Magic Rogue (3.5e Class)

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A cross of rogue and sorcerer, without having to go arcane trickster. 20 0 Moderate Poor Good Poor Spontaneous Arcane Spellcasting, Sneak Attack Separate


Magic Rogue

It's a rogue! It's a sorcerer! It's a sorcerous rogue!

Making a Magic Rogue

Abilities: Dexterity is a favorite to rogue-types anyway, for defense, for stealth, and with Weapon Finesse for attack as well. But Charisma becomes important for the magic rogue's spellcasting. Constitution is important to everyone, and it's a good idea to have strong Wisdom for saves, Intelligence for skill points, and Strength to at least avoid a penalty.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As rogue.

Table: The Magic Rogue

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +0 Cantrips, Sneak Attack 1d6, Trapfinding
2nd +1 +0 +3 +0 Shank Spell, Trick 1
3rd +2 +1 +3 +1 Evasion 2
4th +3 +1 +4 +1 Sneak Attack 2d6, Trick 3
5th +3 +1 +4 +1 Synchronize Magic Item 4 1
6th +4 +2 +5 +2 Trick 4 2
7th +5 +2 +5 +2 Sneak Attack 3d6 4 3
8th +6 +2 +6 +2 Trick 4 4 1
9th +6 +3 +6 +3 Improved Evasion 4 4 2
10th +7 +3 +7 +3 Improved Trick, Sneak Attack 4d6 4 4 3
11th +8 +3 +7 +3 Store Spell 1 4 4 4 1
12th +9 +4 +8 +4 Improved Trick 4 4 4 2
13th +9 +4 +8 +4 Sneak Attack 5d6 4 4 4 3
14th +10 +4 +9 +4 Improved Trick 4 4 4 4 1
15th +11 +5 +9 +5 Store Spell 2 4 4 4 4 2
16th +12 +5 +10 +5 Improved Trick, Sneak Attack 6d6 4 4 4 4 3
17th +12 +5 +10 +5 Contingent Store Spell 4 4 4 4 4 1
18th +13 +6 +11 +6 Improved Trick 4 4 4 4 4 2
19th +14 +6 +11 +6 Sneak Attack 7d6, Store Spell 3 4 4 4 4 4 3
20th +15 +6 +12 +6 Improved Trick, It's A Hologram 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (local) (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the Magic Rogue.

Weapon and Armor Proficiency: Magic rogues are proficient in all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Magic rogues are proficient with light armor, but not with shields. A magic rogue can cast magic rogue spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a magic rogue wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass magic rogue still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A magic rogue casts arcane spells which are drawn primarily from the magic rogue/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a magic rogue must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magic rogue’s spell is 10 + the spell level + the magic rogue’s Charisma modifier.

Like other spellcasters, a magic rogue can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The magic rogue. In addition, he receives bonus spells per day if he has a high Charisma score.

A magic rogue’s selection of spells is extremely limited. A magic rogue begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new magic rogue level, he gains one or more new spells, as indicated on Table: magic rogue Spells Known. (Unlike spells per day, the number of spells a magic rogue knows is not affected by his Charisma score; the numbers on Table: magic rogue Spells Known are fixed.) These new spells can be common spells chosen from the magic rogue/wizard spell list, or they can be unusual spells that the magic rogue has gained some understanding of by study. The magic rogue can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered magic rogue level after that (6th, 8th, and so on), a magic rogue can choose to learn a new spell in place of one he already knows. In effect, the magic rogue “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level magic rogue spell the magic rogue can cast. A magic rogue may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a magic rogue need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

Table: Magic Rogue Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 2
2nd 3 1
3rd 3 2
4th 4 3
5th 4 4 1
6th 5 5 2
7th 5 6 3
8th 6 6 4 1
9th 6 6 5 2
10th 7 6 6 3
11th 7 6 6 4 1
12th 8 6 6 5 2
13th 8 6 6 6 3
14th 9 6 6 6 4 1
15th 9 6 6 6 5 2
16th 10 6 6 6 6 3
17th 10 6 6 6 6 4 1
18th 11 6 6 6 6 5 2
19th 11 6 6 6 6 6 3
20th 12 6 6 6 6 6 4

Cantrips: Magic rogues learn a number of cantrips, or 0-level spells, as noted on Table: Magic Rogue Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Sneak Attack: Magic rogues gain sneak attack as a rogue, but gain 1d6 at 1st level and an additional +1d6 at 4th and every three levels beyond.

