(Created page with "== Rogue == Rogues are the skilled specialists of the world. They travel the world, working jobs and gaining skills and coin, adaptively making their way in the world. {| class="wikitable" |+| Class Table |- ! Level !! Proficiency Bonus !! Features !! Tempo Points !! Experience Points |- | 1st || +2 || Expertise, Sneak Attack, Thieve's Cant || 1d6 || 0 |- | 2nd || +2 || Cunning Action || 1d6 || 300 |- | 3rd || +2 || Roguish Ace, Steady Aim || 2d6 || 1,000 |- | 4th || +2...")
 
 
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== Rogue ==
= Rogue =
Rogues are the skilled specialists of the world. They travel the world, working jobs and gaining skills and coin, adaptively making their way in the world.
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.<br>
A Locathah lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.<br>
Suppressing a giggle, a goblin waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.<br>
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.<br>
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.<br>
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.<br>
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.<br>
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.


{| class="wikitable"
{| class="wikitable"
|+| Class Table
|+| Class Table
|-
|-
! Level !! Proficiency Bonus !! Features !! Tempo Points !! Experience Points
! Level !! Proficiency Bonus !! Features !! Sneak Attack !! Experience Points
|-
|-
| 1st || +2 || Expertise, Sneak Attack, Thieve's Cant || 1d6 || 0
| 1st || +2 || [[Rogue#Expertise|Expertise]], [[Rogue#Sneak Attack|Sneak Attack]], [[Rogue#Thieve's Cant|Thieve's Cant]] || 1d6 || 0
|-
|-
| 2nd || +2 || Cunning Action || 1d6 || 300
| 2nd || +2 || [[Rogue#Cunning Action|Cunning Action]] || 1d6 || 300
|-
|-
| 3rd || +2 || Roguish Ace, Steady Aim || 2d6 || 1,000
| 3rd || +2 || [[Rogue#Roguish Archetype|Roguish Archetype]], [[Rogue#Steady Aim|Steady Aim]] || 2d6 || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || 2d6 || 3,000
| 4th || +2 || [[Rogue#Ability Score Improvements|Ability Score Improvement]] || 2d6 || 3,000
|-
|-
| 5th || +3 || Uncanny Dodge || 3d6 || 6,000
| 5th || +3 || [[Rogue#Uncanny Dodge|Uncanny Dodge]] || 3d6 || 6,000
|-
|-
| 6th || +3 || Expertise || 3d6 || 10,000
| 6th || +3 || [[Rogue#Expertise|Expertise]] || 3d6 || 10,000
|-
|-
| 7th || +3 || Evasion || 4d6 || 20,000
| 7th || +3 || [[Rogue#Evasion|Evasion]] || 4d6 || 20,000
|-
|-
| 8th || +3 || Ability Score Improvement || 4d6 || 40,000
| 8th || +3 || [[Rogue#Ability Score Improvements|Ability Score Improvement]] || 4d6 || 40,000
|-
|-
| 9th || +4 || Roguish Ace Feature || 5d6 || 60,000
| 9th || +4 || [[Rogue#Roguish Archetype|Roguish Archetype Feature]] || 5d6 || 60,000
|-
|-
| 10th || +4 || Ability Score Improvement || 5d6 || 80,000
| 10th || +4 || [[Rogue#Ability Score Improvements|Ability Score Improvement]] || 5d6 || 80,000
|-
|-
| 11th || +4 || Reliable Talent || 6d6 || 100,000
| 11th || +4 || [[Rogue#Reliable Talent|Reliable Talent]] || 6d6 || 100,000
|-
|-
| 12th || +4 || Ability Score Improvement || 6d6 || 120,000
| 12th || +4 || [[Rogue#Ability Score Improvements|Ability Score Improvement]] || 6d6 || 120,000
|-
|-
| 13th || +5 || Roguish Ace Feature || 7d6 || 140,000
| 13th || +5 || [[Rogue#Roguish Archetype|Roguish Archetype Feature]] || 7d6 || 140,000
|-
|-
| 14th || +5 || Blindsense || 7d6 || 160,000
| 14th || +5 || [[Rogue#Blindsense|Blindsense]] || 7d6 || 160,000
|-
|-
| 15th || +5 || Slippery Mind || 8d6 || 180,000
| 15th || +5 || [[Rogue#Slippery Mind|Slippery Mind]] || 8d6 || 180,000
|-
|-
| 16th || +5 || Ability Score Improvement || 8d6 || 200,000
| 16th || +5 || [[Rogue#Ability Score Improvements|Ability Score Improvement]] || 8d6 || 200,000
|-
|-
| 17th || +6 || Roguish Ace Feature || 9d6 || 225,000
| 17th || +6 || [[Rogue#Roguish Archetype|Roguish Archetype Feature]] || 9d6 || 225,000
|-
|-
| 18th || +6 || Elusive || 9d6 || 250,000
| 18th || +6 || [[Rogue#Elusive|Elusive]] || 9d6 || 250,000
|-
|-
| 19th || +6 || Ability Score Improvement || 10d6 || 300,000
| 19th || +6 || [[Rogue#Ability Score Improvements|Ability Score Improvement]] || 10d6 || 300,000
|-
|-
| 20th || +6 || Stroke of Luck, Deadly Sneak Attack || 10d8 || 350,000
| 20th || +6 || [[Rogue#Stroke of Luck|Stroke of Luck]], [[Rogue#Deadly Sneak Attack|Deadly Sneak Attack]] || 10d8 || 350,000
|}
|}


Class Information.
=== Class Information ===
Hit Dice. 1d8 per rogue level
'''Hit Dice.''' 1d8 per Rogue Level<br>
1st Level Hitpoints. 8+ your Constitution modifier
'''1st Level Hitpoints.''' 8+ your Constitution Modifier<br>
Higher Level Hitpoints. 1d8 (or 5) + your Constitution modifier per rogue level after 1st
'''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution Modifier per Rogue Level after 1st<br>
Armor Proficiencies. Light Armor
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]]<br>
Weapon Proficiencies. Simple Weapons, Hand Crossbows, Longbows Longswords, Rapiers, Sabers and Shortswords
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]], [[Armor and Weapons#Martial Ranged Weapons|Hand Crossbows]], [[Armor and Weapons#Martial Ranged Weapons|Longbows]], [[Armor and Weapons#Martial Melee Weapons|Longswords]], [[Armor and Weapons#Martial Melee Weapons|Rapiers]], [[Armor and Weapons#Martial Melee Weapons|Sabers]]<br>
Tool Proficiencies. Thieve’s Tools and one Set of Artisan’s Tools
'''Tool Proficiencies.''' [[Adventuring Gear#General Tools|Thieve's Tools]] and one [[Adventuring Gear#Artisan's Tools|Set of Artisan's Tools]]<br>
Saving Throw Proficiencies. Dexterity and Intelligence
'''Saving Throw Proficiencies.''' Dexterity and Intelligence<br>
Skill Proficiencies. Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
'''Skill Proficiencies.''' Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth<br>
Equipment. A Rapier or a Saber or a Shortsword, a Longbow and Quiver of 20 Arrows or a Shortsword, an Equipment Pack, Leather Armor, two Daggers, and Thieve’s Tools
'''Equipment.''' A [[Armor and Weapons#Martial Melee Weapons|Rapier]] or a [[Armor and Weapons#Martial Melee Weapons|Saber]] or a [[Armor and Weapons#Simple Melee Weapons|Shortsword]], a [[Armor and Weapons#Martial Ranged Weapons|Longbow]] or a [[Armor and Weapons#Simple Melee Weapons|Shortsword]], an [[Equipment Packs|Equipment Pack]], [[Armor and Weapons#Light Armor|Leather Armor]], two [[Armor and Weapons#Simple Melee Weapons|Daggers]], and [[Adventuring Gear#General Tools|Thieve's Tools]]
<br><br>


