Eldritch Raider (5e Subclass)
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The Eldritch Raider is a Rogueish Archetype.
You honed your skills in the art of magic for the express purpose of exploring ancient temples and derelict dungeons. While not as magically capable as the Arcane Trickster, this archetype is perfect for those who want to check a dungeon for magic and equip their allies with buffs.
You learn three cantrips: True Strike and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.
- Spell Slots
The Eldritch Raider Spellcasting table is the same as the Arcane Trickster Spellcasting table. It shows how many spell slots you have to cast your 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.
You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.
- Spells Known
You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation spells on the wizard spell list. The third can be from any school of magic.
The Spells Known column of the Eldritch Raider Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a divination or transmutation 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
- Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells. 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
At 3rd level, you can cast Detect Magic as a bonus action. You can also cast Identify as a bonus action, but you take a short rest before using it again.
At 9th level, you are able to sense magical traps within 60 feet of you.
Use Magic Device
By 13th level, you ignore all class, race, and level requirements on the use of magic items.
At 17th level, you are able to look at a spellcaster within 30 feet's memorized spells. As a bonus action, you force a spellcasting creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you know every memorized spell that the creature has for the next eight hours.
Once you use this feature, you can't use it again until you finish a long rest.