Dragoncrown 5E Rogue (WiP)

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Dragoncrown 5E Rogue (WiP)

Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a versatility that is the cornerstone of any successful adventuring party.

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them broad capabilities that few other characters can match. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, Rogues prioritize subtle strikes over brute strength. A Rogue would rather make one precise strike than wear an opponent down with a barrage of blows. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.

Creating a Rogue

Class Group: Specialist
Primary Ability: Dexterity

To create a Rogue, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Rogue” sidebar.

Then look at the Rogue table to see the class features you get at each level in this class. The descriptions of those features appear in the “Rogue Class Features” section.

Hit Points

Hit Dice: 1d8 per Rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier

Proficiencies

Saving Throws: Dexterity, Intelligence
Skills (Choose 4): Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
Weapons: Simple Weapons, Martial Weapons that have the Finesse Property
Tools: Thieves’ Tools

Armor Training

Light Armor

Starting Equipment

You start with the following items, plus anything provided by your background.

  • A rapier or a shortsword
  • A shortbow and quiver of 20 arrows or a shortsword
  • A burglar's pack, a dungeoneer's pack, or an explorer's pack
  • Leather armor, two daggers, and thieves' tools

Alternatively, you can start with 4d4 × 10 gp to buy your own equipment instead.

©Dragoncrown Games
Rogue
Level Proficiency Bonus Features Sneak Attack
1st +2 Rogue Archetype, Sneak Attack, Thieves Cant 1d6
2nd +2 Cunning Action, Cunning Strike, Skill Expertise 1d6
3rd +2 Archetype Feature, Steady Aim 2d6
4th +2 Character Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Archetype Feature 3d6
7th +3 Evasion, Skill Expertise 4d6
8th +3 Character Improvement, Weapon Expertise 4d6
9th +4 Skulker's Eye 5d6
10th +4 Archetype Feature 5d6
11th +4 Skill Mastery 6d6
12th +4 Character Improvement 6d6
13th +5 Devious Strikes 7d6
14th +5 Archetype Feature 7d6
15th +5 Skill Mastery, Slippery Mind 8d6
16th +5 Character Improvement, Weapon Expertise 8d6
17th +6 Canny Opportunist 9d6
18th +6 Elusive 9d6
19th +6 Character Improvement 10d6
20th +6 Stroke of Luck 10d6
Multiclassing and the Rogue

If your group uses the multiclassing rules in the Player’s Handbook, here’s what you need to know if you choose Rogue as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a score of at least 13 in the Rogue’s primary ability, Dexterity, to take a level in this class or to take a level in another class if you are already a Rogue.

Proficiencies Gained. If Rogue isn’t your initial class, here are the proficiencies you gain when you take your first Rogue level: Thieves’ Tools and one skill of your choice from the Rogue’s skill list.

Armor Training. When you gain your first Rogue level, you gain Light Armor training.

Rogue Class Features

As a Rogue, you gain the following class features when you reach the specified levels in this class. These features are listed on the Rogue table.

1st Level: Rogue Archetype

You gain a Rogue archetype of your choice—a specialization that grants you special abilities at certain Rogue levels. For the rest of your career, you gain each of your archetype’s features that are of your Rogue level and lower.

If you are unsure which one to pick, consider selecting the Thief archetype.

At Higher Levels. You gain additional features for your Rogue archetype at 3rd, 6th, 10th, and 14th level, as shown on the Rogue table.

1st Level: Sneak Attack

You know how to turn a foe’s distraction into a deadly opening. Once per turn, when you hit a creature with a weapon that has the Finesse or Ranged property, you can deal an extra 1d6 damage of the weapon’s type if you meet at least one of the following requirements:

Advantage. You have Advantage on the attack roll.

Opportune Ally. An ally who is not incapacitated is within 5 feet of the target and you don’t have Disadvantage on the attack roll.

At Higher Levels. Your Sneak Attack’s extra damage increases with your Rogue level, as shown in the Rogue table.

1st Level: Thieves' Cant

You know Thieves’ Cant, the flash cloves wit since kiddeys (the hidden argot that rogues learn early into their practice). Canting is not a true language, but a way to conceal meaning using slang, euphemisms, gestures, or other clever linguistic means. Magic that reveals literal interpretations, such as the Comprehend Languages spell, not only fail to translate the cant’s true meaning, but might even obscure it further.