Expertise. At 1st level choose two skills you’re proficient with. You have expertise in these skills, you double your proficiency bonus when making an ability check with them. Additionally you gain expertise in Thieve's Tools.
{| class="wikitable"
|+ Rogue Features Summarized
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Expertise|Expertise]] || 1st || You gain Expertise in some Skills and a [[Adventuring Gear#Tools|Tool]]
|-
| [[Rogue#Sneak Attack|Sneak Attack]] || 1st || You can deal extra Damage when you meet certain conditions
|-
| [[Rogue#Thieve's Cant|Thieve's Cant]] || 1st || You learn [[Languages#Thieve's Cant|Thieve's Cant]]
|-
| [[Rogue#Cunning Action|Cunning Action]] || 2nd || You can Dash, Disengage, and Hide as a Bonus Action
|-
| [[Rogue#Roguish Archetype|Roguish Archetype]] || 3rd || You choose your subclass, and gain features at 3rd, 9th, 13th, and 17th Level
|-
| [[Rogue#Steady Aim|Steady Aim]] || 3rd || You can use a Bonus Action to get Advantage on an Attack if you don't move
|-
| [[Rogue#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th, 12th, 16th, and 19th Level
|-
| [[Rogue#Uncanny Dodge|Uncanny Dodge]] || 5th || You can use your Reaction to take half Damage from an Attack
|-
| [[Rogue#Expertise|Expertise]] || 6th || You gain Expertise in some Skills and a [[Adventuring Gear#Tools|Tool]]
|-
| [[Rogue#Evasion|Evasion]] || 7th || You're better against Dexterity Saving Throws to take half Damage
|-
| [[Rogue#Reliable|Reliable Talent]] || 11th || You can't get less than a 10 on the die for Skills you're Proficient with
|-
| [[Rogue#Blindsense|Blindsense]] || 14th || You know where nearby hidden and [[Conditions#Invisible|Invisible]] creatures are
|-
| [[Rogue#Slippery Mind|Slippery Mind]] || 15th || You get Proficiency with Wisdom and Charisma Saving Throws
|-
| [[Rogue#Elusive|Elusive]] || 18th || No one can Attack you with Advantage
|-
| [[Rogue#Stroke of Luck|Stroke of Luck]] || 20th || If you miss and Attack you can Crit, and if you fail and Ability Check, you can get a 20
|-
| [[Rogue#Deadly Sneak Attack|Deadly Sneak Attack]] || 20th || Your Sneak Attack uses d8s instead of d6s
|}
 
==== Expertise ====
''1st and 6th Level Rogue Feature''<br>
Choose two Skills you are Proficient with, but do not have Expertise in. You gain Expertise in those Skills.<br>
Additionally, choose one [[Adventuring Gear#Tools|Set of Tools]] that you are Proficient with, but do not have Expertise in. You gain Expertise in that Set of [[Adventuring Gear#Tools|Set of Tools]].
<br><br>
 
==== Sneak Attack ====
''1st Level Rogue Feature''<br>
Once per turn when you take the Attack Action, you can deal additional Damage to one creature you hit with an Attack Roll if you’re using a Finesse or [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]] and if at least one of the following conditions is met:
*You hit while you have Advantage on the Attack Roll.
*You hit while at least one enemy of the target that isn't [[Conditions#Incapacitated|Incapacitated]] is within 5ft of the target.
If you gain a new Sneak Attack condition, then you can deal additional Damage with this feature if one of the listed conditions are met or if one of the new Sneak Attack conditions are met.
<br><br>


Sneak Attack. Also at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
==== Thieve's Cant ====
''1st Level Rogue Feature''<br>
During your rogue training you learned [[Languages#Thieves' Cant|Thieve's Cant]].
<br><br>


Thieves’ Cant. During your rogue training, so at 1st level you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
==== Cunning Action ====
''2nd Level Rogue Feature''<br>
Your quick thinking and agility allow you to move and act quickly. You can take the Dash, Disengage, or Hide Action as a Bonus Action.
<br><br>


Cunning Action. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
==== Roguish Archetype ====
''3rd, 9th, 13th, and 17th Level Rogue Feature''<br>
You choose one of the Roguish Aces in the table below that you emulate in the exercise of your rogue abilities.
{| class="wikitable"
|+ Roguish Archetypes
|-
! Roguish Archetype !! Complexity (1-5) !! Description
|-
| [[Rogue#Arcane Trickster|Arcane Trickster]] || 4 || You use the magic of wizards along with your natural rogue skills to sneak, strike, and steal more effectively.
|-
| [[Rogue#Assassin|Assassin]] || 1 || You use surprise and slow infiltration to get your foes in the perfect position to strike.
|-
| [[Rogue#Brawler|Brawler]] || 1 || You use more overt tactics and fisticuffs to frighten and beat your foes into submission.
|-
| [[Rogue#Daredevil|Daredevil]] || 3 || You use elaborate moves through the air to gain the literal drop on your foes and impress your allies.
|-
| [[Rogue#Dopplegangster|Dopplegangster]] || 3 || You use duplicates and illusion magic to distract and misdirect your foes.
|-
| [[Rogue#Gambler|Gambler]] || 2 || You use a deck of cards, skill, speed, and a bit of luck or cheating to get on a roll and just keep going.
|-
| [[Rogue#Inquisitive|Inquisitive]] || 2 || You become hyper observant of your surroundings and your enemies to find the perfect positions to search and strike.
|-
| [[Rogue#Justicar|Justicar]] || 4 || You use holy magic and roguish tactics to find and eliminate heretics to your cause.
|-
| [[Rogue#Marauder|Marauder]] || 1 || You use more overt weaponry and a frightening tactics to hit and run your foes while stealing their valuables.
|-
| [[Rogue#Mastermind|Mastermind]] || 3 || You use masterful tactics to manipulate your enemies and guide your allies to the right actions.
|-
| [[Rogue#Scout|Scout]] || 2 || You use guerrilla tactics and the environment around you to become difficult to pin down and gain the upper hand.
|-
| [[Rogue#Shinobi|Shinobi]] || 3 || You use bladed weapons and flurries of blades to get the drop on your enemies and eliminate them quickly and quietly.
|-
| [[Rogue#Soulknife|Soulknife]] || 3 || You use your psionic powers and weaponry to heighten your non-psionic abilities.
|-
| [[Rogue#Swashbuckler|Swashbuckler]] || 3 || You use dazzling flourishes and natural charm to manipulate and duel your foes.
|-
| [[Rogue#Thief|Thief]] || 1 || You leap across the tops of buildings and a natural knack for the mundane to perfect your standard roguish abilities.
|}
<br><br>


Roguish Archetype. At 3rd level, you choose an archetype that you emulatein the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
==== Steady Aim ====
''3rd Level Rogue Feature''<br>
If you haven't moved on a turn, you can use a Bonus Action to give yourself Advantage on your next Attack Roll this turn. If you do this, your Speed is reduced to 0 until the end of the end of this turn.
<br><br>


Steady Aim. Also at 3rd level, you can, as a bonus action, give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is O until the end of the current turn.
==== Ability Score Improvements ====
''4th, 8th, 10th, 12th, 16th and 19th Level Rogue Feature''<br>
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
<br><br>


Ability Score Improvements. When you reach 4th level, and again at 8th, 12th, 16th, and 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. Alternatively, you can take a feat instead of taking this increase to ability scores.
==== Uncanny Dodge ====
''5th Level Rogue Feature''<br>
When a creature that you can see hits you with an Attack, you can use your Reaction to halve the Attack's Damage against you.
<br><br>


Uncanny Dodge. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
==== Evasion ====
''7th Level Rogue Feature''<br>
You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.<br>
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.  
<br><br>


