# Rogue Archtype: Sorcerer's Blade

#### This	document	introduces	playtest	options	for a Roguish Archtype. 
>##### Playtest Material
The	material	here	is	presented	for	playtesting	and	to spark your imagination. These game mechanics	are	in draft form, usable in your campaign but not refined by design iterations or full game development. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events. If they become	official, they will	appear in a book.

## Sorcerer's Blade
Some Sorcerer's, to spite having a natural affinity for magic, choose to enhance their fine-honed skills of stealth and agility with their innate magic to make a versatile rogue learning tricks of enchantment and illusion.

### Innate Magic
This Subclass is **limited** to Races with Innate magic or spell-casting. This subclass can also be taken by any character with the at least 1 level in sorcerer. At the DM's option, you may choose another race with an innate magic stemming from background or plot.

#### Spellcasting 
Sorcerer's Blade gain the ability to cast Sorcerer spells to enhance their abilities, trick their foes, and defend themselves more effectively.

**Cantrips:**You learn three cantrips: Mage Hand and two other cantrips of your choice from the Sorcerer spell list. At 10th level you learn another cantrip from the Sorcerer spell list.

**Spell Slots** The Sorcerer's Blade 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.

You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.

**Spells Known** You know three 1st-level Sorcerer spells of your choice, two of which you must choose from the Sorcerer's Blade Spell list

The Spells Known column of the Sorcerer's Blade Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be from the Sorcerer's Blade Spell List, and must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the Sorcerer spells you know with another spell of your choice from the Sorcerer's Blade 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 sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Charisma modifier.

Spell attack modifier = Your proficiency bonus + Charisma modifier.

*Spellcasting Focus* 
You can use an arcane focus as a spellcasting focus for your sorcerer spells.

#### Sorcerer Origin
Eventually the origin of the rogue's sorcery starts to make an impact on their magic.
Sorcerer's Origin is determined by Race or the Sorcerer Multi-class option;

Starting at the 3rd Level, you have trained your magic with your blade so finely the source of your magical powers has started to take unique effects on it.
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>* **High Elf, Forest Gnome, Grey Dwarves (Duergar), Any other Race listed**  - **Wild Magic** - you gain the "Tides of Chaos" feature (as listed in the Sorcerer subclass in the Player's Handbook pg.103)- DM can provoke Wild magic surges as listed.
* **Aasimar (Protector, Scourge), Firblog** - **Divine Soul** - you gain the "Favored by the Gods" feature (as listed in the Sorcerer subclass in Xanathar's Guide to Everything pg.50) you also Benefit from the Divine Magic feature as listed.
* **Dark Elf (drow), Aasimar (Fallen), Yuan-Ti, Gith** - **Shadow Magic**- you gain the "Strength of the Grave" feature (as listed in the Sorcerer subclass in Xanathar's Guide to Everything pg.51) you also benefit from the Eyes of the Dark feature as listed Doubling Sorcery point cost.
* **Triton, Genasai** - **Storm Sorcery** - you gain the  "Tempestuous Magic" feature (as listed in the Sorcerer subclass in Xanathar's Guide to Everything pg.52) you also gain the Wind Speaker feature as listed.
* **Dragonborn** - **Draconic Bloodline**- you gain the "Draconic Resilience" feature(as listed in the Sorcerer subclass in the Player's Handbook pg.102) your Dragon Ancestor feature matches the Draconic Ancestor of your race. In addition, when using your breath weapon you make anyone damaged by the breath vulnerable to that damage type after the attack for 1d6 rounds.


#### Sorcerer's Blade Spellcasting Table
Sorcerer's Blade uses the Arcane trickster Table in the Players handbook
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<div class='footnote'>PART 1 | STABBY</div>




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#### Helping Hand
Starting at the 9th level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it using the bonus action granted by cunning action


* You can stow one object the hand is holding in a container worn or carried by another creature.
* You can retrieve an object in a container worn or carried by another creature.
* You can use thieves’ tools to pick locks and disarm traps at range.
* You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

You also gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

If you use Mage Hand in this way, because you have advantage, you will be able to Sneak Attack the designated creature even when nobody else is within 5 feet of it.


#### Magical Ambush
Starting at 13th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.


#### Paralysis Master
Starting at the 13th level, You gain the Hold Monster Spell and can cast it once. You gain the use of this feature again after a long rest.
#### Sorcery Progression
Starting at level 17, You gain moderate control over your innate magic giving unique new advancments.
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>* **Wild Magic** - you gain the "Controlled Chaos" feature (as listed in the Sorcerer subclass in the Player's Handbook pg.103)
* **Divine Soul** - you gain the "Otherworldly Wings" feature (as listed in the Sorcerer subclass in Xanathar's Guide to Everything pg.50)
* **Shadow Magic**- you gain the "Shadow Walk" feature (as listed in the Sorcerer subclass in Xanathar's Guide to Everything pg.51)
* **Storm Sorcery** - you gain the  "Wind Soul" feature (as listed in the Sorcerer subclass in Xanathar's Guide to Everything pg.52) you also gain the Wind Speaker feature as listed.
* **Draconic Bloodline**- you gain the "Dragon Wings" feature (as listed in the Sorcerer subclass in the Player's Handbook pg.103)


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<div class='footnote'>PART 2 | SPELL STUFF</div>

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# Sorcerer's Blade Spell List
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##### Cantrips (0 Level) 
- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Control Flames
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Friends
- Frostbite
- Green-Flame Blade
- Gust
- Infestation
- Light
- Lightning Lure
- Mage Hand
- Mending
- Message
- Minor Illusion
- Mold Earth
- Poison Spray
- Prestidigitation
- Ray of Frost
- Shape Water
- Shocking Grasp
- Sword Burst
- Thunderclap
- True Strike

##### 1st Level 
- Charm Person
- Color Spray
- Comprehend Language
- Detect Magic
- Disguise Self
- Expeditious Retreat
- Feather Fall
- Fog Cloud
- Jump
- Silent Image
- Sleep

##### 2nd Level 
- Alter Self
- Blindness/Deafness
- Blur
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Hold Person
- Invisibility
- Knock
- Levitate
- Mirror Image
- Misty Step
- Pyrotechnics
- See Invisibility
- Shadow Blades
- Spider Climb
- Suggestion
- Web

##### 3rd Level 
- Blink
- Catnap
- Clairvoyance
- Counterspell
- Dispel Magic
- Enemies Abound
- Fear
- Flame Arrows
- Fly
- Gaseous Form
- Haste
- Hypnotic Pattern
- Major Image
- Slow
- Tongues
- Water Breathing
- Water Walk

##### 4th Level 
- Charm Monster
- Confusion
- Greater Invisibility
- Dominate Beast



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<div class='footnote'>PART 3 | ZERO ATTACK SPELLS</div>