Trapfinding: Magic rogues gain trapfinding as a rogue.

Shank Spell (Su): A 2nd level magic rogue can attack spells directly. When sneak attacking a spellcaster, they may reduce the number of dice of their sneak attack (down to 0) and remove a number of spells from the spellcaster equal to the reduced dice. For example, a magic rogue with 4d6 sneak attack can sneak attack a wizard, drop 3 of the dice, and only deal 1d6 sneak attack. However, they can remove a random 3rd level spell slot prepared (or the next lowest if there are no 3rd level spells available), expending it as if it had been cast.

Trick: At 2nd level and every even level after, the magic rogue gains a number of "tricks". You can choose one of the tricks below. Unless said otherwise, you may only choose a trick once.

Bolster Magic Item (Su): Magic items you use gain a +1 bonus to their caster level. You may select this ability multiple times.

Bonus Feat: The magic rogue may choose from any of the following bonus feats: Combat Expertise, Combat Reflexes, Dodge, Mobility, Skill Focus, Spring Attack, Two-Weapon Fighting (and subsequent Improved and Greater versions), Weapon Finesse. They must qualify for the feat as normal.

Extra Skills: You gain an extra skill point per class level retroactively. You may take this trick multiple times, but no more than four times.

Defensive Roll (Ex): The magic rogue can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the magic rogue can attempt to roll with the damage. To use this ability, the magic rogue must attempt a Reflex saving throw (DC=damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied her Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the magic rogue’s evasion ability does not apply to the defensive roll.

Extra Spell: The magic rogue may select any touch spell, abjuration, enchantment, or illusion spell from any arcane spell list and add it to their spells known. You may select this multiple times.

Metamagic Master: Choose a single metamagic feat you know with a level adjustment of no more than +1. You may cast it with a +0 level adjustment and with no increase in casting time. You may select this multiple times, each time choosing a different metamagic feat.

Obscure Casting (Ex): You may make a Bluff check as part of casting a spell with a -20 penalty, weaving the spell components as part of normal conversation and movement. Creatures which fail the check do not realize you are casting a spell. In addition, the spellcraft checks required to identify your spellcasting rise by +5.

Resist Magic (Ex): You gain a +1 bonus to saves against spells and spell-like effects. You may select this ability multiple times, to a maximum of +5.

Surprise Casting (Ex): Spells you cast against flatfooted opponents gain a +2 bonus on checks made to breach spell resistance, and a +2 on DCs.

Evasion (Ex): At 3rd level and higher, a magic rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the magic rogue is wearing light armor or no armor. A helpless magic rogue does not gain the benefit of evasion.

Synchronize Magic Item: A 5th level magic rogue gains the Synchronize Magic Item feat as a bonus feat.

Improved Evasion (Ex): At 9th level and higher, the magic rogue's evasion improves. This ability works like evasion, except that while the magic rogue still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless magic rogue does not gain the benefit of improved evasion.

Improved Trick: At 10th level, the magic rogue can selection from additional tricks, as well as the previous tricks they already had access too. Add these to the list of tricks you can choose from.

Bonus Feat: The magic rogue may gain any bonus feat. They must qualify for this feat as normal.

Arcana Opportunity (Ex): If the magic rogue is able to make an attack of opportunity against an opponent, they may cast any touch attack spell they have with a casting time of a standard action or less, and instead cast it as an immediate action, using it on the attack of opportunity.

Crippling Strike (Ex): A magic rogue with this ability can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Discharge Stored Spell (Su): A magic rogue with the Store Spell class ability can choose to cast one of their stored spells with a casting time of a standard action or less as a free action once per round whenever they strike a flatfooted opponent. This acts like a Spell Storing weapon, and only affects the target even if it would otherwise affect multiple targets or an area.

Opportunist (Ex): Once per round, the magic rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the magic rogue’s attack of opportunity for that round. Even a magic rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Rolling Evasion (Ex): A magic rogue which succeeds a Reflex save against an area effect may choose to move to the edge of the area of effect, just outside of it as they tumble out on a wave of magic shockwaves.