Expertise. At 6th level choose two skills you’re proficient with. You have expertise in these skills, you double your proficiency bonus when making an ability check with them
==== Reliable Talent ====
''11th Level Rogue Feature''<br>
You have refined your chosen skills until they approach perfection. Whenever you make an Ability Check that you are Proficient in, have Expertise with, or lets you add your Proficiency Bonus in some other way, you can treat a d20 roll of 9 or lower as a 10.
<br><br>


Evasion. Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, if you take no damage because of a success, you may move out of the area causing the save to be made.
==== Blindsense ====
''14th Level Rogue Feature''<br>
If you are able to hear, you are aware of the location of any hidden or [[Conditions#Invisible|Invisible]] creature within 10ft of you.
<br><br>


Reliable Talent. By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
==== Slippery Mind ====
''15th Level Rogue Feature''<br>
You have acquired greater mental strength. You gain Proficiency in Wisdom and Charisma Saving Throws.
<br><br>


Blindsense. Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
==== Elusive ====
''18th Level Rogue Feature''<br>
You are so evasive that attackers rarely gain the upper hand against you. No Attack Roll made against you can have Advantage unless you are [[Conditions#Incapacitated|Incapacitated]].
<br><br>


By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom  and Charisma saving throws.
==== Stroke of Luck ====
''20th Level Rogue Feature''<br>
You have an uncanny knack for succeeding when you need to. If you miss on an Attack made against a target within Range, you can turn the miss into a Crit. Alternatively, if you fail an Ability Check or Saving Throw, you can treat the d20 roll as a 20.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>


Elusive. Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
==== Deadly Sneak Attack ====
''20th Level Rogue Feature''<br>
Your Sneak Attack feature now deals d8s of Damage instead of d6s.
<br><br>


Stroke of Luck. At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
= Roguish Archetype =
== Arcane Trickster ==
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
<br><br>


=== Ace Arcane Trickster ===
{| class="wikitable"
|+ Arcane Trickster Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Spellcasting|Spellcasting]] || 3rd || You gain Quarter Spellcasting that uses Charisma and Learning Spells, usually from the Enchantment or Transmutation Schools from the Wizard Spell List
|-
| [[Rogue#Mage Hand Legerdemain|Mage Hand Legerdemain]] || 3rd || You get the [[Cantrips#Mage Hand|Mage Hand]] Cantrip but its [[Conditions#Invisible|Invisible]] and better
|-
| [[Rogue#Magical Ambush|Magical Ambush]] || 9th || While you're Hidden you're goes are worse at resisting your Spells
|-
| [[Rogue#Versatile Trickster|Versatile Trickster]] || 13th || You can use your [[Cantrips#Mage Hand|Mage Hand]] to distract enemies
|-
| [[Rogue#Spell Thief|Spell Thief]] || 17th || You can steal your enemies Spells
|}
<br><br>


Spellcasting. You gain the ability to cast spells at 3rd level
==== Spellcasting ====
Spellcasting Ability. Intelligence
''3rd Level Arcane Trickster Feature''<br>
Spell Save DC. 8 + Your Proficiency Bonus + Your Intelligence Modifier
'''Spellcasting Ability.''' Intelligence<br>
Spell Attack Bonus. Proficiency Bonus + Your Intelligence Modifier
'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br>
Spellcasting Focus. An Arcane Focus
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
Spell Learning Method. You start knowing 3 spells from the Wizard spell list from the Enchantment or Illusion schools and learn additional spells from that list and those schools as shown in the following class table.
'''Spellcasting Focus.''' An Arcane Focus or a Trinket<br>
'''Spell Learning Method.''' You start knowing 3 Spells from the [[Wizard Spells|Wizard Spell List]], two of which must be from the Enchantment or Illusion Schools. You learn additional Spells from the [[Wizard Spells|Wizard Spell List]] which can only be learnt from the [[Enchantment]] or [[Illusion]] Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.


Mage Hand Legerdemain. Starting at 3rd level, you learn the Mage Hand cantrip in addition to the other cantrips you learn. When you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
{| class="wikitable"
You can stow one object the hand is holding in a container worn or carried by another creature.
|+ [[Wizard Spells|Wizard Spell List]]
You can retrieve an object in a container worn or carried by another creature.
|-
You can use thieves’ tools to pick locks and disarm traps at range.
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
|-
In addition, you can use the bonus action to control the hand.
| 3rd || 2 || 3 || 2 || - || - || -
|-
| 4th || 2 || 4 || 3 || - || - || -
|-
| 5th || 2 || 4 || 3 || - || - || -
|-
| 6th || 2 || 4 || 3 || - || - || -
|-
| 7th || 2 || 5 || 4 || 2 || - || -
|-
| 8th || 2 || 6 || 4 || 2 || - || -
|-
| 9th || 2 || 6 || 4 || 2 || - || -
|-
| 10th || 3 || 7 || 4 || 3 || - || -
|-
| 11th || 3 || 8 || 4 || 3 || - || -
|-
| 12th || 3 || 8 || 4 || 3 || - || -
|-
| 13th || 3 || 9 || 4 || 3 || 2 || -
|-
| 14th || 3 || 10 || 4 || 3 || 2 || -
|-
| 15th || 3 || 10 || 4 || 3 || 2 || -
|-
| 16th || 3 || 11 || 4 || 3 || 3 || -
|-
| 17th || 3 || 11 || 4 || 3 || 3 || -
|-
| 18th || 3 || 11 || 4 || 3 || 3 || -
|-
| 19th || 3 || 12 || 4 || 3 || 3 || 1
|-
| 20th || 3 || 13 || 4 || 3 || 3 || 1
|}
<br><br>


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.
==== Mage Hand Legerdemain ====
''3rd Level Arcane Trickster Feature''<br>
You learn the [[Cantrips#Mage Hand|Mage Hand]] Cantrip in addition to the other Cantrips you Learn. When you cast the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, you can make the spectral hand [[Conditions#Invisible|Invisible]], and you can perform the following additional tasks with it:
*You can stow one object the hand is holding in a container worn or carried by another creature.
*You can retrieve an object in a container worn or carried by another creature.
*You can use [[Adventuring Gear#General Tools|Thieve's Tools]] to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) Check contested by the creature’s Wisdom (Perception) Check.<br>
In addition, you can use a Bonus Action to control the hand.
<br><br>


Versatile Trickster. At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
==== Magical Ambush ====
''9th Level Arcane Trickster Feature''<br>
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.
<br><br>


Spell Thief. At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
==== Versatile Trickster ====
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.
''13th Level Arcane Trickster Feature''<br>
Once you use this feature, you can’t use it again until you finish a long rest.
You gain the ability to distract targets with your mage hand. As a Bonus Action, you can designate a creature within 5ft of the spectral hand created by the [[Cantrips#Mage Hand|Mage Hand]] Cantrip. Doing so gives you advantage on Attack Rolls against that creature until the end of your turn.
<br><br>


==== Spell Thief ====
''17th Level Arcane Trickster Feature''<br>
You gain the ability to magically steal the knowledge of how to cast a Spell from another spellcaster.<br>
Immediately after a creature casts a Spell of 1st Level or higher that is of a Level you can cast that targets you or includes you in its area of effect, you can use your Reaction to force that creature to make a Saving Throw using its Spellcasting Ability against your Spell Save DC. On a failed Save, you are unaffected by the Spell, additionally, for the next 8 hours, you Know the Spell, it is an Arcane Trickster Spell for you, and doesn't count against your Spells Known. Also, the creature can’t cast that spell until the 8 hours have passed.<br>
Once you use this feature, you can’t use it again until you finish a Long Rest.
<br><br><br>


