Dusk Thief (5e Subclass)

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The Dusk Thief[edit]

Rogue Subclass

Dusk Blink

At 3rd level, you can cast the misty step spell at will.

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 wizard spell list.

Cantrips. At 1st level, you learn three cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots. As show in the table bellow. 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 know 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 spells of your choice. Whenever you gain a level in this class, you can learn a new spell of any level you can cast.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

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

1st Level: Healing word, Sleep, Create or destroy water, Detect evil and good, Animal friendship, Burning hands, Magic missile, Witch bolt, Shield, Feather fall, Bless, Shield of faith, Charm person, Speak with animals, Heroism

2nd Level: Lesser restoration, Flaming sphere, Mirror image, Scorching ray, Levitate, Melf’s acid arrow, Enhance ability, Suggestion, Calm emotions, Aid

3rd Level: Remove curse, Fireball, Haste, Lightning bolt, Slow, Water breathing, Mass healing word, Aura of vitality, Fly, Counterspell

4th Level: Confusion, Control water, Ice storm, Stoneskin, Freedom of movement, Aura of life, Aura of purity

5th Level: Dream, Cone of cold, Greater restoration, Mass cure wounds

6th Level: Chain Lightning, Desintegrate, Arcane portal

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aerial Blitz

Starting at level 9 you can jump three times the normal distance. You can stick onto wall's you jump onto and do a special jump attack on an enemy within your jump range. This attack can be done with advantage if you travel more than 10ft towards a target. In addition, when you use Dusk Blink, you can resolve the misty step at the apex of a jump you make in the same turn.

Overdrive

At level 13, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack using your blade, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. In addition you are under the effects of the Levitate spell as if you were casting it whenever you are in Overdrive, but does not require concentration. This effect lasts for 1 minute and you may use it 2 times per short rest.

Fantasia

At level 17, you can cast three different spells of your choice from this list as an action. This ability can be used twice per long rest.

Flame strike

Cone of Cold.

Chain Lighting

Mass Cure Wounds

Destructive Wave

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