SIGNING IN

Punti Ferita

Dadi Vita 1d6 per livello

Competenze

WIS , CHA

Rouge

Livello Bonus di Competenza Caratteristiche Cantrips Known
1 + 2 Make-Up Savant Spellcasting 3
2 + 2 Make-Up Savant Spellcasting 3
3 + 2 Make-Up Savant Spellcasting 3
4 + 2 Make-Up Savant Spellcasting 4
5 + 3 Make-Up Savant Spellcasting 4
6 + 3 Make-Up Savant Spellcasting 4
7 + 3 Make-Up Savant Spellcasting 4
8 + 3 Make-Up Savant Spellcasting 4
9 + 4 Make-Up Savant Spellcasting 4
10 + 4 Make-Up Savant Spellcasting 5
11 + 4 Make-Up Savant Spellcasting 5
12 + 4 Make-Up Savant Spellcasting 5
13 + 5 Make-Up Savant Spellcasting 5
14 + 5 Make-Up Savant Spellcasting 5
15 + 5 Make-Up Savant Spellcasting 5
16 + 5 Make-Up Savant Spellcasting 5
17 + 6 Make-Up Savant Spellcasting 5
18 + 6 Make-Up Savant Spellcasting 5
19 + 6 Make-Up Savant Spellcasting 5
20 + 6 Make-Up Savant Spellcasting 5

Spell Slots per Spell Level

Livello Bonus di Competenza Caratteristiche 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Make-Up Savant Spellcasting 2 0 0 0 0 0 0 0 0
2 + 2 Make-Up Savant Spellcasting 3 0 0 0 0 0 0 0 0
3 + 2 Make-Up Savant Spellcasting 4 2 0 0 0 0 0 0 0
4 + 2 Make-Up Savant Spellcasting 4 3 0 0 0 0 0 0 0
5 + 3 Make-Up Savant Spellcasting 4 3 2 0 0 0 0 0 0
6 + 3 Make-Up Savant Spellcasting 4 3 3 0 0 0 0 0 0
7 + 3 Make-Up Savant Spellcasting 4 3 3 1 0 0 0 0 0
8 + 3 Make-Up Savant Spellcasting 4 3 3 2 0 0 0 0 0
9 + 4 Make-Up Savant Spellcasting 4 3 3 3 1 0 0 0 0
10 + 4 Make-Up Savant Spellcasting 4 3 3 3 2 0 0 0 0
11 + 4 Make-Up Savant Spellcasting 4 3 3 3 2 1 0 0 0
12 + 4 Make-Up Savant Spellcasting 4 3 3 3 2 1 0 0 0
13 + 5 Make-Up Savant Spellcasting 4 3 3 3 2 1 1 0 0
14 + 5 Make-Up Savant Spellcasting 4 3 3 3 2 1 1 0 0
15 + 5 Make-Up Savant Spellcasting 4 3 3 3 2 1 1 1 0
16 + 5 Make-Up Savant Spellcasting 4 3 3 3 2 1 1 1 0
17 + 6 Make-Up Savant Spellcasting 4 3 3 3 2 1 1 1 1
18 + 6 Make-Up Savant Spellcasting 4 3 3 3 3 1 1 1 1
19 + 6 Make-Up Savant Spellcasting 4 3 3 3 3 2 1 1 1
20 + 6 Make-Up Savant Spellcasting 4 3 3 3 3 2 2 1 1