Ace Assassin
== Assassin ==
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  
<br><br>
{| class="wikitable"
|+ Assassin Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Assassin's Strike|Assassin's Strike]] || 3rd || You're better at Attacking foes that haven't gone yet in combat and are Surprised
|-
| [[Rogue#Infiltrator|Infiltrator]] || 3rd || You get Proficiency with [[Adventuring Gear#General Tools|Disguise Kits]] and [[Adventuring Gear#Alchemical Tools|Poisoner's Tools]], You're also better at using disguises
|-
| [[Rogue#Stolen Identity|Stolen Identity]] || 9th || You can steal a dead Humanoids identity
|-
| [[Rogue#Imposter|Imposter]] || 13th || You're way better at Deception
|-
| [[Rogue#Poisoned Blade|Poisoned Blade]] || 13th || You can poison your [[Armor and Weapons#Weapons|Weapons]] and use Sneak Attack when you do so
|-
| [[Rogue#Death Strike|Death Strike]] || 17th || When you Sneak Attack you can Crit
|}
<br>
==== Assassin's Strike ====
''3rd Level Assassin Feature''<br>
You are at your deadliest when your enemies don't see you coming, gaining the following benefits:
*You have Advantage on Attack Rolls you make against creatures that have not yet acted in combat.
*When you hit a creature that is Surprised with an Attack, you Crit.
*When you Crit and roll a 1 on any of your Damage dice for that Attack, you can reroll those dice. You must use the new result, even if you roll another 1.
<br>
==== Infiltrator ====
''3rd Level Assassin Feature''<br>
You have the skills to infiltrate and sow death wherever your target dwells. You gain Proficiency with [[Adventuring Gear#General Tools|Disguise Kits]] and [[Adventuring Gear#Alchemical Tools|Poisoner's Kits]].<br>
Additionally, when you make a Charisma (Deception) Check while wearing a disguise created with a Disguise Kit, you treat a roll of 7 or lower on the d20 as an 8.
<br><br>
==== Stolen Identity ====
''9th Level Assassin Feature''<br>
You have mastered the dark art of stealing another creature's identity. Over the course of an hour, you can craft a perfect disguise of a Humanoid you have slain, so long as you have access to the corpse and a Disguise Kit. To detect your disguise, a creature must succeed on an Intelligence (Investigation) or Wisdom (Insight) Check, contested by your Charisma (Deception) Check.<br>
Also, over an 8 hour period, which can be during a Long Rest, you can use this disguise to completely assume the life of the slain Humanoid. After which, other creatures believe you to be that person until given an obvious reason not to.
<br><br>
==== Impostor ====
''13th Level Assassin Feature''<br>
The skill with which you adopt another creature's identity is nearly supernatural. You have Advantage on your Charisma (Deception) Checks.
<br><br>


Assassin's Strike. You are at your deadliest when your enemies don't see you coming. Starting at 3rd level, you gain the following benefits:
==== Poisoned Blade ====
You have advantage on any attack rolls you make against creatures that have not yet acted in combat.
''13th Level Assassin Feature''<br>
When you hit a creature that is surprised with an attack, your attack becomes an automatic critical hit.
Your skills with a [[Adventuring Gear#Alchemical Tools|Poisoner's Kit]] have grown beyond normal limits and you always seem to have some poison on hand. You can use a Bonus Action to soak a [[Armor and Weapons#Weapons|Weapon]] with poison, whether you have access to poison or not. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest<br>
When you score a critical hit and roll a 1 on any of your damage dice for that attack, you can re-roll those dice. You must use the new roll, even if you roll another 1.
You gain a new condition for your Sneak Attack feature:
*You hit a creature with a [[Armor and Weapons#Weapons|Weapon]] that you have soaked in poison with your Poisoned Blade feature. When you do so, you can make your Sneak Attack deal Poison Damage instead of the normal Damage Type.
<br><br>
 
==== Death Strike ====
''17th Level Assassin Feature''<br>
You have become a master of instant death. When you use your Sneak Attack feature, you can turn the Attack into a Crit.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br><br>
 
== Brawler ==
Not all rogues rely on stealth and deception to defeat their foes. Ruffians are the rogues who like to face their enemies directly, and strive to overcome them with devastating blows and ruthless combat techniques. Often employed as hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians can be found in almost any village, city, or town where crime exists.
<br><br>
 
{| class="wikitable"
|+ Brawler Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Enforcer|Enforcer]] || 3rd || You get better Unarmed Strikes, can use Unarmed Strikes as a Bonus Action, get Proficiency with Intimidation, and can use Constitution for your AC
|-
| [[Rogue#One-Two Punch|One-Two Punch]] || 3rd || When you hit a creature a second time you can use your Sneak Attack
|-
| [[Rogue#Imposing Glare|Imposing Glare]] || 9th || You can [[Conditions#Frightened|Frighten]] creatures and cannot be [[Conditions#Frightened|Frightened]]
|-
| [[Rogue#Dodge and Counter|Dodge and Counter]] || 13th || When a creature misses you, you can knock it [[Conditions#Prone|Prone]] and reduce its Speed, or Grapple it
|-
| [[Rogue#Ruthless Strike|Ruthless Strike]] || 17th || You can use Sneak Attack more than once with One-Two Punch
|}
<br><br>


Infiltrator. You have the skills to infiltrate and sow death wherever your target dwells. When you adopt this Archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
==== Enforcer ====
Moreover, when you make a Charisma (Deception) check while wearing a disguise you created with your disguise kit, you can treat a roll of 7 or lower on the d20 as an 8.
''3rd Level Brawler Feature''<br>
You use tricks not often employed by rogues, giving you the following benefits:
*As a Bonus Action on your turn, you can make an Unarmed Strike.
*Your Unarmed Strikes deal 1d6 Bludgeoning Damage.
*You gain Proficiency in Intimidation.
*You can use your Constitution Modifier, instead of your Dexterity Modifier, to calculate your Armor Class with [[Armor and Weapons#Light Armor|Light]] and [[Armor and Weapons#Medium Armor|Medium Armor]].
<br><br>


Stolen Identity. You have mastered the dark art of stealing another creature's identity. Starting at 9th level, over the course of an hour, you can craft a perfect disguise of a humanoid creature you have slain, so long as you have the corpse and a disguise kit. To see through your disguise, a creature must succeed on an Intelligence (Investigation) or a Wisdom (Insight) check, contested by your Charisma (Deception) check.
==== One-Two Punch ====
Also, over an 8 hour period, which can be during a long rest, you can use this disguise to completely assume the life of the slain humanoid. After which, other creatures believe you to be that person until given an obvious reason not to.
''3rd Level Brawler Feature''<br>
You gain a new condition for your Sneak Attack feature:
*You hit a creature with a Weapon Attack if you already hit that creature with a Weapon Attack this turn even if the Attack was not made with a Finesse or [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]].
<br><br>


Impostor. The skill with which you adopt another creature's identity is nearly supernatural. Beginning at 13th level, when you make a Charisma (Deception) check to thwart a creature trying to see through your disguise you have advantage on your roll.
==== Imposing Glance ====
''9th Level Brawler Feature''<br>
Your glance strikes fear into the hearts of the weak. You can use a Bonus Action to make a Strength (Intimidation) Check targeting a creature within 30ft that can see you, contested by its Wisdom (Insight) Check. If you succeed, the target is [[Conditions#Frightened|Frightened]] of you until the start of your next turn.<br>
Additionally, you gain Immunity to the [[Conditions#Frightened|Frightened]] Condition.
<br><br>


Poisoned Blade. Your skills with a poisoner's kit have grown beyond normal limits. At 13th level, you can use a bonus action to soak your blade with poison. The next time you hit with an attack with that blade, you can apply your Sneak Attack bonus, even if you don't meet the normal requirements for Sneak Attack, and your Sneak Attack damage becomes necrotic damage.
==== Dodge and Counter ====
You can use this bonus action a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
''13th Level Brawler Feature''<br>
You can redirect the force of your enemies' blows against them. As a Reaction when a creature that is one size larger than you or smaller misses you with a Melee Attack, you can force that creature to make a Dexterity Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, choose one of the following:
*The creature is knocked [[Conditions#Prone|Prone]] and its Speed reduced to 0 until the end of your next turn
*The creature is [[Conditions#Grappled|Grappled]] by you.
<br><br>


