Daggerspell Mage

A master of blending the carnage of twin daggers with arcane spellcasting, daggerspell mages make devastating foes. To learn and perfect the art of balancing a spell on the edge of a blade takes years and must be practiced meticulously, but rewards it’s students with exceptional power.

Roguish Archetype

Daggerspell mages see the quick movements of their deadly daggers as an attendant part of their spellcasting. These sometimes reclusive figures remain spellcasters first and melee combatants second. Daggerspell mages are closely related to rogues and dark alleies dwellers, but where thiefs are quiet and calculating, a daggerspell mage is wild and impulsive.

Spellcasting

Beginning at 1st level, you have the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

You learn two cantrips: true strike and one cantrip of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Daggerspell 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.

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 evocation and transmutation spells on the wizard spell list. The Spells Known column of the Daggerspell Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or abjuration 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 evocation 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, 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.

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

Dagger Caster

Beginning at 1st level, you are able to cast spells with the somatic component, even while holding daggers in your hands. If you hold anything other than a dagger, you must also have a free hand open if you wish to cast somatic spells. Your daggers now count as an arcane focus for your spells, allowing them to substitute for material components so long as you are holding one in each hand.

Imbue Dagger

At 3rd level, you can imbue your daggers with magical energies. As a bonus action you may imbue a dagger you are holding with a spell you know of first level or higher, expending a spell slot and spell components as though you cast the spell normally. You may only imbue spells with a duration of instantaneous. This dagger remains imbued so long as you maintain concentration on it.

When making an attack with an imbued dagger, treat it as a normal attack. If the attack successfully hits a creature, the spell is cast centered on your target or targeting only the creature hit by the dagger, as appropriate. Spells requiring spell attacks automatically hit, since the dagger has already struck the target. Line and cone spells are cast in the direction of the attack.

Arcane slice and dice

Beginning at 7th level, when you use your action to cast a cantrip, you can make attack with both daggers as a bonus action.

Arcane Swift

At 10th level, you also gain the ability to teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action. After teleporting, you then have advantage on the first weapon attack you make before the end of the turn. You regain this ability after a short rest.

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Cyclone of Daggers

Upon reaching 18th level you may become a whirlwind of destruction for a brief moment. For one round you may attack every foe within melee reach of your daggers as a single action. You may also cast a single touch range spell as part of this attack, with the spell affecting any enemy you strike. These strikes count as two weapon fighting, and require you to be wielding a dagger in each hand. You regain this ability after a long rest.


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