Incantesimi di Classe

blade ward booming blade|tce friends guidance mending prestidigitation resistance thaumaturgy vicious mockery absorb elements|xge armor of agathys charm person comprehend languages cure wounds detect poison and disease detect magic disguise self expeditious retreat false life feather fall jump longstrider mage armor protection from evil and good sanctuary alter self barkskin blur darkvision detect thoughts dragon's breath|xge enhance ability enlarge/reduce enthrall gentle repose invisibility mirror image pass without trace see invisibility fear feign death haste meld into stone nondetection protection from energy remove curse revivify tongues vampiric touch water breathing compulsion confusion death ward divination freedom of movement greater invisibility polymorph awaken creation dream modify memory passwall contingency harm heal sunbeam true seeing etherealness plane shift regenerate symbol clone glibness mind blank telepathy astral projection foresight invulnerability shapechange time stop blade ward|xphb friends|xphb guidance|xphb mending|xphb prestidigitation|xphb resistance|xphb thaumaturgy|xphb vicious mockery|xphb armor of agathys|xphb charm person|xphb comprehend languages|xphb cure wounds|xphb detect poison and disease|xphb detect magic|xphb disguise self|xphb expeditious retreat|xphb false life|xphb feather fall|xphb jump|xphb longstrider|xphb mage armor|xphb protection from evil and good|xphb sanctuary|xphb alter self|xphb barkskin|xphb blur|xphb darkvision|xphb detect thoughts|xphb enhance ability|xphb enlarge/reduce|xphb enthrall|xphb gentle repose|xphb invisibility|xphb mirror image|xphb pass without trace|xphb see invisibility|xphb fear|xphb feign death|xphb haste|xphb meld into stone|xphb nondetection|xphb protection from energy|xphb remove curse|xphb revivify|xphb tongues|xphb vampiric touch|xphb water breathing|xphb compulsion|xphb confusion|xphb death ward|xphb divination|xphb freedom of movement|xphb greater invisibility|xphb polymorph|xphb awaken|xphb creation|xphb dream|xphb modify memory|xphb passwall|xphb contingency|xphb harm|xphb heal|xphb sunbeam|xphb true seeing|xphb etherealness|xphb plane shift|xphb regenerate|xphb symbol|xphb clone|xphb glibness|xphb mind blank|xphb telepathy|xphb astral projection|xphb foresight|xphb shapechange|xphb time stop|xphb

Caratteristiche di Classe

Livello 1

Make-Up Savant
Spellcasting

Livello 10

Someone Else's Face

Livello 12

Ability Score Improvement

Livello 13

Rouge Specialisation feature

Livello 14

Comedy and Drama

Livello 15

Inked Magic (3rd)

Livello 16

Ability Score Improvement

Livello 18

Face of Habit

Livello 19

Ability Score Improvement

Livello 2

Rouge Specialisation

Livello 20

Rouge Specialisation feature

Livello 3

Favoured Face
Mirror Mirror

Livello 4

Ability Score Improvement

Livello 5

Inked Magic (1st)

Livello 6

Rouge Specialisation feature

Livello 8

Ability Score Improvement

Livello 9

Inked Magic (2nd)

Progressione Incantatore

Progressione Incantatore: full

Progressione Trucchetti

Livello 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Trucchetti Conosciuti 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5

Competenze

Skills

Equipaggiamento Iniziale

(a) 2 daggers or (b) quarterstaff
a disguise kit, a set of painter's supplies, and a make-up kit

Caratteristiche di Classe

Make-Up Savant (Level 1)

Starting at 1st level, your proficiency bonus is doubled for any ability check that involves the use of your disguise kit, your painter's supplies, or your make-up kit.

Spellcasting (Level 1)

Your ability to channel magic through the application of make-up is an uncommon source of power in the world, replicating effects from both the study of the arcane and the divine. When you cast spells, the somatic and material components of the spell are replaced with the act of applying make-up to you or your target. See chapter 10 for the general rules of spellcasting.

Cantrips

At 1st level, you know three cantrips of your choice from the rouge spell list. You learn additional rouge cantrips of your choice at higher levels, as shown in the Cantrips Known column of the rouge table.

Preparing and Casting Spells

The rouge 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 prepare the list of rouge spells that are available for you to cast, choosing from the rouge spell list. When you do so, choose a number of rouge spells equal to your Charisma modifier + your rouge level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level rouge, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of rouge spells requires time spent arranging your make-up kit in the correct configuration: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your rouge spells. The power of your spells comes from your technical ability with your make-up supplies. You use your Charisma whenever a rouge spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a rouge spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You use your make-up kit as a spellcasting focus for your rouge spells, which can also replace somatic components. Without your make-up kit, you cannot cast spells of 1st level or higher, but you can still cast cantrips.

When you cast a spell that has material components with a gold cost, you can replace the components of that spell with your make-up, but you require specialised, expensive make-up to do so. The specialised make-up you need costs the same amount as the materials components would have cost.

Rouge Specialisation (Level 2)

At 2nd level, choose one rouge specialisation: Clown, Effects Master, Fashionista, Goth, or Pretty Face. Each specialisation is a different mode of application for your make-up skills.

Specialisation Spells

Each rouge specialisation has a list of spells—its specialisation spells—that you gain when you can cast spellsof the level listed in the description. Once you gain a specialisation spell, you always have it prepared, and it doesn't count against the number of spells you can prepareeach day.

If you have a specialisation spell that doesn't appear on the rouge spell list, the spell is nonetheless a rouge spell for you.

Favoured Face (Level 3)

Starting at 3rd level, you can choose a favoured face from the following list. The effects apply only as long as your make-up remains on your face, and these are not considered to be magical effects (for example, they cannot be dispelled). Using a mirror, you can change your favoured face by taking ten uninterrupted minutes to apply new make-up.