Death Strike. You have become a master of instant death. Starting at 17th level, when you hit a creature with a Sneak Attack, you can cause the attack to become an automatic critical hit.
==== Ruthless Strike ====
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
''17th Level Brawler Feature''<br>
You ruthlessly beat your foes. You can use the Sneak Attack condition gained from your One-Two Punch feature even if you already used your Sneak Attack feature this turn.
<br><br><br>


Ace Daredevil
== Daredevil ==
Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their skills in stealth and sleight of hand to avoid danger. However, there are some who seek this danger out, living for the adrenaline rush that comes with near death experiences. Daredevils are rogues who would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death.
Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their skills in stealth and sleight of hand to avoid danger. However, there are some who seek this danger out, living for the adrenaline rush that comes with near death experiences. Daredevils are rogues who would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death.
<br><br>


Aerialist. When you leap through the air you appear to be flying to all but the most potent observers. Beginning at 3rd level, you have a climbing speed equal to your movement speed.
{| class="wikitable"
In addition, you use your reflexes and acrobatic skill to propel yourself through the air. When you make a running or standing long or high jump, you use your Dexterity score, in place of Strength, to calculate the distance of your jump.
|+ Daredevil Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Aerialist|Aerialist]] || 3rd || You can climb and make better Running Jumps
|-
| [[Rogue#Death From Above|Death From Above]] || 3rd || When you move through the air and hit a creature you can Sneak Attack it and knock it [[Conditions#Prone|Prone]]
|-
| [[Rogue#Air Catching|Air Catching]] || 9th || You take less negative effects from falling
|-
| [[Rogue#Defy Death|Defy Death]] || 13th || When you're dying, you can still act some of the type
|-
| [[Rogue#Airborne Strikes|Airborne Strikes]] || 17th || When you're above ground you are better at Attacking and Dexterity Saving Throws
|}
<br><br>


Death From Above. When you adopt this Archetype at 3rd level, you learn to turn your airborne body into a projectile. If you move at least 10 feet through the air, then land within 5 feet of a creature one size larger then you or smaller, you can force it to make a Strength saving throw as an action. (Save DC is equal to 8 + your proficiency bonus + your Dexterity modifier.) On a failure, it falls prone and takes 2d6 bludgeoning damage.
==== Aerialist ====
This special attack can apply your Sneak Attack damage, even if it doesn't meet the requirements for Sneak Attack.
''3rd Level Daredevil Feature''<br>
You gain a Climbing Speed equal to your Walking Speed.<br>
In addition, when you make a Running Jump, the distance you cover increases by a number of feet equal to your Dexterity Modifier.
<br><br>


Slow Fall. Beginning at 9th level, your experience with falling from great heights has made you an expert at landing without hurting yourself. Whenever you fall and are not incapacitated, you can reduce any falling damage you would take by an amount equal to five times your rogue level.
==== Death From Above ====
If you manage to land on something soft that breaks your fall, like a wagon full of hay, you take no damage from the fall.
''3rd Level Daredevil Feature''<br>
You learn to turn your airborne body into a projectile. You gain a new condition for your Sneak Attack feature:
*You hit the creature with an Attack Roll after you move at least 10ft through the air and then land within 5ft of that creature on that turn. When you do so, the creature must make a Strength Saving Throw with a DC of 8 + your Dexterity Modifier + your Proficiency Bonus. On a failed Save, the creature falls [[Conditions#Prone|Prone]] and takes an additional 2d6 Bludgeoning Damage.
<br>


Defy Death. Your affinity for risky behavior has been cause for many near death experiences, granting you a certain sad familiarity with death. Starting at 13th level, you add your proficiency bonus to your death saving throws. When you make a death saving throw and the result is a 20 or greater, you gain three death save successes
==== Air Catching ====
''9th Level Daredevil Feature''<br>
Your experience with falling from great heights has made you an expert at landing without hurting yourself. Whenever you fall and are not [[Conditions#Incapacitated|Incapacitated]], you can reduce any Falling Damage you would take by an amount equal to 5 x your Rogue Level. Additionally you don't fall [[Conditions#Prone|Prone]] when you take Falling Damage.<br>
If you land on something soft that breaks your fall, like a wagon full of hay, you take no Falling Damage but do fall [[Conditions#Prone|Prone]].
<br><br>


Airborne Strikes. You can maneuver yourself while airborne to strike at your enemies in unexpected ways. Starting at 17th level, you have advantage on attack rolls you make while airborne and at least 5 feet off the ground. Moreover, you have advantage on Dexterity ability checks you make while you are airborne.
==== Defy Death ====
''13th Level Daredevil Feature''<br>
Your affinity for risky behavior has been cause for many near death experiences, granting you a certain familiarity with death. You do not fall [[Conditions#Unconscious|Unconscious]] while you are at 0 Hit Points. Instead, at the start of your turn you make a Death Saving Throw. On a successful Save, you take your turn as normal. On a failed Save, you fall [[Conditions#Unconscious|Unconscious]] until the start of your next turn.
<br><br>
 
==== Airborne Strikes ====
''17th Level Daredevil Feature''<br>
You can maneuver yourself while airborne to strike at your enemies in unexpected ways. While you are at least 5ft above ground level, you have Advantage on Attack Rolls and Saving Throws.
<br><br><br>
 
== Dopplegangster ==
While many rogues are adept with sleight of hand, you don’t stop there. You have developed a natural knack for deception using magic and curious projections of yourself to misdirect and confound those around you. Most rogues who follow this archetype are street magicians, burglars, or theatrical performers.
<br><br>


Ace Fencer
{| class="wikitable"
While most warriors focus on overcoming their foes through strength of arms or brute force, the archetypal Fencer does so through precise strikes and superior martial abilities. What they lack in overwhelming strength and stamina, they make up for with their finesse, skill, and technique.
|+ Dopplegangster Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Conjure Projection|Conjure Projection]] || 3rd || You can create a perfect Duplicate of yourself
|-
| [[Rogue#Bonus Cantrip|Bonus Cantrip]] || 3rd || You get the [[Cantrips#Minor Illusion|Minor Illusion]] Cantrip
|-
| [[Rogue#Bonus Spells|Bonus Spells]] || 9th || You get the [[Level 2#Major Image|Major Image]] [[Level 2#Mirror Image|Mirror Image]] Spell
|-
| [[Rogue#Improved Conjure Projection|Improved Conjure Projection]] || 13th || You can summon two Duplicates and can see through your Duplicates
|-
| [[Rogue#Mirror Position|Mirror Position]] || 17th || You can use your Duplicate to distract your foes better
|}
<br><br>


Classical Training. At 3rd level, you gain proficiency with medium armor. You also don't need advantage on your attack roll to apply your Sneak Attack if you use an Exploit as part of that attack.
==== Conjure Projection ====
''3rd Level Dopplegangster Feature''<br>
You gain the ability to project a perfect illusory Duplicate of yourself. As a Bonus Action, you can create this Duplicate in an unoccupied space that you can see within 10ft of you. The Duplicate's AC is equal to your Charisma Score, and it uses your Charisma Saving Throw bonus for any Saving Throw it makes.<br>
When you reach 7th Level in this class, your duplicate gains your Evasion feature as well.<br>
You can move your Duplicate up to 30ft once on each of your turns as a Free Action. If you take the Dash Action, you can move your Duplicate 30ft, and if you take the Disengage Action, your Duplicate does not provoke Opportunity Attacks until the end of your turn. Your Duplicate remains for 10 minutes, until you dismiss it as a Bonus Action, until you use this feature again, if you are more than 60ft away from it, you are [[Condition#Unconscious|Unconscious]] at the start of your turn, or until the Duplicate takes any Damage. The Duplicate can’t be [[Conditions#Charmed|Charmed]] and is Immune to Poison and Psychic Damage.<br>
Your Duplicate serves as an enemy of the target creature for the purposes of your Sneak Attack conditions.<br>
Your Duplicate appears to carry the same equipment as you, although it doesn’t gain the benefits of any magic items or [[Armor and Weapons#Armor|Armor]] you’re wearing or carrying.<br>
You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest.
<br><br>


