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Rogue Subclass: Crown Jewel


Hit Points

Hit Dice: d8 per Rogue Subclass: Crown Jewel level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools: You gain proficiency in Jeweler's Kit. If you already have proficiency, you instead gain Expertise.
Saving Throws:
Skills:

Overview & Creation

Many thieves, good businessmen, or lords and nobles pride themselves in lavish furnishings, fine silks, and are notably ranked based on their wealth. The easiest kind of wealth to get is raw platinum or gold coin, you strive for the higher price, the shinier and finely cut welfare; gems. But the gem alone is not enough, so be it by the gods, your unlikely companion's magics, or just your stroke of luck that you don't just hold a piece of jewels on your person like the everyday common noble, instead you give it the oomph it deserves with a little courage, coin, and the occasional theft. OH and pixie dust.


Class Features

Strut and Stride

You can promise riches to those that would otherwise harm you. At 3rd level, as a bonus action, you can make a Persuasion or Deception check vs another creatures Insight, this creature must speak the same language as you, on a failed check the creature believes that if they follow your command, they'll be rewarded handsomely and are under the charmed condition until you or another friendly creature harms them. You can do this a number of times equal to your proficiency bonus, regaining all expended uses after finishing a long rest.  

Bonus Proficiency

You gain proficiency in Persuasion and Deception, if you already have proficiency, you instead gain Expertise.  

For the Common Rabble

The wealthy man must have his royal subjects. At 9th level, any friendly creature that has an Intelligence of 10 or higher and can wear your jewelry and can use them once per long rest using your Charisma modifier. However, if the creature were to have 20 Intelligence or higher, they can use it twice per short rest, but also do not need to be friendly towards you.  

Royal Lashings

Your weapons are the basic magics but don't have your touch of sparkle. At 13th level, you can imbue gemstones into a weapon of your choice. You can apply up to 3 gemstones, these three gemstones count as charges and based on the type and its value it can be expended to deal a certain type and amount of damage.
  • Saphire - Force
  • Tanzanite - Lightning or Thunder
  • Amber - Radiant
  • Diamond - Psychic
  • Ruby - Fire or Cold
  • Jade - Poison
  • Amethyst - Necrotic
  • Topaz - Acid
The damage is 1d8 for each 100gp of the gems worth, up to 3d8. However, if the weapon is inlaid with 3 of the same type of gemstone of the same value, you can expend all the stones to get a maximum of 6d8 damage. The gems price then drops 100gp (to a minimum of 50gp) and the magic in them dissipates, unable to be imbued with magic again until your next long rest.  

The Price of Nobility

Are you truly a noble if you don't use power absolutely? At 17th level, whenever you would strike an enemy and would add your Sneak Attack, you can expend the power you hold within all your gems to add on to that damage. For each spell slot you expend, you can add an extra Xd6 to your damage roll, X being the level of the spell slot expended, up to a maximum of 5d6.
Additionally, you can imbue one of your gems with a spell of 5th level and it must be worth 500gp, the gem must also be associated with the same school of magic. You can cast this spell once per long rest, you cannot cast this spell without using the gem. You can also use it to add to your Sneak Attack damage, but doing so will not allow you to expend any other spell slots of another level until the end of your next turn, and you gain 5d6 from this bonus.


Spellcasting

Cantrips

You learn three cantrips: mage hand, mending, and one other cantrip of your choice. You learn another cantrip of your choice at 10th level.

Spell Slots

The Crown Jewel 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.  

Spells Known

You know three 1st-level spells of your choice. Different gems may hold different schools of magic spells within them, the level the spell must be held with a gem of the level of the spell x 100gp. For example, charm person must be held with a diamond worth at least 100gp; 1st level spell x 100gp.
  • Sapphire - Abjuration
  • Tanzanite - Conjuration
  • Amber - Divination
  • Diamond - Enchantment
  • Ruby - Evocation
  • Jade - Illusion
  • Amethyst - Necromancy
  • Topaz - Transmutation
The Spells Known column of the Crown Jewel Spellcasting table shows when you can cast and wear more jeweled spells of 1st level or higher. Each of these spells 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. You may learn any spell from any arcane casting spell list whenever you would choose your Spells Known.   Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice as long as you have the required gemstone and its required value. The new spell must be of a level for which you have spell slots. If you do not currently hold the required gemstone you can still learn a new or replace a current spell, however, you can only cast it once per short or long rest using a spell slot until it is imbued in the necessary gemstone.  

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since you cast your spells through dedicated craftsmanship and with pazaz. 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 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
To cast any spell that you know you must wear the imbued gem on your person, should you imbue the Spell Known into a gemstone; i.e. a ring, necklace, crown, etc.
 


Rouge LevelCantrips KnownInlaid Magic (Spells Known)1st2nd3rd4th
3rd332---
4th332---
5th333---
6th333---
7th3442--
8th3542--
9th3642--
10th4743--
11th4843--
12th4843--
13th49432-
14th410432-
15th410432-
16th411433-
17th411433-
18th411433-
19th4124331
20th4134332

Created by

Xilus.

Statblock Type

Class Features

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