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ROGUE

Arcane Charlatan

ROGUE

You have learned to integrate perfectly with the arcanists of the world.  Wizards, sorcerers, witches, and mages of all kind can be duped by your sleight of hand into believing you are truly one of their own.  Rogues who study this path have no magical capabilities of their own, but know how to duplicate the effects of spells via practical effects or man-made illusions.


Spellcasting

When you reach 3rd level, you gain the ability to replicate the effects of certain spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: prestidigitation and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Charlatan Spellcasting table shows how many spell slots you have to replicate your wizard spells of 1st level and higher. To replicate 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, refilling your illusory, physical components.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, all of which you must choose from the evocation and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Charlatan Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation 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 must also be from the evocation or illusion 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 evocation or illusion spell.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learned top replicate these 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

Arcane Charlatan 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

Deceitful Arcanist

Starting at 3rd level, you have studied, intently, the use of magic and it's history, as well as how to speak the common parlance of magical lingo.  When you cast prestidigitation cantrip, you can use it in the following additional ways:

  • When you cast this spell you can cause the spell to replicate the appearance of any spell of a level you can cast, within a 20 foot cube.  This spell cannot be an illusion spell, but doesn't need to be a wizard spell.

  • You can disguise a light or finesse weapon you are proficient with as a mundane magical implement of similar dimensions such as a wand, staff, book, scroll, component pouch, or holy symbol for 1 hour.

  • When you reach 5th level in this class, you can make your attacks with a light or finesse weapon (chosen when you cast this spell) count as magical for the purposes of overcoming resistances and immunities for 1 hour.

A creature can see through these illusions with a Wisdom (Insight) check against your spell save DC.

Spell Mask

Starting at 9th level, divination magic is incapable of discerning if you are lying about your magical capabilities.  Additionally, you are able to replicate the effects of disguise self at will.  Creatures that have truesight or are capable of discerning illusion magic are incapable of seeing through this illusion.

Terrifying Talent

At 13th level, you can manipulate the illusions around you to scare and terrify.  As an action you can unleash a torrent of illusory spectral images to frighten those around you forcing creatures of your choice within 30 feet of you to make a Wisdom saving throw or be frightened of you for 1d4 rounds.  Once you have used this ability, you can not do so again until you complete a short or long rest.

Distracting Illusions

At 17th level, you gain the ability to distract spellcasters with your incredible illusions. You can use each of these abilities three times and regain all expended uses at the end of a long rest.

Distracting Dispel.  When a creature you can see or hear within 30 feet of you casts a spell, you can use your reaction to make an Intelligence check (DC = 13 + the spell's level).  On a success, you stifle the spellcaster's attempt and they waste the spell. 

Counter Concentration.  As an action you can target a creature you can see within 30 feet that is concentrating on a spell, and attempt to break their concentration.  You must make an ability check with your spellcasting ability contested by that creature's spellcasting ability check.  If you succeed, the creature loses concentration on the spell.

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