Your rouge specialisation gives you an additional favoured face option.

Blushing Bride

You have advantage on Charisma checks made to flirt with humanoid creatures.

Eyes of Horus

You have advantage on Wisdom (Perception) checks that rely on sight.

Note: Your passive Perception score is also increased by 5 by this favoured face option.

Empty Doll

Other creatures have disadvantage on Wisdom (Insight) checks made to gain insight on your thoughts or behaviour

Venomous Ivy

When you use your action to kiss a humanoid creature on the lips, they take 2d8 poison damage. This damage increases to 3d8 at your 5th level of rouge, to 4d8 at 11th level of rouge, and 5d8 at 17th level of rouge. A creature that knows you are trying to kiss it can make a Dexterity saving throw against your spell save DC to avoid being kissed.

Shadowy Stalker

You can take the Hide action as a bonus action while in dimlight or darkness.

Mirror Mirror (Level 3)

Also at 3rd level, you gain the ability to fabricate mirrors from any substance. Choose a 1 foot by 1 foot block of loose materials that you can see within range that are stone, sand, or another mineral substance. You create a circular mirror that has a diameter of no more than 1 foot. This mirror can include a handle. Creatures or magic items are unaffected by this ability.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Inked Magic (1st) (Level 5)

Starting at 5th level, you can replenish your source of magic by taking 10 minutes to paint a rune into your skin using your make-up kit. You can smear away this rune as a bonus action to regain a 1st-level spell slot. Once you have replenished a spell slot using this feature, you can't repaint the rune on your body until you have completed a short or long rest.

Rouge Specialisation feature (Level 6)

At 6th level, you gain a feature granted by your Rouge Specialisation.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Inked Magic (2nd) (Level 9)

At 9th level, you gain the knowledge to paint a second rune into your skin. This second rune functions the same as the first, but can be used to replenish a 1st- or 2nd-level spell slot.

Someone Else's Face (Level 10)

Starting at 10th level, your make-up ability becomes uncanny. After studying a humanoid face for at least 10 minutes, you can take another 10 minutes to perfectly replicate that face onto your own. In addition to changing your face, your magic also changes your voice to match, and can also make you shorter or taller by up to 1 foot. The effects last until the make-up is removed.

A suspicious creature can make a Wisdom (Insight) ability check to examine you, rolling against your spell save DC to identify you as an imposter. The creature has advantage on this check if they have a close relationship with this person.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Rouge Specialisation feature (Level 13)

At 13th level, you gain a feature granted by your Rouge Specialisation.

Comedy and Drama (Level 14)

Starting at 14th level, when you are under the effects of aspell or other magical effect, you can take an action to repaint your face, changing your expression in the process. If you do so, the next saving throw you make to end the spell or effectis made with advantage. This doesn't end any effects that rely on wearing make-up. It also changes your mood from optimistic to pessimistic, or vice versa.

Inked Magic (3rd) (Level 15)

At 15th level, you gain the knowledge to paint a third rune into your skin. This third rune functions the same as the first and second, but can be used to replish a 1st-, 2nd-, or 3rd-level spell slot.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Face of Habit (Level 18)

At 18th level, you have grown so adept at painting your face that much of your magical ability comes without conscious thought. You don't need to spend spell slots to cast 1st-level spells from your list of specialisation spells. To cast the spell at a higher level, you must spend the appropriate spell slot. For example, a clown can cast color spray at will, or it can spend a 2nd-level slot to cast color spray at a higher level.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Rouge Specialisation feature (Level 20)

At 20th level, you gain a feature granted by your Rouge Specialisation.

Multiclasse

Requisiti Multiclasse

{"cha":13}

Competenze Ottenute

Skills Choose Scegli 1 da Acrobatics, Arcana, Deception, History, Insight, Intimidation, Perception, Performance, Persuasion, Religion, Sleight Of Hand, Stealth

Sottoclassi

Effects Master
WRTR
Fashionista
WRTR
Goth
WRTR
Pretty Face
WRTR
The Clown
WRTR

Caratteristiche Sottoclasse

Effects Master

Effects Master (Level 2)

The effects master excels at creating special effects and illusions. Their make-up extends to the world before them, leaping off of their skin and forming into strange and entrancing creations.

Effects Make-Up

After taking this specialisation at 2nd level, while you are wearing your make-up, you know minor illusion and thaumaturgy. This doesn't count against the number of cantrips you know.

