Multiclassing

Spell slots 5e rogue. Multiclassing | D&D 5th Edition Wikia | FANDOM powered by Wikia

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Scout Xanathar's Guide To Everything Skirmisher Starting at 3rd level, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you.

Use Magic Device By 13th level, you ignore all class, race, and level requirements on the use of magic items. Assassinate Starting at 3rd level, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

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Impostor At the 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You take your first turn at your normal initiative and your second turn at your initiative minus In addition, any hit you score against a creature that is surprised is a critical hit.

You can use those slots, but only to cast your lower-level spells.

Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

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While charmed, it regards you as a friendly acquaintance. Elegant Maneuver Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity Acrobatics or Strength Athletics check you make during the same turn.

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Pact Magic If you have both the spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the spellcasting class feature, and you can use the spell slots you gain from the spellcasting class feature to cast warlock spells you know.

Similarly, a spellcasting focus, holdem casino parties llc san antonio tx as a holy symbol, can be used only for the spells from the class associated with that focus.

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Insightful Manipulator Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own.

The creature must be able to hear you, and the two of you must share a language. Versatile Trickster At 13th level, as a bonus action on your turn, you can designate a creature within 5 feet of your Mage Hand.

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If a lower level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. Eye for Weakness At 17th level, while your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

Extra Attack If you gain the Extra Attack class feature from more than one class, the features don't add together.

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A few features, however, have additional rules when you're multiclassing: Your ruse is indiscernible to the casual observer. Magical Ambush Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Spells Known and Prepared You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. Once you use this feature, you can't use it again until you finish a long rest. Insightful Fighting At 3rd level, as a bonus action, you can make a Wisdom Insight check against a creature you can see that isn't incapacitated, contested by the target's Charisma Deception check.

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Intelligence score Charisma score Class levels if any At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any. Sudden Strike Starting at 17th level, if you take the Attack action on your turn, you can make one additional attack as a bonus action.