Fencer's Exploits. You have studied and learned various advanced martial techniques. At 3rd level, you gain the following features:
==== Bonus Cantrip ====
Martial Exploits. You learn two Exploits of your choice from the list at the end of this Archetype. You can only use one Exploit per ability check or attack. When you gain a level, you can replace one Exploit you know with another of your choice. You learn another Exploit at 9th, 13th, and 17th level.
''3rd Level Dopplegangster Feature''<br>
Exploit Dice. You have a number of Exploit Dice equal to 1 + your proficiency bonus, each of which are a d6. To use an Exploit you must expend one of these dice, and you regain all expended Exploit Dice when you finish a short or long rest.
You Learn the [[Cantrips#Minor Illusion|Minor Illusion]] Cantrip. Charisma is your Spellcasting Ability for this Spell.
As you gain levels in this class your Exploit Dice grow in size and number. At 9th level you gain a fourth Exploit Die, and your dice become d8s. When you reach 17 level, you gain a fifth Exploit Die and all of your Exploit Dice become d10s.
<br><br>
Saving Throws. Some of your Exploits require your target to make a saving throw to resist your Marital Exploit's effects. The saving throw DC is equal to 8 + your Proficiency Bonus + your Dexterity Modifier


Sharp Reflexes. Your training has honed your reflexes. Starting at 9th level, you are proficient in initiative rolls.
==== Bonus Spells ====
''9th Level Dopplegangster Feature''<br>
You can cast the [[Level 2#Major Image|Major Image]] and [[Level 2#Mirror Image|Mirror Image]] Spells. You can cast each of these Spells once, being unable to do so again until you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells.
<br><br>


Counterattack. Starting at 13th level, when a creature hits you with a melee attack, you can Counterattack as a reaction. You gain an extra Exploit Die and make a weapon attack against the attacker. The extra Exploit Die is lost if it is not used to Counterattack.
==== Improved Conjure Projection ====
''13th Level Dopplegangster Feature''<br>
You can use your Conjure Projection feature to create up to two Duplicates, instead of one, whenever you expend a use of that feature. You can move each of your Duplicates independently.<br>
While you’re within 5ft of a Duplicate, Attacks against you and the Duplicate have Disadvantage.<br>
You can also use a Bonus Action to see and hear through a Duplicate's senses until the start of your next turn. During this time, you are [[Conditions#Deafened|Deafened]] and [[Conditions#Blinded|Blinded]]. Additionally during this time you can speak through your Duplicate using your own voice.
<br><br>


Fencer Exploits. The Exploits listed below are available to Fencer rogues, who focus on overcoming their foes with skill and technique.
==== Mirror Position ====
Crippling Strike. When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, the creature takes additional damage equal to your Exploit Die and its speed is reduced to 0 until the start of your next turn.
''17th Level Dopplegangster Feature''<br>
Disarm. When you hit a creature with a weapon attack, you can expend an Exploit Die to force it to make a Strength saving throw. On a failure, it takes extra damage equal to your Exploit Die, and it drops an item of your choice.
You and your projected Duplicates are practically interchangeable. When you’re hit by an Attack, you can use your Reaction to switch places with a Duplicate that you can see. The Duplicate then takes the Damage from the Attack instead, destroying it and causing it to shatter into magical shrapnel. If the Attacker is within 5ft of the shattered Duplicate, it also takes Force Damage equal to your Rogue Level.<br>
Feint. As a bonus action, you can expend an Exploit Die and force a creature that can see you within 30 feet to make a Wisdom saving throw. On a failure, you add your Exploit Die to both your attack and damage roll for the first attack you make against that creature before the end of your next turn.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Fluid Grace. When you make a Dexterity (Acrobatics) or
<br><br><br>
a Charisma (Performance) check you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.
Martial Focus. When you make a weapon attack, you can expend an Exploit Die as part of the attack to grant yourself advantage on your attack roll. You can use this Exploit after you roll, but before you know if your attack hits or misses.
Riposte. As a reaction when a creature you can see targets you with a melee attack, you can expend an Exploit Die and add it to your Armor Class against the attack. If the triggering attack misses you, you can immediately make one weapon attack against the attacker as part of the same reaction.


== Gambler ==
While all rogues enjoy risky behavior, the life of a Gambler revolves around this risk. They enjoy nothing more then high stakes situations where they can put everything on the line. Often found in taverns and casinos, these rogues cannot help but gamble away any wealth they acquire in their adventures.
<br><br>


Ace Inquisitive
{| class="wikitable"
|+ Gambler Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Pick a Card|Pick a Card]] || 3rd || You get Expertise in Playing Cards and can use them as a [[Armor and Weapons#Weapons|Weapon]], when you do you get a random bonus
|-
| [[Rogue#Gambler's Know-How|Gambler's Know-How]] || 3rd || You can learn how to play games and [[Adventuring Gear#General Tools|Gaming Sets]] even if you didn't know about them before
|-
| [[Rogue#Lucky Streak|Lucky Streak]] || 9th || When you Crit you can try to Crit again to deal more Damage, but if you get a nat 1 you deal no Damage
|-
| [[Rogue#Quickdraw|Quickdraw]] || 13th || You're better at Initiative, and gain some control over your Pick a Card
|-
| [[Rogue#Jackpot|Jackpot]] || 17th || Your Sneak Attack has exploding Damage Rolls
|}
<br><br>
 
==== Pick a Card ====
''3rd Level Gambler Feature''<br>
You can weaponize your trusty deck of cards. You gain Proficiency and Expertise with Playing Cards as a Gaming Set. You can use Playing Cards as a [[Armor and Weapons#Simple Melee Weapons|Simple Melee Weapon]] that has the Thrown (30/60) Property, the Finesse Property, and deals 1d4 Slashing Damage.<br>
Once per turn, when you make an Attack using your Playing Cards you gain a benefit based on the d4 you rolled for the Damage as follows:
*'''1, Clubs.'''The creatures's Speed is reduced by a number of feet equal to 5 x your Proficiency bonus until the start of your next turn.
*'''2, Diamonds.''' You can use your Sneak Attack feature on this Attack even if you meet none of the conditions to do so.
*'''3, Spades.''' You gain Temporary Hit Points equal to the Damage dealt by this Attack.
*'''4, Hearts.''' You can change your Initiative Score with the target's Initiative Score at the Initiative Count 0.
<br><br>
 
==== Gambler's Know-How ====
''3rd Level Gambler Feature''<br>
In life's games, sometimes you win, and sometimes you need to improvise. You gain Proficiency and Expertise with one Set of [[Adventuring Gear#General Tools|Gaming Sets]] of your choice.<br>
Also, if you spend at least 1 minute observing or playing a game you aren't familiar with, you can add your Proficiency Bonus to any Ability Checks related to that game. Only one game or [[Adventuring Gear#General Tools|Gaming Sets]] can benefit from this feature at a time.
<br><br>
 
==== Lucky Streak ====
''9th Level Gambler Feature''<br>
You're luck is extreme and seems to keep on going. When you roll a 7 on a d20 during an Attack Roll, you Crit.<br>
Additionally, if you Crit on an Attack, you can choose to roll another d20, with the effects as follows:
* If the result of the d20 would Crit on an Attack, then you deal the maximum Damage of the Attack again while determining the Damage for the Attack, and you can choose to roll an additional d20, as if using this feature for the Attack.
*If you roll a 1 on the d20, the Attack deals no Damage and cannot be increased in any way.
<br><br>
 