In addition to communicating covertly with other rogues and shady characters, you can use Thieves Cant in the following ways:

Fox Wink. You can improvise phrases and signs to openly disguise a message meant for a target who does not know Thieves Cant, provided you are familiar enough with the target to craft a custom code only they would understand.

Rum Pad Chant. You understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous, it's the territory of a thieves' guild, there is loot nearby, or the locals will provide safe haven for rogues on the run.

2nd Level: Cunning Action

Your fast thinking and agility allow you to move and act quickly. On your turn, you can take the Dash, Disengage, or Hide Action as a Bonus Action.

At Higher Levels: After you become a 9th Level Rogue, you can take the Search Action as a Bonus Action.

2nd Level: Cunning Strike

You have developed shrewd ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Feint effect, remove 1d6 from the Sneak Attack’s damage before rolling.

Some effects might also require that your attack rolls a 18 or higher on the d20 and have other conditions.

  • Distract (Cost: 1d6) The next attack a creature other than you makes against the target has Advantage until the end of your next turn.
  • Feint (Cost: 1d6) The target's next attack against you has Disadvantage until the end of your next turn.
  • Trip (Cost: 1d6, d20 roll 18+, target is Large or smaller). The target is Prone.
  • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

At Higher Levels. When you reach 8th level in this class, you can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

2nd Level: Skill Expertise

You can deploy your skills in clever ways, often making you seem more capable or knowledgeable than you truly are. You gain Expertise in two separate skills you're already proficient with, or with the Thieves' Tools and one skill you're already proficient with.

At Higher Levels. You gain the benefits of this feature again at 6th level, as shown on the Rogue table.

3rd Level: Steady Aim

You can sacrifice your mobility to look for an opening in the enemy's defenses. As a Bonus Action, you can give yourself Advantage on your next attack roll until the end of your current turn. You can only use this feature if you haven't moved during this turn, and once you use it, your speed is 0 until the end of the current turn.

At Higher Levels. After you become a 12th level Rogue, using this feature only halves your speed until the end of the current turn, instead of reducing it to 0.

4th Level: Character Improvement

One Ability Score of your choice increases by one (to a maximum of 20) and you gain one feat of your choice for which you qualify.

At Higher Levels. You gain the benefits of this feature again at 8th, 12th, 16th and 19th level, as shown on the Rogue table.

5th Level: Uncanny Dodge

Your quick reflexes let you avoid harm. When a creature that you can see hits you with an attack, you can take your Reaction to halve that attack's damage against you.

7th Level: Evasion

You can nimbly dodge out of the way of certain dangers. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.

8th Level: Weapon Expertise

You gain Expertise with your choice of one simple weapon or one martial weapon with the Finesse property. You can change your weapon choice when you gain a new Rogue level or as a Downtime Activity when you finish an Extended Rest.

At Higher Levels. You gain the benefits of this feature again at 16th level, as shown on the Rogue table.

9th Level: Skulker's Eye

You got a knack for spotting the inconspicuous. You have Advantage on Investigation and Perception checks to spot hidden traps, doors, and other concealed features within 30 feet of you. On a success, you can also sense if something in the area is camouflaged by magic, but can't pinpoint what.

11th Level: Skill Mastery

Your cleverness lets you make the most out of your skills. You gain Mastery with a skill or tool proficiency of your choice that you have Expertise with.

At Higher Levels. You gain the benefits of this feature again at 15th level, as shown on the Rogue table.

13th Level: Devious Strikes

You have practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

  • Bushwhack (Cost: 6d6, d20 roll 18+, target is Large or smaller). The target is Unconscious for 1 minute or until it takes any damage.
  • Cheap Shot (Cost: 3d6). The target is Dazed until the end of your next turn.
  • Pocket Sand (Cost: 2d6, d20 roll 18+). The target is Blinded until the end of your next turn.

15th Level: Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

17th Level: Canny Opportunist

You are quick to profit from any opening and advantage you can get. Whenever a creature misses you with an attack, you can take your Reaction to force that attack to target another creature you can see within 5 feet instead.

18th Level: Elusive

You are so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

20th Level: Stroke of Luck

You have a knack for succeeding when you need to. If you fail a d20 Test, you can turn the roll into a 20. Once you use this feature, you can’t use it again until you finish a Short Rest.

