an necromancy or illusion spell of your choice, and must be of a level for which you have spell slots. Each of these spells must be an necromancy or illusion spell of your choice, and must be of a level for which you have spell slots. 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. The new spell must be of a level for which you have spell slots, and it must be an necromancy or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this Class and Order, you can choose one for the warlock spells you know and replace it with another spell from the Warlock spell list, which also must be of a level for which you have spell slots. \ **Spellcasting Ability:** Charisma is your Spellcasting ability for your Warlock spells. **Spell Save DC** = 8 + Your Proficiency Bonus + Your Charisma Modifier. **Spell Attack Modifier** = Your Proficiency Bonus + Your Charisma Modifier. \pagebreak ### Bloody Passage Starting at 3rd level, you can perform an ancient dark fae trick, an ability to utilize blood magic to slip between the cracks of the veil. When you either deliver a critical hit against a creature, a killing blow and reduce a creature to 0 hit points, or when you successfully sneak attack a creature, you can teleport up 10 feet. Alternatively, you can sacrifice some of your own life essence to fuel this power. As a Bonus Action, you can deal necrotic damage to yourself equal to your character level and teleport up to 10 feet. This form of damage cannot be ignored and bypasses all resistances and immunities. Starting at 8th level, you can now teleport up to 20 feet. And at 14th level this increases to 30 feet. ### Crimson Blink Starting at 9th level, you learn how to use your own pain to weaken your hold on this plane temporarily, causing you to flicker in and out. You know the "Blink" spell and it does not count against the number of Warlock spells you can have known. In addition, you can cast it a number of times equal to half your Charisma Modifier, rounded up, without expending a warlock spell slot. When cast in this manner, you take necrotic damage equal to your Character level, and this form of damage cannot be ignored and bypasses resistances and immunities. You regain expended uses of this feature after a long rest. ### Red Mend At 13th level, You are able to harvest some remnants of the life essence that is utilized by your Redcap magic and use it to protect yourself. When you teleport as part of your "Bloody Passage" feature, you gain temporary hit points equal to your Charisma Modifier (minimum of 1). ### Blood Walk At 17th level you are able to jump into a living creature and use their blood to transport you any other location you have visited previously no matter the distance so long as it is on the same plane of existence that you are currently on. You must emerge at your desired location through another living creature. The creature must be living, have blood, and be the same size category as you or larger. Jumping into a target is an Action and the Warlock must succeed a Spell touch attack (if the target is unwilling). You disappear and are temporarily removed from the game, you emerge at your desired location the next round, no matter the distance. You can choose to emerge from a target violently, bursting forth from their body. Should you choose to emerge violently, the target must make a Constitution Saving Throw or suffer 10d6 damage, If the target succeeds, they suffer no damage and you must make a Constitution Saving Throw or be stunned for 1d4 rounds. You must take a long rest before you can attempt to Blood Walk again. \columnbreak > **Credit:** "The Redcap" from Camelot Unchained the MMORPG, by City State Entertainment. >
## Redcap Spellcasting Table