Pactmarked Rogue

by Xyrlian

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Pactmarked Rogue

Roguish Archetype

Otherworldly Pact

Pactmarked Rogues are often desperate souls approached by an Outsider to form a pact, granting them eldritch power to find vengeance. Often the path the rogue takes to revenge or the revenge itself serves the Outsider's inscrutable ends.

Pact Magic

When you reach 3rd level, you perform your ancient rite, augmenting your stealth and deftness with the ability to cast spells. You choose your spells from the warlock spell list.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots

The Pactmarked Rogue table shows how many spell slots you have to cast your warlock 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 short or long rest.

For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch-bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

You know two 1st-level warlock spells of your choice. The Spells Known column of the Pactmarked Rogue Spellcasting table shows when you learn more warlock 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.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so 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 warlock 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
Pactmarked Rogue Spellcasting
Rogue Level Cantrips Known Spells Known Spell Slots Slot Level Marks Known
3rd 2 2 1 1 2
4th 2 3 2 1 2
5th 2 3 2 1 2
6th 2 3 2 1 2
7th 2 4 2 2 2
8th 2 4 2 2 2
9th 2 4 2 2 3
10th 3 5 2 2 3
11th 3 5 2 2 3
12th 3 5 2 2 3
13th 3 6 2 3 4
14th 3 6 2 3 4
15th 3 6 2 3 4
16th 3 7 2 3 4
17th 3 7 2 3 5
18th 3 7 2 3 5
19th 3 8 2 4 5
20th 3 9 2 4 5

Eldritch Marks

At 3rd level, you learn two eldritch mark of your choice, which are detailed below. You gain an additional mark of your choice at 9th, 13th, and 17th level. When you gain a level in this class, you can replace one mark you know with a different one.

If an eldritch mark has prerequisites, you must meet them to learn it. You can learn the mark at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Eldritch Marks

Mark of Acuity

You can cast detect magic at will, without expending a spell slot. Additionally, while you are concentrating on the spell, you can see normally in darkness, both magical and nonmagical, within the spell's range.

Mark of Agility

You can cast jump and longstrider on yourself at will, without expending a spell slot or material component.

Additionally, you can cast feather fall on yourself once, without expending a spell slot or material component. You can’t do so again until you finish a long rest.

Mark of Displacement

The mark of your pact grants you the ability to teleport short distances. Immediately after you use your Cunning Action, you can forfeit any amount of your movement to teleport the same distance to an unoccupied location you can see.

You cannot use this feature to teleport through magical force that is Medium or larger, such as a wall of force. If you attempt to do so, you appear in an unoccupied space within 5 feet on the side of the magical force that you teleported from.

Mark of Foresight

Prerequisite: 9th level


You can cast find traps at will, without expending a spell slot.

Mark of Possession

You can cast beast bond, beast sense, and speak with animals at will, without expending a spell slot.

Mark of Premonition

Prerequisite: 9th level


You can add your proficiency bonus to initiative rolls.

Mark of Relativity

Prerequisite: 13th level


You know the haste and slow spells. They are warlock spells for you, but don't count against your number of spells known.

Additionally, you can cast each spell once without expending a spell slot or requiring any components. Once you cast either spell in this way, you can’t do so again until you finish a long rest.

Mark of Vitality

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Mark of Semblance

You can cast disguise self at will, without expending a spell slot.

Mark of Shadow Kill

Prerequisite: 17th level


When you reduce a creature that is surprised to 0 hit points with a weapon attack, it is turned to ash. A creature killed in this way and everything it is wearing and carrying, except Magic Items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a wish spell.

Mark of Sympathy

Prerequisite: 17th level


When you hit a creature that is surprised with a weapon attack, you can use your bonus action to force a different creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. The DC equals your spell save DC. On a failed save, the target takes the same damage as the first creature.


  • Art: Davriel, Rogue Shadowmage by Daarken