Underdark Rogue (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Underdark Rogue[edit]

The Underdark Rogues have mastered to ways of the Underdark and learned how best to survive. The Underdark is a harsh and cruel place for any creature, the Underdark Rogue has learned how to utilize their surroundings to their advantage.

Faerzress

Beginning 3rd level you are able to cast spells due to the magical radiation known as Faerzress. Your time in the Underdark has imbued you with a supply of arcane power which you can use to help you survive. You gain darkvision up to a range of 30 feet. If you already have darkvision, yours increase by 30 feet.

In addition, you know how to speak, read and write in Undercommon.

Spellcasting
Underdark Rogue Spellcasting
Rogue
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
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
The Underdark Rogue Spellcasting table shows how many spell slots you have to cast your wizard 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.
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 wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Underdark Rogue Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion 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 an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
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
Spider

At 3rd level you are able to shoot webs from your hands up to 30 feet as a bonus action, you can then pull yourself as an action to the location which the web stuck, you can also swing from the web. These webs can stick to any surfaces and uses the same statistics as silk rope.

Additionally, you gain a climbing speed equal to your movement speed.

Sentinels

Starting at 9th level, you learn to form undead protectors and servants to help defend yourself. You add the animate dead spell to your list of known spells. This doesn't count against your maximum number of spells known.

You can cast this spell once, using an action, without spending a spell slot or material components. Once you do so, you can't do it again until you finish a long rest.

Unseen

Starting from 13th level, when you are in dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or enter bright light. What better way to travel the Underdark than travelling unseen.

Faerzress Shift

At 17th level your connection to the Faerzress allows you to use its power to shift into the Ethereal Plane as a bonus action. If you are on a plane which doesn't have an Ethereal Plane, you use the power of the Faerzress to create your own version. You remain on the Ethereal Plane until the end of your current turn.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses