Different Arcane Themes for Roguish Schemes!
The Avenger
In secret temples far from bustling cities and priestly hierarchies, orders of esoteric warriors train their initi-ates in ancient traditions now forgotten or forbidden by most religious organizations. The champions of these orders are avengers—deadly weapons in the hands of their gods, imbued with divine power through secret rites of initiation.
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 cleric spell list.
Cantrips. You learn three cantrips: Mage Hand and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level. Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your cleric 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 can prepare the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Preparing and Casting Spells. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + half your rogue level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level rogue, you have four 1st-level and two 2nd-level spell slots. With a wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
Your prepared spells must be of a level for which you have spell slots, and it must be an abjuration or divination spell, unless you're preparing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
The spells you can prepare at 8th, 14th, and 20th level can come from any school of magic.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
Bond of Vengeance
Starting at 3rd level, when you cast Guidance, it has a range of 60 feet, and you can use the bonus action granted to you by your Cunning Action to do so.
Channel Divinity 1/Rest
Starting at 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with three such effects: Turn Undead, Harness Divine Power, and Divine Fortitude.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity, Continued
Divine Fortitude
Upon using your Sneak Attack feature, you may choose to deal half damage from your attack, awarding that half plus half your Rogue level as temporary hitpoints to up to 3 creatures in a 60ft AOE from your target.
You can make this decision before or after you have rolled your damage die for the attack.
Harness Divine Power
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).
Vengeful Strike
At 13th level, the Avengers bond empowers you and your ally. When an ally is under the effect of Guidance, you gain advantage on attack rolls against creatures within 5 feet of that ally.
Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a cleric spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest.
The Jack
Whether its a crowded room rubbing shoulders with the rich and gullible or running the tables in an underground gambling league, the gift of gab and wide expertise of the Jack is the bane of anyone too-smart-to-be-fooled.
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 bard spell list.
Cantrips. You learn three cantrips: vicious mockery and two other cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.
Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your bard 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 can prepare the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the Bard spell list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more Bard 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 Bard spells you know with another spell of your choice from the Bard 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 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Charisma is your spellcasting ability for your bard spells. The power of your spells comes from your devotion to your deity. 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 cleric 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
Quips
Starting at 3rd level, when you cast Vicious Mockery, you can use the bonus action granted to you by your Cunning Action to do so.
Bonus Proficiency
At 3rd level, you gain proficiency in one type of gaming set, an instrument, or a disguise kit
Virtuoso
Starting at 9th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
In addition, choose any two skills, you gain proficiency. If you are already proficient, your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Ad Lib
Whenever a hostile creature misses an attack under the influence of your Vicious Mockery, you gain advantage on your next attack against that creature, and can immediately use your reaction to do so.
Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a Bard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest.
Pactknife
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Note
For the downside of having less spell slots, this subclass should get 4th level spells a level or two or even three early. Or 20th 5th l
Pact Magic
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 in the Player's Handbook for the Warlock spell list.
Cantrips. You learn three cantrips, Eldritch Blast and two of your choice from the Warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Pactknife 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 witch bolt, 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.
