Arcane Rogue (5e Class)

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Arcane Rogue[edit]

One with the powers of Mage and Rogue, a thief capable of stealing abilities and spells from other users. To do this, the person must have advanced brain capacity in a gift that borders on the divine, a class that transitions between other classes. They are always accompanied by grimoire to write down what they have learned, and with their arcane they make them levitate to help them in combat.

Creating a Arcane Rogue[edit]

Answer some questions when creating your arcane rogue. Think on why have you gain these abilities and waht is your goal with it. Commonly, arcane rogues are educated in the arcane arts, learning how to bend other people habilitys at their will. Some learn this power by themselves, while others are members of a group or order that hold those secrets and teach to candidates at arcane rogues, asking only the completion of missions in return.

Quick Build

You can make a Arcane Rogue quickly by following these suggestions. First, Inteligence should be your highest ability score, followed by Dexterity. Second, choose the Fiend background.

Class Features

As a Arcane Rogue you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: All Weapon
Tools: Thieves' tools, Three musical instruments of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Arcane Rogue

Level Proficiency
Bonus
Features Sneak Attack
1st +2 Sneak Attack, Divine Learn, Expertise 1d6
2nd +2 Cunning Action 1d6
3rd +2 Arcane Archetype, Second Grimorie 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Shadow Step 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Arcane Archetype 5d6
10th +4 Dominating Darkness, Imperial Vision 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Arcane Archetype 7d6
14th +5 Third Grimorie 7d6
15th +5 Unseen 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Arcane Archetype 9d6
18th +6 Shadow Stalker 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Shadow Shift 10d6

Sneak Attack[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. You can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a Spell or a Weapon summoned in your Grimorie. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of you and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class.

Divine Learn[edit]

With your arcane powers, you gain an indestructible grimoire. Beginning at 1st level you have access to a grimorie where you write down your stolen spells and abilities. If you lose the grimorie you can use your action to teleport it back to you, during combat it levitates next to you.

you can attempt to steal a spell or ability that you have seen being used, the target must make a wisdom saving throw, in case of failure the ability is noted in your library which can have a total of proficiency x 2 abilities or copied spells. It is worth noting that the target does not have its magic or ability actually stolen, just copied. For you to copy a spell or skill you must use your reaction when you see the hability or spell being used, if the target is reluctant it must make a saving throw against your CD if it fails the spell or skill is copied otherwise nothing happens, the spell is a success if the target accepts have your skill copied

You can use a copied spell once, regaining its use after a long rest. You can copy spells of any level but you can only use spells equal to your Arcane Rogue level rounded down

If a skill depends on class level like Sneak Attack or Martial Arts you are considered half of your Arcane Rogue class rounded down. A

You can also store items and weapons in your library spaces, each space can store a total of 5 cubic meters, you use your bonus action to invoke or keap a item.

Spellcasting Ability

Inteligence is your spellcasting ability for your spells since you learn your spells through dedicated learning of your powers. You use your Inteligence whenever a spell refers to your spellcasting ability. In addition, you use your Inteligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Inteligence modifier

Spell attack modifier = your proficiency bonus + your Inteligence modifier

Spell Versatility

At level 1st, Whenever you finish a long rest, you can erase one spell or hability you learned from this feature.

Expertise[edit]

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Cunning Action[edit]

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Arcane Archetype[edit]

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

You can choose one between Fiend and Angel archetype.

Second Grimorie[edit]

By 3th level, you gain a second grimoire.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You can also choose to add a Feat instead of increasing your ability score

Uncanny Dodge[edit]

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Shadow Step[edit]

Starting at 6th level, you have figured out how to travel distance using the Shadowfell, and the shadows that smudge the barrier between the two planes. As a bonus action, you can teleport up to 30 feet, so long as you are in dim light or darkness, and your selected space is unoccupied, and in dim light or darkness. You then have an advantage on the first melee attack you make before the end of your turn. You can perform this ability the number of times equal to the Charisma modifier, before needing a short or long rest.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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.

Dominating Darkness[edit]

Starting at 10th level, you may cast the darkness spell once, without spending a spell slot. You must finish a short or a long rest before you can use this feature again.

Imperial Vision[edit]

Starting at 10th level, you can see through regular and magical darkness up to a range of 120 feet.

Reliable Talent[edit]

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Third Grimorie[edit]

By 14th level, You gain a third grimorie.

Unseen[edit]

Starting at 15th level, you are now considered to be under the effects of nondetection at all times.