==== Quickdraw ====
''13th Level Gambler Feature''<br>
You have Advantage on your Initiative Rolls, and you can choose which benefit you gain on the first Attack you make with your Pick a Card feature.
<br><br>
 
==== Jackpot ====
''17th Level Gambler Feature''<br>
Your good fortune is another's bad luck. When you roll Damage for your Sneak Attack feature and roll the highest number possible on any of the dice, roll that die again and add that roll to the damage.
<br><br><br>
 
== Inquisitive ==
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
<br><br>


Ear for Deceit. When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
{| class="wikitable"
|+ Inquisitive Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Ear for Deceit|Ear for Deceit]] || 3rd || You're better at seeing if people are lying
|-
| [[Rogue#Eye for Detail|Eye for Detail]] || 3rd || You can Search as a Bonus Action
|-
| [[Rogue#Insightful Fighting|Insightful Fighting]] || 3rd || You can use a Bonus Action to try Discover a creature, and you always Sneak Attack creatures you've Discovered
|-
| [[Rogue#Steady Eye|Steady Eye]] || 9th || You're better at Perception and Investigation if you don't move a lot
|-
| [[Rogue#Unerring|Unerring Eye]] || 13th || You know if there are illusions nearby
|-
| [[Rogue#Eye for Weakness|Eye for Weakness]] || 17th || When you Sneak Attack with Insightful Fighting, you deal extra Damage
|}
<br><br>


Eye for Detail. Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
==== Ear for Deceit ====
''3rd Level Inquisitive Feature''<br>
You develop a talent for picking out lies. Whenever you make a Wisdom (Insight) Check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
<br><br>


Insightful Fighting. At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. 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. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
==== Eye for Detail ====
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
''3rd Level Inquisitive Feature''<br>
You can take the Search Action as a Bonus Action.
<br><br>


Steady Eye. Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
==== Insightful Fighting ====
''3rd Level Inquisitive Feature''<br>
You gain the ability to decipher an opponent’s tactics and develop a counter to them. As a Bonus Action, you can make a Wisdom (Insight) Check against a creature you can see that isn't [[Conditions#Incapacitated|Incapacitated]], contested by the target’s Charisma (Deception) Check. If you succeed, the target is Discovered for 1 minute or until you successfully use this Bonus Action on another creature.<br>
You gain a new condition for your Sneak Attack feature:
*You hit a Discovered creature.
<br><br>


Unerring Eye. Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
==== Steady Eye ====
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
''9th Level Inquisitive Feature''<br>
You have Advantage on your Wisdom (Perception) or Intelligence (Investigation) Check if you move no more than half your Speed on the same turn.
<br><br>


Eye for Weakness. At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
==== Unerring Eye ====
''13th Level Inquisitive Feature''<br>
Your senses are almost impossible to foil. As an Action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30ft of you, provided you aren’t [[Conditions#Blinded|Blinded]] or [[Conditions#Deafened|Deafened]]. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.<br>
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.
<br><br>


==== Eye for Weakness ====
''17th Level Inquisitive Feature''<br>
You learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. When you use the Sneak Attack condition from your Insightful Fighting feature, you deal an additional 3d6 Damage to the target of the Attack.
<br><br><br>


Ace Justicar
== Justicar ==
Most adventurers with divine power use it openly as priests, clerics, and paladins. However, some dark and ruthless adventurers that use divine power are Justicars. These zealous servants work tirelessly to impose the will of their beliefs, and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.
Most adventurers with divine power use it openly as priests, clerics, and paladins. However, some dark and ruthless adventurers that use divine power are Justicars. These zealous servants work tirelessly to impose the will of their beliefs, and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.
<br><br>
{| class="wikitable"
|+ Justicar Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Spellcasting|Spellcasting]] || 3rd || You gain Quarter Spellcasting that uses Charisma and Learning Spells from the Paladin Spell List
|-
| [[Rogue#Channel Divinity|Channel Divinity]] || 3rd || You gain a few divine abilities that you can use
|-
| [[Rogue#Channel Divinity Options|Channel Divinity Options]] || 3rd || You can use your Channel Divinity to become [[Conditions#Invisible|Invisible]] or to sense those devoted and against your cause
|-
| [[Rogue#Unseen Zealot|Unseen Zealot]] || 9th || You get a permanent version of the Nondetection Spell and make no noise when you're [[Conditions#Invisible|Invisible]]
|-
| [[Rogue#Zelous Strikes|Zelous Strikes]] || 13th || You're Spells don't need Verbal Components and you can Sneak Attack creatures that are under the effect of one of your Spells
|-
| [[Rogue#Holy Justicar|Holy Justicar]] || 17th || You are better at Attacking creatures that aren't fully devoted to your cause
|}
<br><br>
==== Spellcasting ====
''3rd Level Justicar Feature''<br>
'''Spellcasting Ability.''' Charisma<br>
'''Spell Save DC.''' 8 + your Charisma Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Charisma Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' A Holy Symbol<br>
'''Spell Learning Method.''' You start Knowing 3 Spells from the [[Paladin Spells|Paladin Spell List]] and learn additional Paladin Spells as shown in the following table.
{| class="wikitable"
|+ [[Paladin Spells|Paladin Spell List]]
|-
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th
|-
| 3rd || 2 || 3 || 2 || - || - || -
|-
| 4th || 2 || 4 || 3 || - || - || -
|-
| 5th || 2 || 4 || 3 || - || - || -
|-
| 6th || 2 || 4 || 3 || - || - || -
|-
| 7th || 2 || 5 || 4 || 2 || - || -
|-
| 8th || 2 || 6 || 4 || 2 || - || -
|-
| 9th || 2 || 6 || 4 || 2 || - || -
|-
| 10th || 3 || 7 || 4 || 3 || - || -
|-
| 11th || 3 || 8 || 4 || 3 || - || -
|-
| 12th || 3 || 8 || 4 || 3 || - || -
|-
| 13th || 3 || 9 || 4 || 3 || 2 || -
|-
| 14th || 3 || 10 || 4 || 3 || 2 || -
|-
| 15th || 3 || 10 || 4 || 3 || 2 || -
|-
| 16th || 3 || 11 || 4 || 3 || 3 || -
|-
| 17th || 3 || 11 || 4 || 3 || 3 || -
|-
| 18th || 3 || 11 || 4 || 3 || 3 || -
|-
| 19th || 3 || 12 || 4 || 3 || 3 || 1
|-
| 20th || 3 || 13 || 4 || 3 || 3 || 1
|}
<br><br>


Spellcasting. You gain the ability to cast spells at 3rd level
==== Channel Divinity ====
Spellcasting Ability. Charisma
''3rd Level Justicar Feature''<br>
Spell Save DC. 8 + Your Proficiency Bonus + Your Charisma Modifier
You gain the ability to harness the power of the Three, you can use this a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. When you use your Channel Divinity, you choose which effect to use out of the options you gain from your Channel Divinity Options Feature. Additionally you gain Channel Divinity Options if you choose to Multiclass into Cleric or Paladin. If a Channel Divinity Option requires the target to make a Saving Throw against your Spell Save DC.
Spell Attack Bonus. Proficiency Bonus + Your Charisma Modifier
<br><br>
Spellcasting Focus. An Holy Symbol
Spell Learning Method. You start knowing 3 spells from the Paladin and Cleric spell list and learn additional spells from that list and those schools as shown in the following class table.