Illusory Visage

Starting when you take this specialisation at 2nd level, while you are wearing make-up, creatures do not form memories of your face unless they are immune to being charmed. A creature can remember you in other ways, such as through your clothes, your build, your actions, your equipment, or your voice, but your face appears as a blurry smear in their memory. You can choose specific creatures to ignore this effect.

Favoured Face Option: Special Effect (Level 3)

At 3rd level, this option becomes available to you.

The make-up on your face is a shifting miasma of shapes and colours. As an action, you can reshape your make-up to form a scene from your memory or imagination, creating a rough visual approximation within the limitations of your make-up.

Fearful Magic (Level 6)

Starting at 6th level, when a creature fails a saving throw against one of your spells of 1st level or higher, the creature is also frightened of you for the duration of the spell if you choose.

Mysterious Illusions (Level 13)

Starting at 13th level, the illusions you create through phantasmal force and phantasmal killer have no limitation on size.

You Won't Believe Your Eyes (Level 20)

Starting at 20th level, when a creature that fails a save against one of your spells of 1st-level or higher, you can force the creature to become maddened by its experience in addition to the effects of the spell. The madness lasts for 1d10 minutes. Once a creature has been maddened by this effect, it can't be maddened in the same way for 24 hours. Roll on the Short-Term Madness table in the Dungeon Master's Guide to determine the target's madness.

Fashionista

Fashionista (Level 2)

Always the center of attention, the fashionista languishes in the spotlight, using their magic to light up the room and bask in their own glory.

Fashionista Make-Up

After taking this specialisation at 2nd level, while wearing your make-up, you know dancing lights and thaumaturgy. This doesn't count against the number of cantrips you know.

Fashion Statement

Starting when you take this specialisation at 2nd level, while you are wearing make-up, you can give off radiant light, expelling bright light up to 10 feet and dim light another 10 feet past that. A creature in the bright light has disadvantage on melee attack rolls against you unless it can see you through any other senses it has. You can deactivate or reactivate this effect as an action by smearing or re-applying parts of your make-up.

Favoured Face Option: Gliding Model (Level 3)

At 3rd level, this option becomes available to you.

You have advantage on ability checks and saving throws made to avoid being knocked prone, and you can ignore the effects of difficult terrain.

Charming Magic (Level 6)

Starting at 6th level, when a creature fails a saving throw against one of your spells of 1st level or higher, the creature is also charmed by you for the duration of the spell if you choose.

Belle of the Ball (Level 13)

Starting at 13th level, as an action, you can choose a creature you can see within 60 feet of your position. The target must succeed on a Wisdom saving throw against your spell save DC or become charmed by you. While charmed, the creature can't perceive creatures other than youwith its normal vision. At the end of each of its turns, the target can remake the saving throw, ending the effects early on a success.

Once the effects have ended or the target succeeds on any saving throw against this feature, the target is immune to this feature for 24 hours, and you must complete a short or long rest before you can use this feature again.

Belle of the Ball Improvement (Level 20)

At 20th level, when you first choose the target, you can also choose two other creatures you can see within 30 feet of the original target to be affected. While a creature is charmed by you with this feature, you can use your action on subsequent turns to target additional creatures, with no limitation on the total number of creatures charmed. All effects end one minute after initially using the feature if they haven't already.

Goth

Goth (Level 2)

Goths take control of their nightmares and use them to combat the real terrors of the world. The worst isn't inside of us. Inside of us is the power to ensure that no innocent person will lay awake in fear ever again.

Goth Make-Up

After taking this specialisation at 2nd level, while wearing your make-up, you know chill touch and spare the dying. This doesn't count against the number of cantrips you know.

Blanket of Darkness

Starting at 2nd level, while you are wearing make-up, you can use your action to meld into an area of dim light or darkness, becoming invisible until the end of your next turn or until you make an attack roll or force a creature to make a saving throw. While you are invisible, your speed is 0, but you can use your bonus action to teleport up to 30 feet away into an empty space of dim light or darkness that you can see.

Favoured Face Option: The Veil of Death (Level 3)

At 3rd level, this option becomes available to you.

While motionless, you are indistinguishable from a corpse. A creature can make a Wisdom (Medicine) check against your spell save DC to determine that you are alive.

Fearful Magic (Level 6)

Starting at 6th level, when a creature fails a saving throw against one of your spells of 1st level or higher, the creature is also frightened of you for the duration of the spell if you choose.

Nightmare Weaver (Level 13)

Starting at 13th level, you can regain a 5th-level spell slot or lower after casting dream. Once you have done this, you can't do so again until you finish a long rest.

