House of Rooks
The clandestine members of the House of Rooks
make adept spies, assassins, and scouts, though
they might just as easily pick up jobs run by rogues
and brigands. In addition to their suite of cantrips,
Rooks are light on their feet and know a few tricks to
magically open doors in utter silence.
ROOK STRIKE
Starting you choose this house at 3rd level, as a
bonus action, you can gain advantage on the next
spell attack roll you make on your turn. Alternatively,
you can impose disadvantage on a saving throw a
creature makes against a warmage spell you cast
before the end of your turn.
Once you use this ability, you can’t use it again
until you finish a short or long rest, or you use a
cantrip to reduce a creature to 0 hit points.
RASP
Starting at 3rd level, you can cast the knock spell at
will without using a spell slot or spell components.
When you cast the spell using this ability, the
casting time is increased to 1 minute and the spell is
completely silent.
ARCANE ACROBAT
Beginning at 7th level, you can add your Intelligence
modifier to all Dexterity checks you make.
Additionally, while you are conscious, you ignore
falling damage from falling any distance shorter
than 60 feet. Subtract 60 feet from the distance fallen
when calculating falling damage from further drops.
FLEETING DECOY
At 10th level, as a reaction when you take damage
from a creature you can see, you raise a defensive
illusion to protect you from further harm. Attacks
made against you have disadvantage until the
beginning of your next turn.
ELUSIVE STEP
By 15th level, you’re extremely difficult to pin down.
If you move more than 15 feet on your turn, any
additional movement you make does not provoke
opportunity attacks.
FLASH OF FEATHERS
Starting at 18th level, you can vanish without a trace,
slip behind enemy lines, and dive in for the kill. You
can cast the invisibility spell once, targeting yourself
only, without using a spell slot or spell components.
While you are invisible, your movement speed is
doubled, and you can make one attack or cast one
warmage cantrip without ending the spell.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
No Comments