The Spells Known column of the Pactknife table shows when you learn more warlock spells of your choice of 1st level and higher. 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 of the warlock spells you know and replace is 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, so 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 warlock 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
| Rogue Level | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
|---|---|---|---|---|---|
| 3 | 3 | 2 | 1 | 1st | 2 |
| 4 | 3 | 2 | 1 | 1st | 2 |
| 5 | 3 | 3 | 1 | 1st | 2 |
| 6 | 3 | 3 | 2 | 1st | 2 |
| 7 | 3 | 4 | 2 | 2nd | 3 |
| 8 | 3 | 4 | 2 | 2nd | 3 |
| 9 | 3 | 5 | 2 | 2nd | 3 |
| 10 | 4 | 5 | 2 | 2nd | 3 |
| 11 | 4 | 6 | 2 | 2nd | 3 |
| 12 | 4 | 6 | 2 | 3rd | 4 |
| 13 | 4 | 7 | 2 | 3rd | 4 |
| 14 | 4 | 7 | 2 | 3rd | 4 |
| 15 | 4 | 7 | 2 | 3rd | 4 |
| 16 | 4 | 8 | 2 | 3rd | 4 |
| 17 | 4 | 8 | 2 | 4th | 4 |
| 18 | 4 | 8 | 2 | 4th | 5 |
| 19 | 4 | 9 | 2 | 4th | 5 |
| 20 | 4 | 9 | 2 | 4th | 5 |
Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 3rd level, you gain two eldritch invocations of your choice. A list of the available options can be found on the Optional Features page. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Pactknife table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Pact Weapon
You can use your action to create a pact weapon in your empty hand. The form of this weapon must be ranged and/or finesse. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Eldritch Ray
If you attack or cast a leveled spell on your turn, you can use your bonus action given by your Cunning Action to produce a single beam from your Eldritch Blast cantrip. Invocations that apply to Eldritch Blast also apply to this feature
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Otherwordly Willpower
At 13th level, When you are subjected to an effect that allows you to make a Charisma, Intelligence, or Wisdom saving throw, you can choose to gain advantage against the effect and take no actions on your next turn. On your next turn, had you failed the save, the effects do not occur until the end of your turn.
Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a Warlock spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest.
Skinchanger
Little is known of the origin of the Skinchanger. Some say they are descended from ancient beasts in the days before man, others say they are direct descendants of Men and Elves as they emerged from the primordial weave.
One thing is for sure, when one wanders the wilds and has the sense of being watched, the presense of skinchangers cannot be discounted or underestimated.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.
Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your bard 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 can prepare the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Preparing and Casting Spells. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + half your rogue level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level rogue, you have four 1st-level and two 2nd-level spell slots. With a wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
Your prepared spells must be of a level for which you have spell slots, and it must be an transmutation or conjuration spell, unless you're preparing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
The spells you can prepare at 8th, 14th, and 20th level can come from any school of magic.
Spellcasting Ability. Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
For example, if you are a 5th-level rogue, you have four 1st-level and two 2nd-level spell slots. With a wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
The spells you can prepare at 8th, 14th, and 20th level can come from any school of magic.
Skinchange
Starting at 3rd level, you can use your action or bonus action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your rogue level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
Beast Shapes
| Rogue Level | Max CR | Limitations | Example |
|---|---|---|---|
| 3rd | 1/4 | No Flying or Swimming Speed | Wolf |
| 7th | 1/2 | No Flying Speed | Crocodile |
| 9th | 1 | Giant Eagle |
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Perfect Chimera
At 13th level, when you gain this feature choose a creature you have seen that is CR 1 or under. From that creatures stat block, choose one resistance, attack, action, feature, speed, or proficiency. You gain that selection. Whenever you finish a short or long rest, you can change the selection within that creatures stat block.
You can also, if you so choose, alter your appearance to subtly reflect your unity with the creature. Examples include: a forked tongue, a wolves eyes, the thick spiny hairs of a spider, or the sharp-pointed teeth of a velociraptor.
Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a Warlock spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest.
Wild Warden
2 This idea is based on wild companions and beast-mastery
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.
Cantrips. You learn three cantrips: thorn whip and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your bard 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 can prepare the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Preparing and Casting Spells. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + half your rogue level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level rogue, you have four 1st-level and two 2nd-level spell slots. With a wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
Your prepared spells must be of a level for which you have spell slots, and it must be an evocation or conjuration spell, unless you're preparing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
The spells you can prepare at 8th, 14th, and 20th level can come from any school of magic.
Spellcasting Ability. Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Note
Unlike other subclasses in this document, this form does not get cantrips. Wildshape is intended to replace them.
For example, if you are a 5th-level rogue, you have four 1st-level and two 2nd-level spell slots. With a wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
The spells you can prepare at 8th, 14th, and 20th level can come from any school of magic.
Weave Walker
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