Rouguish Archetype: Spectre

Tied to the Ethereal, Spectre rogues specialize in infiltration, espionage, and escape artistry. Drawing magical energy from the Ethereal Plane and taking on aspects of the entities that reside there in order to augement their own abilities with its very essence. These truly otherwordly powers can make even the most skeptical scholars question whether or not these rogues truly hail from beyond the grave.

Ghostly Anatomy:

When you choose this archetype at 3rd level, you are granted a tangible connection to the Ethereal Plane, granting your physical form ghostly qualities.

As an action you can take on a Ethereal Form for 10 minutes, or until you choose to end it as a bonus action. While in your Ethereal Form, you gain resistance to necrotic damage, you have advantage on Dexterity (stealth), and Charisma (Intimidation) checks, and attacks of opportunity taken against you are made at disadvantage. At 18th level, as long as you are concious, you can stay in Ethereal Form until you choose to drop it as a bonus action.

You can use this ability a number of times equal to your Charisma modifier per long rest.





Additionally, you gain the ability to see and affect creatures in the Ethereal Plane up to range of 30 feet. This distance increases to 60 feet at 9th level and 120 feet at 17th level.

Spellcasting

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

Cantrips

You learn three cantrips: Minor Illusion 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 Spectre Spellcasting table 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.

For example, if you know the 1st-level spell Disguise Self and have a 1st-level and a 2nd-level spell slot available, you can cast Disguise Self 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 transmutation and illusion spells on the wizard spell list.

The Spells Known column of the Spectre Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a transmutation 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 a transmutation 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

Charisma is your spellcasting ability for your wizard spells, since you learn your spells through your ties to the ethereal. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier.





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