Delaying Your Archetype Choice

Player Characters in Dragoncrown 5E gain their class Archetype (subclass) at 1st level.

If you are not sure which Archetype to choose when you create your character, or if the GM wants the party to start without them at 1st level for any reason, you can gain your Rogue Archetype at 2nd or 3rd level instead.

Archetypes and Multiclassing. If you multiclass, you do not gain your Archetype features for a class beyond your first until you reach 2nd level in that additional class.

Proficiency, Expertise, and Mastery

Dragoncrown 5E uses a custom proficiency system featuring three tiers of competency for both skills and weapons. Each tier's benefits are summarized below.

Skill and Tool Proficiency Tiers
Tier Benefit
Proficiency You can add your Proficiency Bonus to checks involving that skill or tool.
Expertise Your Proficiency Bonus increases by 2 on d20 Tests with skills or tools you have Expertise with.
Mastery Your Proficiency Bonus increases by 3 on d20 Tests with skills or tools you have Mastery with. If you fail that d20 Test, you can reroll the d20. You must use the new roll.
Weapon Proficiency Tiers
Tier Benefit
Proficiency You can add your Proficiency Bonus to attack rolls made with that weapon.
Expertise Your Proficiency Bonus increases by 2 on attack rolls with weapons you have Expertise with.
Mastery Your Proficiency Bonus increases by 2 on attack rolls with weapons you have Mastery with. Once on each of your turns, you can roll an extra die for the mastered weapon’s damage on a hit.

Assassin

Rewrite flavor text.

An Assassin’s training focuses on the grim art of death, using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this archetype are equally useful for adventurers facing a variety of monstrous enemies.

1st Level: Trained Killer

You have comprehensive training in the art of assassination and infiltration, which grants you the following benefits.

Murderous Momentum. Scoring a critical hit counts as meeting a requirement for your Sneak Attack.

Potent Toxins. When a creature makes a Saving Throw against your poisons, the save DC is 8 plus your Dexterity Modifier and Poisoner's Kit Proficiency Bonus, unless that poison's normal save DC is higher.

Tools of the Trade. You gain proficiency with Medicine, the Disguise Kit, and the Poisoner’s Kit. If you are already proficient, you gain Expertise instead.

3rd Level: Killer Instinct

You are adept at getting the drop on your opponents, which grants you the following benefits.

Ambush. You have Advantage on Initiative rolls.

Backstab. When you score a Sneak Attack on a creature that hasn't taken a turn in combat yet, your Sneak Attack deals its maximum damage.

Precise Killer. You can use d8's to roll your Sneak Attack damage, and you can spend those d8's to pay for Cunning Strike costs as if they were d6's.

3rd Level: Lethal Strike

You have learned how to strike at your foes in deadly ways. The following effects are now among your Cunning Strike options.

  • Bleeding Wound (Cost 2d6, d20 roll 18+). The target loses a number of Hit Points equal to your Proficiency Bonus at the start of each of its turns until it regains Hit Points or a creature staunches the bleeding as an Action.
  • Quick Dip (Cost: 2d6, d20 roll 18+). You can expend one use of a Contact or Injury poison you are carrying and add its effects to the attack.

6th Level: Infiltrator

You are adept at gaining access to places you haven’t been invited to, and leave them as surreptitiously as you entered, which grants you the following benefits.

Blend in the Crowd. You can don or doff a disguise as a Bonus Action and you have Advantage on Stealth checks made to Hide in a group of people.

Impostor. At the end of a Short or Long Rest, you can use your Disguise Kit to either assume a false identity or impersonate another creature of a similar size and build to your own. While in a disguise, you have Advantage on Charisma checks you make to pretend to be someone else. To impersonate a creature, you must spend at least 1 hour studying its speech, mannerisms, and behavior. You can also mimic the creature’s handwriting if you spend at least 1 hour practicing the forgery.

Subdue. When you score a Sneak Attack on a creature that hasn't taken a turn in combat yet, you can forgo dealing damage to automatically grapple it instead. While Grappled in this way, the target can't speak. As an Action on your subsequent turns, you can force a Grappled creature to succeed on a Constitution saving throw against your Grapple save DC or become Unconscious for 1 minute or until it takes damage.

