The Rogue
The seedier towns in Hyrule often have Rogue Guilds that contain a wide variety of criminal activity going on. Rogues themselves can be found almost everywhere, doing back alley dealings and acting as thugs and pickpockets all to make a quick buck then vanish before their targets are any wiser.
Graffiti
3rd Level: Mystic Artistry
You have learned how to imbue your paintings with magical energy, allowing things drawn by you to come to life or be used for attacking. You gain proficiency in Calligraphy Tools. If you already have this proficiency you may instead gain proficiency in any other Artisan Tool of your choice. In addition you may use the Bonus Action from your Cunning Action feature to restore hit points to a creature summoned by you equal to your Charisma modifier. You may expend a spell slot when doing this healing to increase the heal amount by 1d8 per level of the spell slot expended.
3rd Level: Spellcasting
You have learned how to use the magical paints and inks of your Calligraphy Tools to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Graffiti Rogue.
Cantrips. You know three cantrips from the Arcane spell list. Whenever you gain a rogue level, you can replace one of these cantrips with another cantrip of your choice from the same list. When you reach 10th level in this class, you learn another Arcane cantrip of your choice.
Spell Slots. The Graffiti Rogue Spellcasting table shows how many spell slots you have to cast your spells of 1st level or higher. You regain all expended spell slots when you finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose three 1st-level spells from the Arcane spell list, two of which must be from the Conjuration school of magic. The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Graffiti Rogue Spellcasting table. Whenever that number increases, choose additional spells from the Arcane spell list until the number of spells on your list match the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 7th-level Rogue, your list can include six Arcane spells of 1st or 2nd level, in any combination.
Changing Your Prepared Spells. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Arcane spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your Spellcasting ability for your Graffiti Rogue spells.
Spellcasting Focus. You use your Calligraphy Tools as a Spellcasting Focus for spells you prepare for this subclass.
You have learned how to imbue your paintings with magical energy, allowing things drawn by you to come to life or be used for attacking. You gain proficiency in Calligraphy Tools. If you already have this proficiency you may instead gain proficiency in any other Artisan Tool of your choice. In addition you may use the Bonus Action from your Cunning Action feature to restore hit points to a creature summoned by you equal to your Charisma modifier. You may expend a spell slot when doing this healing to increase the heal amount by 1d8 per level of the spell slot expended.
3rd Level: Spellcasting
You have learned how to use the magical paints and inks of your Calligraphy Tools to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Graffiti Rogue.
Cantrips. You know three cantrips from the Arcane spell list. Whenever you gain a rogue level, you can replace one of these cantrips with another cantrip of your choice from the same list. When you reach 10th level in this class, you learn another Arcane cantrip of your choice.
Spell Slots. The Graffiti Rogue Spellcasting table shows how many spell slots you have to cast your spells of 1st level or higher. You regain all expended spell slots when you finish a Long Rest.
Prepared Spells of 1st+ Level. You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose three 1st-level spells from the Arcane spell list, two of which must be from the Conjuration school of magic. The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Graffiti Rogue Spellcasting table. Whenever that number increases, choose additional spells from the Arcane spell list until the number of spells on your list match the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 7th-level Rogue, your list can include six Arcane spells of 1st or 2nd level, in any combination.
Changing Your Prepared Spells. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Arcane spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your Spellcasting ability for your Graffiti Rogue spells.
Spellcasting Focus. You use your Calligraphy Tools as a Spellcasting Focus for spells you prepare for this subclass.
Rogue Level |
Prepared Spells |
1st |
2nd |
3rd |
4th |
3rd |
3 |
2 |
- |
- |
- |
4th |
4 |
3 |
- |
- |
- |
5th |
4 |
3 |
- |
- |
- |
6th |
4 |
3 |
- |
- |
- |
7th |
5 |
4 |
2 |
- |
- |
8th |
6 |
4 |
2 |
- |
- |
9th |
6 |
4 |
2 |
- |
- |
10th |
7 |
4 |
3 |
- |
- |
11th |
8 |
4 |
3 |
- |
- |
12th |
8 |
4 |
3 |
- |
- |
13th |
9 |
4 |
3 |
2 |
- |
14th |
10 |
4 |
3 |
2 |
- |
15th |
10 |
4 |
3 |
2 |
- |
16th |
11 |
4 |
3 |
3 |
- |
17th |
11 |
4 |
3 |
3 |
- |
18th |
11 |
4 |
3 |
3 |
- |
19th |
12 |
4 |
3 |
3 |
1 |
20th |
13 |
4 |
3 |
3 |
1 |
9th Level: Paint Form
You have learned how to become artwork yourself, using your magic brushes to become a picture on a wall. You know the Meld into Stone spell and may cast it at-will, though you are still visible to creatures as a living picture and are able to perceive your surroundings while you are merged.