Skill Mastery (Ex): The magic rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A magic rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): Slippery Mind (Ex): This ability represents the magic rogue’s ability to wriggle free from magical effects that would otherwise control or compel him. If a magic rogue with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Spell Resistance (Ex): A magic rogue gains spell resistance equal to 10 + their HD.

Store Spell (Su): A 11th level magic rogue can store spells within themselves as if they were a ring of spell storing. Unlike the ring, the spell retains the caster level and spell DCs of the one who cast spells into the magic rogue. The magic rogue can store up to 3 spell levels. The number of spell levels they may hold rises to 6 levels of spells at 15th, and 9 levels of spells at 19th.

Contingent Store Spell (Su): At 17th, the magic rogue may select any one spell held in their Store Spell class ability (up to 6th level spells) and have it contingent, as per contingency. They may set which spell is contingent once per day.

It's A Hologram (Su): A 20th level magic rogue is so magically tricky they can get out of any bad situation. Once per day, whenever a magic rogue would be killed by an effect they may reveal that they were an illusion all along! Of course, they are actually made invisible as the spell, and teleported as per dimension door as an immediate action, where they should wisely make their escape. In their place is a major image, though the would-be attacker (if any) immediately recognizes it as an illusion.

Epic Magic Rogue

Table: The Epic Magic Rogue

Hit Die: d6

Level Special
21st
22nd Improved Trick, Sneak Attack 8d6
23rd
24th Improved Trick
25th Sneak Attack 9d6
26th Improved Trick
27th
28th Sneak Attack 10d6
29th
30th Improved Trick

4 + Int modifier skill points per level.

Improved Trick: You gain another Improved Trick at 22nd level and even even level beyond.

Sneak Attack: Your sneak attack rises by +1d6 at 22nd level and every three levels beyond.

Elf Magic Rogue Starting Package

Weapons: Short Sword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Hide 4 Dex 0
Move Silently 4 Dex 0
Spellcraft 4 Int

Feat: Dodge

Gear: Leather Armor.

Gold: 105g.

Campaign Information

Playing a Magic Rogue

Religion: Magic rogues are no more religiously inclined than your average rogue.

Other Classes: Other classes see the magic rogue as the team sneak, and utility caster.

Combat: While they have less raw sneak attack power than your average rogue, they have much more utility and have the option of using touch spells or even cantrips to great effect.

Advancement: Spell advancing classes, roguish classes, or even arcane tricksters are all options.

Magic Rogues in the World

Knock is my lockpick, silence is my stealth. As long as I have my spells, I'm the best.
—Error, Kobold Magic Rogue

Daily Life: Magic is really useful for parlour tricks and function, and you might use it often. On the other hand you might hide it, so that when someone realizes a spellcaster robbed the king blind they do not suspect you.

Organizations: Magic rogues can be found among thieves' guilds and similar roguish establishments.

NPC Reactions: The only thing worst than a thief, or a spellcaster, is a thieving spellcaster.

Magic Rogue Lore

Characters with ranks in Knowledge Arcana can research Magic Rogues to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
10 Magic rogues are rogues whose sorcerous blood awoke, but they never left their sneaky roots. They are able to stab the spells right out of you.
15 Magic rogues have a lot of tricks, and effects normally duplicated by spells and items are done via their own limited but utilitarian magical reserves.
20 Powerful magic rogues can store spells within their bodies, spells that don't even belong to them. And they're hard to pin down, you never know when the entire fight might end up being a trick.
30 Those that reach this level of success can learn about specific magic rogues, their whereabouts, behavior, trivia, and other details.

Magic Rogues in the Game

Adaptation: Use this to replace the underwhelming arcane trickster.


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Eiji-kun's Homebrew (5609 Articles)
Eiji-kunv
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilitySpontaneous Arcane Spellcasting + and Sneak Attack +
Class Ability ProgressionSeparate +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Swim +, Tumble +, Use Magic Device + and Use Rope +
Skill Points4 +
SummaryA cross of rogue and sorcerer, without having to go arcane trickster. +
TitleMagic Rogue +
Will Save ProgressionPoor +