10th Level: Toxin Mastery

Your ability to use poisons with maximum efficacy grants you the following benefits.

Adaptive Toxins. Your poisons ignore damage resistances, and when you expend a use of one, you can choose if that poison deals Acid, Poison, or Necrotic damage.

Poisoner's Lore. You have Advantage on skill checks concerning poisons.

Venom Tolerance. You have resistance to Poison damage and Advantage on Saving Throws to avoid or end a poison's effect.

14th Level: Excecute

You are an agent of death capable of rushing your enemies to the grave. Whenever you deal your Sneak Attack damage to a Bloodied creature, the target takes extra damage of the same type equal to your Rogue level and gains one level of Exhaustion.


Losing Hit Points vs. Taking Damage

In Dragoncrown 5E, a creature's Hit Point total can be reduced by either taking damage or losing them.

Damage always has a type, which can be subject to immunity, resistance, and other defenses. When a creature takes damage, it is deducted from its Temporary Hit Points first, if any.

Hit Point losses are subtracted directly from a creature's Hit Point total, bypassing resistances, immunities, damage thresholds, Temporary Hit Points, and other defenses.

Poisoncraft

Proficiency with the Poisoner's Kit allows you to craft various poisons, provided you have the required time and materials.

Making Poisons

At the end of a long rest, you make a Poisoner's Kit check, adding either your Wisdom or Intelligence modifier to the roll. On a success, you make progress towards crafting one dose of the chosen poison. You can only make one such check with the Poisoner's Kit at the end of each Long Rest.

The DC for this check and the number of successes needed to complete one dose is determined by the poison's rarity, as shown on the table below. Each poison has a crafting cost, and some might require special materials as indicated in their description. Assume a Poisoner's kit always has the components to craft common poisons.

On a Failed Check. When you fail a Poisoner's Kit check, your cost and materials are not wasted, but the poison might require extra time to be completed. Perhaps it needs to steep longer, a compound is not distilling properly, or some other delay. Whatever the case, the dose is not ready for use until the required number of successful checks is met.

Poison Crafting
Poison Rarity DC Successes
Needed
Poisoner's Kit
Requirement
Common 10 1 None
Uncommon 15 2 Proficiency
Rare 20 4 Expertise
Very Rare 25 6 Mastery

Common Poisons

Assassin's Blood

Special Requirements: None
Duration: 24 Hours
Effect. The creature takes 1d6 Poison damage. At the beginning of its next turn, it must succeed on a DC 10 Constitution saving throw or take 1d12 Poison damage and become Poisoned for the duration.

Basic Poison

Special Requirements: None
Duration: 1 Minute
Effect. The creature takes 1d4 Poison damage. At the beginning of its next turn, it must succeed on a DC 10 Constitution saving throw or take 1d4 Poison damage and become Poisoned for the duration.

Serpent Venom

Special Requirements: None
Duration: 1 Minute
Effect. The creature must succeed on a DC 11 Constitution saving throw, taking 3d6 Poison damage on a failed save or half as much damage on a successful one.

Poisons
Poison Type Rarity Crafting Cost
Assassin's Blood Ingested Common 75 gp
Basic Poison Injury Common 25 gp
Serpent Venom Injury Common 100 gp
Truth Serum Ingested Common 75 GP
Crawler Mucus Contact Uncommon 100 gp
Drow Poison Injury Uncommon 100 gp
Malice Inhaled Uncommon 125 gp
Pale Tincture Ingested Uncommon 125 gp
Truth Serum

Special Requirements: None
Duration: 1 Hour
Effect. The creature must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.

Uncommon Poisons

Crawler Mucus

Special Requirements: Carrion Crawler gland or similar
Duration: 1 Minute
Effect. The creature must succeed on a DC 13 Constitution saving throw or become Paralyzed and Poisoned for the duration. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Drow Poison

Special Requirements: Giant Spider venom or similar
Duration: 1 Minute
Effect. The creature must succeed on a DC 13 Constitution saving throw or become Poisoned for the duration. If it fails the save by 5 or more, it also has the Unconscious condition for the duration. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Malice

Special Requirements: Ground Night's Eye seeds or similar
Duration: 1 Hour
Effect. The creature must succeed on a DC 15 Constitution saving throw or become Poisoned and Blinded for the duration.