In addition, a creature that you've cast dream on is particularly susceptible to your influence. For the next 24 hours after failing a saving throw against your dream, a creature has disadvantage on Wisdom saving throws against spells and other magical effects originating from you.

Deepest, Darkest Fears (Level 20)

At 20th level, you can summon forth creatures of the darkness to overwhelm your enemies in a waking nightmare. As an action, you choose a creature within 30 feet of you that you can see. The target must succeed on a Wisdom saving throw against your spell save DC or become swarmed by spectral monsters related to its deepest fears. The target is petrified for 1 minute.

The spectral monsters can take any shape. Some suggestions are included as follows.

  • Snakes wind their way around the target's legs.

  • Spiders wrap the target up in webs.

  • Imps hover around the target, poking and prodding with their barbed spears, pulling at its hair, reading out from an arcane contract all of the bad things the target has done.

  • Ghostly apparitions of the target's deceased family members circle around them, criticising them for not living up to expectations.

  • A grim specter of death wraps the target possessively in its cloak. The time is nigh.

Pretty Face

Pretty Face (Level 2)

Most people would want to be more than a pretty face, but these specialists know that they don't have to be. Their skills with make-up ensure they are more alluring and dangerous than anyone else, drawing in victims through sheer attraction before using them and discarding them.

Pretty Make-Up

After taking this specialisation at 2nd level, while wearing your make-up, you know friends and guidance. This doesn't count against the number of cantrips you know.

Just Can't Resist

At 2nd level, you become proficient in Persuasion if you aren't already. You have advantage on Charisma (Persuasion) checks in social settings.

Favoured Face Option: White as Snow (Level 3)

At 3rd level, this option becomes available to you.

You can communicate simple ideas with tiny beasts such as birds, squirrels, and fish through sounds and gestures.

Charming Magic (Level 6)

Starting at 6th level, when a creature fails a saving throw against one of your spells of 1st level or higher, the creature is also charmed by you for the duration of the spell if you choose.

Boundless Charm (Level 13)

Starting at 13th level, when the result of a Charisma (Persuasion) check is less than 15, your result becomes 15.

It's What's Outside That Counts (Level 13)

Also at 13th level, you can spend 1 hour to apply make-up toan allied creature you can see. Once the make-up has been applied, while the target wears this make-up, it shares your Boundless Charm feature. The make-up automatically rubsoff after 8 hours.

Irresistible (Level 20)

Starting at 20th level, enemies have disadvantage on saving throws against your enchantment spells of 1st level or higher.

The Clown

The Clown (Level 2)

The clown is an entertainer, but equally they are a figure of horror, drawing upon the ghostly pallour of the dead, the bright red lips of a poisonous beetle, the sunken eyes of a bloated corpse, the wild hair of a thorny brush, and the gangly movements of a puppet without a master.

Clown Make-Up

After taking this specialisation at 2nd level, while wearing your make-up, you know friends and vicious mockery. This doesn't count against the number of cantrips you know.

Tumbling Fool

Starting when you take this specialisation at 2nd level, you become proficient in Acrobatics if you aren't already.

While you are wearing make-up, when you take damage from a fall, you can choose to ignore the damage if it is less than your rouge level x5. Additionally while you are wearing make-up, you can take the Disengage action as a bonus action.

Favoured Face Option: The Whole Circus (Level 3)

At 3rd level, this option becomes available to you.

When a creature hits you with a melee attack, your blank eyes and false smile is deeply unsettling to them. As a reaction, you force the creature to make a Wisdom saving throw against your spell save DC, becoming frightened of you until the end of your next turn on a failed save. A creature that succeeds on this save is immune to this effect for 24 hours.

Fearful Magic (Level 6)

Starting at 6th level, when a creature fails a saving throw against one of your spells of 1st level or higher, the creature is also frightened of you for the duration of the spell if you choose.

Just Clowning Around (Level 13)

Starting at 13th level, your ability to use vicious mockery in combat improves dramatically. You can add your Charisma modifier to the damage of the spell, and a creature that succeeds on its save takes half damage instead of none.

Pop-Up Carnival (Level 20)

Starting at 20th level, you have the power to trap a creature in a hallucinatory carnival nightmare. When a creature fails a saving throw against your vicious mockery, you can use this feature to instantly plunge the creature into your twisted carnival. This feature has no effect on creatures that can see through illusions, such as those with truesight.

An affected creature is stunned, and it is also blinded and deafened to its surroundings. The effects last until the end of your next turn, at which point the hallucinations cease and the creature takes 10d10 psychic damage as it reels from its horrific experience.

Once you have used this feature, you can't use it again until you finish a short or long rest.