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Rogue

Hypnotist

You are a master of warping and bending the minds of others. You have learned new and innovative ways to use spells of the Enchantment school to further your plans. A Hypnotist forges a path ahead, making their own brand of manipulation through your advanced knowledge of psychology. You take advantage of those that are dull or mentally inhibited to manipulate them.

Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd232--
4th243--
5th243--
6th243--
7th2542--
8th2642--
9th2642--
10th3743--
11th3843--
12th3843--
13th39432--
14th310432--
15th310432--
16th31143--
17th31143--
18th31143--
19th312431
20th313431

Subclass Features

Lv 3

Spellcasting

INT is your spellcasting ability for your Rogue spells. Your magic comes from intense study and fine-honed skill. You use your INT whenever a spell refers to your spellcasting ability. In addition, you use your INT modifier when setting the saving throw DC for a Roque spell you cast and when making an attack roll with one.

You learn spells from the Enchantment school.

Spell save DC = 8 + your Proficiency Bonus + your INT modifier

Spell attack modifier = your Proficiency Bonus + your INT modifier

Whenever you gain a level in this class, you can replace one of the Rogue spells you know with another spell of your choice from your spell list. The new spell must be of a level for which you have spell slots.

Cantrips

You learn two Cantrips from the Enchantment school.

Hypnotism

You have learned the subtle art of hypnotism. You can cast any leveled spells from the Enchantment school as a ritual with no material components other than a coin and thread or a quill.

A creature with a spell cast on it this way has disadvantage on the spell saving throw and must be alert for the full duration of the ritual.

Lv 9

Advanced Hypnotism

You learn more advanced methods of hypnotism. You always have the spells: Sleep, Command, and Charm Person always prepared that do not count towards the total number of spells you can learn. You can make those spells casting time as a bonus action times per long rest equal to your INT modifier (Minimum 1).

Lv 13

Techniques for the Susceptible

You are talented at manipulating the dull and unlearned. Creatures with a corresponding ability score that is 10 or below the spell’s saving throw type have disadvantage on the spell saving throw if it originated from you. For instance if the spell calls for a WIS saving throw and the creature has a WIS score of 9, the creature has disadvantage on the saving throw against you.

Lv 17

Master Hypnotist

You can manipulate those that are mentally impeded with great proficiency. When a creature is Unconscious, Charmed or under the effects of the Command spell, you can cast Sleep, Command, or Charm Person on the creature as long as it does not have the condition already without expending a spell slot. Such as you would be able to cast Sleep on a creature that you used Command on but not Command an additional time.

Once you use this feature on a creature it is Immune to it for 24 hours. You can use this feature times per long rest equal to your INT modifier (Minimum 1).