Pale Tincture

Special Requirements: Pure Nightshade extract or similar
Duration: Varies
Effect. The creature must succeed on a DC 16 Constitution saving throw or take 1d6 Poison damage and become Poisoned. It repeats the save every 24 hours, taking 1d6 Poison damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.

Knave Mage

Rewrite flavor text.

Some Rogues enhance their fine-honed skills of stealth and agility with Arcane spells, learning magical tricks to aid them in their trade. Some Knave Mages use their talents as pickpockets and burglars, while others are pranksters, mischief-makers, or adventurers.

1st Level: Magic Fingers

You have learned some magical tinkering to aid in your roguish pursuits, granting you the following benefits.

Arcane Dabbler. You gain proficiency in Arcana. If you are already proficient, you gain Expertise instead.

Mage Hand Adept. You always have the Mage Hand spell prepared, and you can cast it and control its spectral hand as a Bonus Action.

3rd Level: Slick Legerdemain

Your Mage Hand has become all but an extension of your own streetwise digits, granting you the following benefits.

Ghostly Grasp. You can choose to make the spectral hand Invisible, or make it visible again, as part of the Bonus Action you take to cast or control it.

Helping Hand. You can take the Help Action as a Bonus Action to aid a creature within 5 feet of the spectral hand.

Ranged Finesse. You can make Sleight of Hand and Thieves' Tools checks through the spectral hand.

3rd Level: Spellcasting

You have learned to cast spells by dabbling in arcane knowledge. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Knave Mage.

Spellbook. You have a spellbook containing all the spells you know. It starts with two cantrips and four 1st-level spells of your choice from the Knave Mage spell list. Instead of choosing, your spellbook can start with the following spells:

  • Cantrip. Minor Illusion and Poison Spray.
  • 1st Level. Charm Person, Disguise Self, Feather Fall, and Hideous Laughter.

Prepared Cantrips. You choose 2 cantrips from your spellbook, making them available for you to cast. You can prepare additional cantrips when you reach higher Rogue levels as shown on the Prepared Cantrips column of the Knave Mage table.

Spell Slots. The Knave Mage table shows how many Spell Slots you have to cast your spells of 1st level and higher. To cast a Knave Mage spell, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

Prepared Spells of 1st+ Level. You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To do so, choose three Knave Mage spells from your spellbook. The chosen spells must be of a level for which you have spell slots.

The number of spells on your prepared list increases with your Rogue level, as shown in the Prepared Spells column of the Knave Mage table. Whenever this number increases, choose additional Knave Mage spells from your spellbook until the number of spells on your list matches the number in the table. For example, if you’re a 7th-level Rogue, your list of prepared spells can include five Knave Mage spells of 1st or 2nd level, in any combination.

Changing Your Prepared Spells. Whenever you gain a Rogue level, or as a Downtime Activity when you finish an Extended Rest, you can replace one of your prepared spells for another spell in your spellbook.

Always Prepared Spells. If a feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Knave Mage spells for you.

Spellcasting Ability. Intelligence is your Spellcasting Ability for your Knave Mage spells, and it is used when setting the saving throw DC for a Knave Mage spell you cast and when making an attack roll with one as shown below:

Spell Save DC = 8 + your PB + your Intelligence modifier

Spell attack modifier = your PB + your Intelligence modifier


Spellcasting Focus. You can use an Arcane Focus or your Thieves' Tools as a spellcasting focus for your Knave Mage spells.

Learning Spells. Whenever you gain a Rogue level after 3rd, add two Knave Mage spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots as shown on the Knave Mage table.

When you find a source to learn a new Knave Mage spell from, such as a spell scroll, a spellbook, or a mentor, you can make an Arcana (Intelligence) check to learn the spell if it is of a level for which you have spell slots. The DC for this check is 10 plus the level of the spell. On a success, you copy the spell to your spellbook. On a failure, you can only attempt to learn the spell again as a Downtime Activity.

If the source of the spell is a spell scroll, it is consumed by the learning attempt, whether you succeeded or not.

6th Level: Trickster Strike

You've learned deceitful ways to use your Sneak Attack. The following effects are now among your Cunning Strike Options while your Mage Hand is summoned.

  • Garment Sabotage (Cost: 2d6, d20 roll 18+, target is wearing clothing). The target's Speed is halved and it can't take the Dash, Disengage, or Dodge Actions until it takes a Bonus Action to right its attire.
  • Surprise Trap (Cost: 1d6). The spectral hand releases one use of your ball bearings or caltrops (your choice) in the target's space.
  • Vexing Nuisance (Cost: 1d6). The target can't take Reactions and you can't control the spectral hand again until the beginning of your next turn.

10th Level: Arcane Impostor

You have learned how to cheat your way into using items not meant for you, which grants you the following benefits.

Item Pretender. You ignore all class, race, and level requirements on the use of magic items. When attuning to an item you would not normally qualify for, you must spend a Long Rest focused on and in contact with the item.

Scroll Shark. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the scroll contains a spell not found in the Knave Mage spell list or is of a level higher than you can cast, you must succeed on an Arcana check. The DC for this check is 10 plus the spell's level. On a success, you cast the spell from the scroll. On a failure, the scroll disintegrates.

14th Level: Magical Larceny

You gain the ability to magically steal a spell from another spellcaster. As a Reaction when a creature casts a spell that targets you or includes you in its area of effect, you can force the creature to make a Saving Throw against your Spell Save DC. The creature must use its spellcasting ability to roll this save. On a failed save, you negate the spell’s effect against you. If the spell is of 4th level or lower, you also steal some of its magic, which you can use to cast the spell once at its lowest level without expending a spell slot.

The spell's stolen magic is lost if you don't cast it before finishing a Short or Long rest, and you cannot use this stolen magic to learn the spell. Once you successfully use this feature, you can’t use it again until you finish a Short Rest.


Expanded Knave Mage's spell List

With the GM's approval, Knave Mages can gain access to certain Bard and Wizard spells from sources other than the Player's Handbook, Xanathar's Guide to Everything, and Tasha's Cauldron of Everything.


Attunement Slots

In Dragoncrown 5E, creatures have a number of Attunement Slots equal to their Proficiency Bonus. A creature can only attune to a maximum number of magic items equal to its Attunement Slots.

Knave Mage Spells

This is the list of spells available to you as a Knave Mage. It is organized by spell level, not character level. The spells below are from the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.

Cantrips (0 Level)
  • Booming Blade
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Light
  • Mage Hand
  • Magic Stone *
  • Message
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
1st Level
  • Alarm
  • Bane
  • Catapult *
  • Cause Fear *
  • Charm Person
  • Color Spray
  • Command
  • Compelled Duel
  • Detect Magic
  • Detect Poison & Disease
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • Feather Fall
  • Find Familiar
  • Floating Disk
  • Fog Cloud
  • Grease
  • Hex
  • Hideous Laughter
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Magic Missile
  • Silent Image
  • Sleep
  • Snare *
  • Unseen Servant
  • Zephyr Strike
2nd Level
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Darkvision
  • Entrall
  • Hold Person
  • Invisibility
  • Locate Object
  • Lock/Inlock
  • Magic Aura
  • Magic Mouth
  • Mind Whip **
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Rope Trick
  • See Invisibility
  • Shadow Blade *
  • Silence
  • Spider Climb
  • Suggestion
3rd Level
  • Blink
  • Conjure Barrage
  • Dispel Magic
  • Enemies Abound *
  • Fear
  • Flame Arrows *
  • Hypnotic Pattern
  • Lightning Arrow
  • Major Image
  • Nondetection
  • Phantom Steed
  • Sending
4th Level
  • Charm Monster *
  • Compulsion
  • Confusion
  • Dimension Door
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
Spellbooks

Characters with the Spellcasting feature must have a spellbook: a repository of their magic knowledge. While they vary based on their type, they all follow the same game mechanics and are collectively referred to as Spellbooks for rules purposes.

  • Spellbooks. The traditional arcane spellcaster’s spellbook contains the formulas, incantations, diagrams, and thaumaturgical notations needed for their spells. It holds their arcane research and insights into the fabric of the multiverse.

  • Liturgies. A divine spellcaster’s liturgies contain the prayers, rites, blessings, and sacred words needed for them to cast spells. It also serves as a religious text, holding the teachings, lore, ceremonies, and covenants of their faith.