Shadow Stalker[edit]

At 18th level, when you are in darkness, you may use your bonus action to become invisible. As long as you remain in darkness, or until you make an attack or cast a spell, you remain invisible.

Shadow Shift[edit]

At 20th level, you have become so attuned to the Shadowfell, that you can create small pools of shadows around yourself at will. You can now use Shadow Step in any lighting conditions, not just darkness.

Arcane Archetypes[edit]

Demonic Form 20%[edit]

At 3st level, you are able to augment your body and change your form into that of a demonic entity as a bonus action. If you are wearing non-magical armor when ascending to your Demonic Form, it will break.

You gain the following benefits, if you aren't wearing armor:

  • You have resistance to bludgeoning, piercing, and slashing damage from weapons that are not silvered or magical.
  • You gain a demonic wing, giving you 30 feet of flying speed.
  • Your can use your arms to bludgeon and slash your targets. You roll a d8, instead of the normal die for unarmed strikes when using one hand and a d10 when using two hands, if your unarmed is already a d8 then it is increased to a d10 with one hand and a d12 when using two hands. In addition, whenever you take the Attack action, you can make an unarmed strike as a bonus action.
  • When you enter demonic form 20% you must make a DC 10 intelligence saving throw, on a success you will maintain sanity, on a failure you lose control and must attack nearby creatures while the transformation lasts..

Your Demonic Form lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your Demonic Form on your turn as a bonus action.

You must finish a long rest before you can enter in the demonic form again.

Demonic Form 50%[edit]

At 9th level, your body is now halfway toward being able to reach its full potential. When you enter in your 20 percent Demonic Form, you can enter in the 50 percent instead, gaining the following benefits, in addition to those gained in the 20 percent form:

  • Your current hit points and your hit point maximum both increase by 5 per Arcane Rogue level while transformed.
  • You gain a bonus to the damage rolls of your melee attacks; the bonus equals your Constitution modifier (minimum of +1).
  • You score critical hits on a roll of 19-20.
  • You are immune to the charmed, paralyzed, and frightened conditions.
  • When you enter demonic form 50% you must make a DC 15 intelligence saving throw, on a success you will maintain sanity, on a failure you lose control and must attack nearby creatures while the transformation lasts..
  • You gain a extra grimoire with this three spells Counterspell, Mislead and Cloudkill.

Demonic Form 70%[edit]

You have nearly unlocked your full potential, and are truly fearsome. At 13th level, your form has become even more grotesque, not meant for mortal eyes. When you enter in the 50 percent power form, you can choose to enter in the 80 percent form instead. While in this form, you gain the following benefits: Once you use this feature, you can’t use it again until you finish a short or long rest.

  • When you activate the 80 percent power, and as a bonus action on subsequent turns, you can choose a creature within 10 feet. The target must succeed on a Wisdom saving throw against your Demonic Power save DC or become frightened by you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • If a creature is frightened of you, its speed is reduced to 0 while in the creature is within 30 feet, and that creature takes psychic damage equal to half your demonserker level if it starts its turn there.

When you enter demonic form 70% you must make a DC 20 intelligence saving throw, on a success you will maintain sanity, on a failure you lose control and must attack nearby creatures while the transformation lasts..

100 Percent Power[edit]

Once per day, at 17th level you can unleash a dynamic vacuum of energy that pushes your body beyond its limits. When you are in your 70 percent form, you can activate your 100 percent form, gaining the following benefits:

  • All your attacks using melee weapon and Spells grimoire have Advantage.
  • When a creature is reduced to 0 hit points, you can use your reaction to absorb its soul. This restores you 2d8 + your Constitution modifier hit points.
  • You are capable of altering existence and change what existence actually is, once per day as an action you may cast True Polymorph. Choose one creature or object you can see you transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). You may change an object into another object even if the original is magical and you are capable of affecting shape changers. The new object can be any magic item up to Legendary in rarity. Additionally you may use this as though it was an alter self on another creature and may make the change permanent as well. You may make the change permanent when you cast this spell without having to concentrate the normal full hour.

When you enter demonic form 50% you must make a DC 25 intelligence saving throw, on a success you will maintain sanity, on a failure you lose control and must attack nearby creatures while the transformation lasts..

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shadow Rogue class, you must meet these prerequisites: Dexterity 13, Charisma 13

Proficiencies. When you multiclass into the Shadow Rogue class, you gain the following proficiencies: same as rogue.

Restriction. You can't multiclass into the rogue class.

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