13th Level: Mobile Mosaic
When using Meld into Stone you may move along the surface you are merged with. You cannot move to another surface using this movement, gravity still applies to you while on this surface, and objects touching the surface you are within blocks this movement.
17th Level: Portraitify
As an action you attempt to transform a creature into a portrait. You know the Banishment spell and may cast it a number of times equal to your Charisma modifier. When you cast the spell in this way a creature is banished to a portrait held by you instead of a Demiplane. If the spell lasts for 1 minute the target is permanently trapped in this portrait until freed by someone breaking the portrait. When this spell effect ends the creature returns to its normal state in a space adjacent to where its portrait was. You regain all uses of this feature after completing a Long Rest.
You have learned how to become artwork yourself, using your magic brushes to become a picture on a wall. You know the Meld into Stone spell and may cast it at-will, though you are still visible to creatures as a living picture and are able to perceive your surroundings while you are merged.
13th Level: Mobile Mosaic
When using Meld into Stone you may move along the surface you are merged with. You cannot move to another surface using this movement, gravity still applies to you while on this surface, and objects touching the surface you are within blocks this movement.
17th Level: Portraitify
As an action you attempt to transform a creature into a portrait. You know the Banishment spell and may cast it a number of times equal to your Charisma modifier. When you cast the spell in this way a creature is banished to a portrait held by you instead of a Demiplane. If the spell lasts for 1 minute the target is permanently trapped in this portrait until freed by someone breaking the portrait. When this spell effect ends the creature returns to its normal state in a space adjacent to where its portrait was. You regain all uses of this feature after completing a Long Rest.
Masked
3rd Level: Masked Persona
You may spend 1 minute focusing on a recently deceased or dying humanoid within 30 feet of you that has a CR equal to one-third your level or lower, transforming their body and soul into a magical mask.
Wearing a mask made in this way transforms you into the creature the mask is made from, granting you their statistics, though you keep your own hit points as well as Intelligence, Wisdom, and Charisma scores. Your equipment transforms into that of the character and you cannot use any equipment of your own while a mask is worn. When the mask is unequipped any equipment gained from the mask immediately vanishes and any consumables the creature may have permanently disappear upon use. Any spells or features that the creature within the mask knows recharge as usual.
Masks made from this feature can only be used by you and you return to your original form when you are reduced to 0 hit points or fall unconscious. You may have a total number of masks made in this way equal to your Proficiency Bonus and may choose to destroy a mask at any time, releasing the soul of the creature trapped within it.
3rd Level: Quick Change
You may use the Bonus Action from your Cunning Action feature to swap, don or doff an item currently equipped by you.
9th Level: Supreme Deceit
Your time as other people has taught you how to best fool and deceive others. You have advantage on all Charisma (Deception) checks.
13th Level: Tap Thoughts
The masks you create with your Masked Persona feature have their minds trapped as well, allowing you to learn more about who they were. When you spend 10 minutes focusing on a worn mask you may gain insight into that creature’s personality, reasoning, and any information that it knew at the time of its death.
17th Level: Empower Mask
Your practice using magical masks allows you to empower them through your own force of will. As a bonus action you may immediately recharge a spell or feature that a mask knows. You cannot use this feature again until you complete a Long Rest or until the recharge period of the recharged feature is up (whichever is longer).
You may spend 1 minute focusing on a recently deceased or dying humanoid within 30 feet of you that has a CR equal to one-third your level or lower, transforming their body and soul into a magical mask.