  • Enchiridions. A primal spellcaster’s enchiridion contains the rituals, chants, and mystic symbols needed for their spells. These read as almanacs full of lore on nature, astrology, herbalism, and the creatures who inhabit the wild.

  • Grimoires. An eldritch spellcaster’s grimoire contains not only spells, but hexes, alchemical formulas, invocations, and secret rituals used in occult magic, as well as the contracts needed to bargain with one or more powerful entities.

  • Exotic Spellbooks. Some spellcasters break with tradition in favor of something more fitting to their fancy. For instance, a Bard might hold their spells in lyricals where formulas are combined with complex musical notation, a Paladin might forgo paper and carry engraved rings or prayer wheels, or a Warlock may hide their knowledge behind ideograms in an illustrated codex.

Copying a Spell into the Book. For each level of the spell, the transcription takes 2 hours and costs 50 gp, or half as much for a cantrip. The spell occupies 1 page per spell level (minimum 1).

Replacing the Book. You can copy a spell from your own spellbook into another to make a backup of your spellbook. Since you understand your own notation and already know how to cast the spell, you only need to spend 1 hour and 10 gp per level of the copied spell, or half as much for a cantrip.

If you lose your spellbook, you can transcribe only the spells that you have prepared into a new spellbook. To regain your other spells, you must find a new source to copy them from.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, a loose collection of notes scrounged together after you lost your previous spellbook in a mishap, or even an exotic spellbook unique to your character.

Knave Mage
Rogue
Level
Prepared
Cantrips
Prepared
Spells
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 3 5 3 1
7th 3 5 4 1
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 2 1
11th 4 7 4 3 1
12th 4 8 4 3 1
13th 4 8 4 3 2
14th 4 9 4 3 2
15th 4 9 4 3 2 1
16th 4 10 4 3 3 1
17th 4 10 4 3 3 1
18th 4 11 4 3 3 1
19th 4 11 4 4 3 1
20th 4 12 4 4 3 2

Spellcasting Foci

A spellcasting focus is an item that a spellcaster can use to channel, control, and shape magical energies. When you cast a spell, you can use your spellcasting focus in place of any material components specified for that spell.

If a cost is indicated for a component, or the component is consumed by the spell, it can't be substituted by your spellcasting focus and you must have that specific component before you can cast the spell.

Swashbuckler

Rewrite flavor text.

As a Swashbuckler, you focus on the art of the blade, bringing speed, elegance, and charm to your combat style—topped off with an exquisite flourish of panache. You excel in single combat, and your methods make a duel look like a flamboyant performance.

1st Level: Daring Do

You thrive in situations that push your sharp wits and swift reflexes, granting you the following benefits.

Braggadocio. You gain one proficiency of your choice from Deception, Intimidation, and Persuasion. If you are already proficient, you gain Expertise instead.

Quick-Witted. You can take the Improvise Action as a Bonus Action. Any movement you take as part of the Improvise Action does not trigger Opportunity Attacks.

3rd Level: Audacious Panache

You approach battle with fearless confidence and skill, which grants you the following benefits.

Dashing Sidestep. When you become the target of an attack, you can take your Reaction to impose Disadvantage on the roll. On a miss, you can move up to 10 feet to an unoccupied space without provoking Opportunity Attacks.

Fearless Duelist. If the target is within 5 feet of you, the only requirement you need to meet for your Sneak Attack is not having Disadvantage on the attack.

3rd Level: Rakish Strike

You have practiced flashy ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.

  • Disarming Strike (Cost 2d6, d20 roll 18+). The target drops an item of your choice that it is holding.
  • Flustering Barb (Cost: 1d6). Until the end of your next turn, the target has Disadvantage on attack rolls against targets other than you and can’t make Opportunity Attacks against targets other than you.
  • Rallying Flourish (Cost 2d6). Until the end of your next turn, one creature of your choice within 15 feet can add 1d6 to its next d20 Test.

6th Level: Cunning Riposte

Your instincts are honed to exploit any opening. As a Reaction when a creature within 5 feet misses you with an attack, you can make a melee weapon attack against that creature.

If you use Dashing Sidestep and the triggering attack misses, you can use Cunning Riposte as part of the same Reaction.

10th Level: Valiant Strike

You have practiced bold ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.