Wearing a mask made in this way transforms you into the creature the mask is made from, granting you their statistics, though you keep your own hit points as well as Intelligence, Wisdom, and Charisma scores. Your equipment transforms into that of the character and you cannot use any equipment of your own while a mask is worn. When the mask is unequipped any equipment gained from the mask immediately vanishes and any consumables the creature may have permanently disappear upon use. Any spells or features that the creature within the mask knows recharge as usual.
Masks made from this feature can only be used by you and you return to your original form when you are reduced to 0 hit points or fall unconscious. You may have a total number of masks made in this way equal to your Proficiency Bonus and may choose to destroy a mask at any time, releasing the soul of the creature trapped within it.
3rd Level: Quick Change
You may use the Bonus Action from your Cunning Action feature to swap, don or doff an item currently equipped by you.
9th Level: Supreme Deceit
Your time as other people has taught you how to best fool and deceive others. You have advantage on all Charisma (Deception) checks.
13th Level: Tap Thoughts
The masks you create with your Masked Persona feature have their minds trapped as well, allowing you to learn more about who they were. When you spend 10 minutes focusing on a worn mask you may gain insight into that creature’s personality, reasoning, and any information that it knew at the time of its death.
17th Level: Empower Mask
Your practice using magical masks allows you to empower them through your own force of will. As a bonus action you may immediately recharge a spell or feature that a mask knows. You cannot use this feature again until you complete a Long Rest or until the recharge period of the recharged feature is up (whichever is longer).
Piracy
3rd Level: Ocean Combat
Your training on the high seas has taught you how to use a wider variety of weaponry for cheap tactics and underhanded blows. You gain proficiency in all One-Handed Martial Weapons and may use your Sneak Attack feature with these weapons. In addition you may use the Bonus Action granted by your Cunning Action to perform actions related to loading and firing siege weapons or to make skill checks to steer or maneuver a vehicle.
3rd Level: Buccaneering
Life at sea has given you ample opportunities to train your body, granting you a Swim speed equal to your speed. In addition you have advantage on Dexterity (Acrobatics) checks to balance and may use Dexterity instead of Strength for Athletics checks made to climb.
9th Level: Piracy
You have practiced new ways to use your Sneak Attack. The following effects are now among your cunning strike options:
13th Level: Eye for Treasure
You have an eye for detail in the treasures you find. As an action you determine what objects you can see are magical, those items's properties, and how to use those items. You ignore any prerequisites required for using or attuning to those magical items.
17th Level: Siege Warfare
Your Sneak Attack bonus damage is now always applied to siege weapons you use. You may load, aim, and fire a siege weapon using a single action a number of times equal to your Strength modifier, and you regain all expended uses when you finish a Long Rest.
Your training on the high seas has taught you how to use a wider variety of weaponry for cheap tactics and underhanded blows. You gain proficiency in all One-Handed Martial Weapons and may use your Sneak Attack feature with these weapons. In addition you may use the Bonus Action granted by your Cunning Action to perform actions related to loading and firing siege weapons or to make skill checks to steer or maneuver a vehicle.
3rd Level: Buccaneering
Life at sea has given you ample opportunities to train your body, granting you a Swim speed equal to your speed. In addition you have advantage on Dexterity (Acrobatics) checks to balance and may use Dexterity instead of Strength for Athletics checks made to climb.
9th Level: Piracy
You have practiced new ways to use your Sneak Attack. The following effects are now among your cunning strike options:
- Shakedown (Cost: 2d6). The target must succeed on a Dexterity saving throw, or you immediately grab and take one object of your choice that is on the target’s person. You must have a hand free to use this feature.
- Walk the Plank (Cost: 1d6). If the target is Large or smaller, it must succeed on a Strength saving throw or it is pushed backwards 10 feet.
13th Level: Eye for Treasure
You have an eye for detail in the treasures you find. As an action you determine what objects you can see are magical, those items's properties, and how to use those items. You ignore any prerequisites required for using or attuning to those magical items.
17th Level: Siege Warfare
Your Sneak Attack bonus damage is now always applied to siege weapons you use. You may load, aim, and fire a siege weapon using a single action a number of times equal to your Strength modifier, and you regain all expended uses when you finish a Long Rest.