  • Gallant Parry (Cost: 2d6). Until the start of your next turn, you gain a bonus to your AC equal to 1 plus the number of enemies within 5 feet of you.
  • Inspiring Rownde (cost: 3d6). You immediately make an extra attack as part of the same Action you took for your Sneak Attack. On a hit, one creature of your choice within 15 feet can add 1d6 to its next damage roll until the end of your next turn.

14th Level: Supreme Bravado

Your awe-inspiring fearlessness and effortless moxie grant you the following benefits.

All for One. Whenever you use the Rallying Flourish or Inspiring Rownde options for your Cunning Strike, you can increase the cost by 1d6 to choose one additional creature.

Lightning Reflexes. You can take your Reaction without expending it. You can't do so again until the start of your next turn.


On the Improvise Action

On your turn, you can improvise an Action if you are attempting anything that is not explicitly covered by the rules and it is something your character could reasonably attempt. This can mean things such as flipping a table, swinging from a chandelier, or hastily barricading a door. Your GM might ask you to make an attack roll or ability check for your improvised Action to be successful.

Improvised Weapons. In addition, you can use an item, such as a barstool, a frying pan, or a broken bottle, as an Improvised Weapon. Your GM determines if an Improvised Weapon deals 1d4 or 1d6 damage, along with the damage's type, based on the object used. You do not add your Proficiency Bonus to the attack roll unless a game feature grants you proficiency with Improvised Weapons, or if the object can be wielded like a weapon you are already proficient with, such as using a torch as a club—which the GM might rule deals 1d4 Fire damage.

Thief

Rewrite flavor text.

A mix of burglar, treasure hunter, and explorer, you are the consummate adventurer. In addition to improving your agility and stealthiness, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

1st Level: Savvy Angler

Your furtive life has taught you some valuable skills, which grants you the following benefits.

Appraise Mark. As a Bonus Action, you can determine if a creature you can see is carrying more than 20 gp, potions or magic items, and other valuables. This benefit does not reveal the nature or effects of any items the creature carries.

Fast Hands. As a Bonus Action, you can make Sleight of Hand checks to pick a pocket, disarm a trap or pick a lock with Thieves' Tools, or take the Utilize action.

3rd Level: Roof Worker

You know how to invite yourself into hard-to-reach places, gaining the following benefits.

Able Climber. You gain a Climb Speed equal to your Speed. If you already have a Climb Speed, it increases by 10 feet.

Cat Burglar. You have Advantage on Athletics checks made to climb difficult surfaces. You can also use your movement to climb across a ceiling as if it was a difficult surface, provided there is at least one handhold every 5 feet. You fall if you end your movement without a handhold.

Nimble Jumper. Your can use your Strength or Dexterity to determine your jump distance.

3rd Level: Larcenous Strike

You have learned sly ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.

  • Baste and Brush (Cost: 2d6). If you have the Invisible condition, this attack doesn’t end that condition on you if you end the turn while Heavily Obscured or behind at least Three-Quarters Cover.
  • Subtle Pinch (Cost: 1d6). You can choose to either take an item from the target or secretly slip one into its pocket. The item must be small enough to fit in your hand, and you cannot take an item the target is wearing or wielding.

6th Level: Tout the Culls

Your senses have been sharpened to always be in the lookout for danger, granting you the following benefits.

Hidden Stash. You can produce a set of Thieve's Tools or a small weapon, even if you have been searched or stripped of your equipment. You can't do so again until you finish a Long Rest.

Trap Sense. As a Reaction when you or a creature you can see within 5 feet of you triggers a trap, you can delay that trap's activation until the end of your next turn.

Watchful Lookout . As a Reaction when you roll Initiative, you can end the Surprised condition on yourself or one creature of your choice within 30 feet of you.

10th level: Twig the Pull

Your quick reflexes and fast footwork allow you to slip away from your enemies. When you use your Uncanny Dodge, you can move up to half your Speed without provoking Opportunity Attacks as part of the same Reaction. If you do so, you have Advantage on d20 Tests to avoid the Grappled and Restrained conditions until the start of your next turn.

14th Level: Sharp Shaver

You are adept at laying ambushes and quickly escaping danger. Whenever you roll Initiative and are not Surprised, you can choose to take two turns during the first round of that combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature again until you finish a Long Rest.

 

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