Channel Divinity. Also at 3rd level, you gain the ability to channel divine energy directly from Three, and can use it to fuel magical effects. You start with one such divine effect, Shroud of Faith. You can use your Channel Divinity a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
==== Channel Divinity Options ====
Shroud of Faith. As an action, you grip your holy symbol and invoke the protection of the Three. You, and anything you are wearing or carrying, becomes invisible for up to 1 minute. This effect ends early if you attack or cast a spell.
''3rd Level Justicar Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:<br>
*'''Channel Divinity Option: Shroud of Faith.''' You can use your Channel Divinity as a Bonus Action to cause you and everything you are wearing or carrying to become [[Conditions#Invisible|Invisible]] for up to 1 minute. This effect ends early if you Attack or cast a Spell.
*'''Channel Divinity Option: Zelous Sense.''' You can use your Channel Divinity as an Action to detect the presence of your greatest allies and enemies. You know the location of any creatures that are strongly opposed or devoted to your cause within 30ft of you. Magic such as the Nondetection or Arcanist's Magic Aura Spells nullify this effect.
<br><br>


Divine Sense. The presence of evil registers on your senses like a noxious odor, and good rings like music in your ears. Starting at 3rd level, you can use a bonus action to open your awareness to detect such creatures in your presence. Until the end of your next turn, you know the location of any aberrations, highlings, or undead within 60 feet that are not shielded from divination magic. You know the creature type of any creature whose presence you sense, but not its identity. You also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell, within the same radius.
==== Unseen Zealot ====
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. If you have no uses left, you can expend a spell slot of 1st-level or higher to use it again.
''9th Level Justicar Feature''<br>
You become inscrutable to the magic that your foes use to track you down in an attempt to stop you from the appointed mission you have been given. You and objects you are wearing and carrying are permanently under the effects of the [[Level 3#Nondetection|Nondetection]] Spell.<br>
Additionally, while you are [[Conditions#Invisible|Invisible]], you produce no sound unless you choose to.
<br><br>


Consecrated Strikes. The Three have consecrated your weapons. Beginning at 9th level, when you hit a creature with an attack that includes Sneak Attack damage, you can expend a spell slot of 1st-level or higher to empower your strike with radiant judgment.
==== Zelous Strikes ====
The additional damage from your Sneak Attack becomes radiant damage, and if you roll a 1 or 2 on any of the damage dice for this attack, you can re-roll the die, though you must use the new roll, even if your new roll is a 1 or a 2.
''13th Level Justicar Feature''<br>
Your Justicar Spells no longer require Verbal Components.<br>
Also, you gain a new Sneak Attack condition:
*You hit a creature while it is affected by one of your Justicar Spells.<br>
<br><br>


Divine Judgment. You pour out divine wrath on those you mark as blasphemers or heretics. Starting at 13th level, you can use a bonus action to mark a creature you can see within 30 feet as a foe of the Three. While marked, any attack you make against that creature scores a critical hit on a roll of 19 or 20 on the d20.
==== Holy Justicar ====
Your mark lasts for 1 minute, and ends early if you are incapacitated or you mark another creature. You can mark a creature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. If you have no uses remaining, you can expend a spell slot of 3rd-level or higher to use it again.
''17th Level Justicar Feature''<br>
You can embody justice and righteousness to smite heretics while still operating from the shadows. You have Advantage on Attack Rolls against creatures that are not fervently devoted to your cause, and these creatures have Disadvantage on Saving Throws you force them to make.
<br><br><br>


Anointed Inquisitor. Beginning at 17th level, the power of your belief grants you a boon of protection against any magic that would hinder you from carrying the will of the Three. Whenever you are forced to make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (minimum of +1).
== Marauder ==
Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency.
Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.
<br><br>


{| class="wikitable"
|+ Marauder Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Marauder Training|Marauder Training]] || 3rd || You get Proficiency with [[Adventuring Gear#Vehicles|Water Vehicles]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], [[Armor and Weapons#Martial Weapons|Martial Weapons]] and you can use Sneak Attack with any [[Armor and Weapons#Weapons|Weapon]]
|-
| [[Rogue#Smash and Grab|Smash and Grab]] || 3rd || You always Sneak Attack objects
|-
| [[Rogue#Brutal Coercion|Brutal Coercion]] || 9th || You can [[Conditions#Frightened|Frighten]] enemies and make them drop what their holding
|-
| [[Rogue#Frenzied Blows|Frenzied Blows]] || 13th || You can Attack an extra time when you Attack with Advantage
|-
| [[Rogue#Terror Strike|Terror Strike]] || 17th || When you hit a creature, you can [[Conditions#Frightened|Frighten]] another creature
|}
<br><br>


Ace Mastermind
==== Marauder Training ====
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
''3rd Level Marauder Feature''<br>
You gain Proficiency with [[Adventuring Gear#Vehicles|Water Vehicles]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].<br>
You can use your Sneak Attack feature even if the Attack was not made with a Finesse or [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]].
<br><br>
 
==== Smash and Grab ====
''3rd Level Marauder Feature''<br>
You learn techniques to break down barriers that stand between you and your treasures. You gain a new condition for your Sneak Attack feature:
*You hit an object.
<br><br>
 
==== Brutal Coercion ====
''9th Level Marauder Feature''<br>
You can use a to make a Strength or Charisma (Intimidation) Check against a [[Conditions#Frightened|Frightened]] creature you can see within 30ft of you, contested by the target’s Wisdom (Insight) Check, provided the target can see or hear you. If your check succeeds, the target drops an object you choose, which lands at its feet.
<br><br>
 
==== Frenzied Blows ====
''13th Level Marauder Feature''<br>
You learn to swing brutally. Once on each of your turns, when you hit with an Attack you had Advantage on, you can make a single Attack as a Free Action.
<br><br>


Master of Intrigue. When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
==== Terror Strike ====
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
''17th Level Marauder Feature''<br>
You can turn the brutality of combat into a tool to terrify your foes. Once per turn when you hit a creature with a Weapon Attack, you can choose a creature that you can see within 30ft of you. If the target can see you, it must succeed on a Wisdom Saving Throw or become [[Conditions#Frightened|Frightened]] of you until the start of your next turn. The DC for this saving throw is equal to half the Damage you dealt with the Attack.
<br><br><br>


Master of Tactics. Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
== Mastermind ==
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
<br><br>


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 DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
{| class="wikitable"
Intelligence score
|+ Mastermind Features
Wisdom score
|-
Charisma score
! Feature !! Level !! Quick Explanation
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.
| [[Rogue#Master of Intrigue|Master of Intrigue]] || 3rd || You get Proficiency with [[Adventuring Gear#General Tools|Disguise Kits]], [[Adventuring Gear#General Tools|Forgery Kits]], a [[Adventuring Gear#General Tools|Gaming Set]], and two [[Languages]]], you can also mimic speech
|-
| [[Rogue#Master of Tactics|Master of Tactics]] || 3rd || You can use Help as a Bonus Action and at Range
|-
| [[Rogue#Insightful Manipulator|Insightful Manipulator]] || 9th || You can determine certain information about creatures that you observe
|-
| [[Rogue#Misdirection|Misdirection]] || 13th || You can redirect Attacks to other nearby enemies
|-
| [[Rogue#Soul of Deceit|Soul of Deceit]] || 17th || You can fool Divination Magic
|}
<br><br>


Misdirection. Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
==== Master of Intrigue ====
''3rd Level Mastermind Feature''<br>
You gain Proficiency in [[Adventuring Gear#General Tools|Disguise Kits]], [[Adventuring Gear#General Tools|Forgery Kits]], and one [[Adventuring Gear#General Tools|Gaming Sets]]. You also learn two [[Languages]] of your choice.<br>
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the [[Languages|Language]].
<br><br>


Soul of Deceit. Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.
==== Master of Tactics ====
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.
''3rd Level Mastermind Feature''<br>
You can use the Help Action as a Bonus action. Additionally, when you use the Help Action, you can select a creature up to 30ft away from you as long as it can see or hear you.
<br><br>


Ace Misdirector
==== Insightful Manipulator ====
While many rogues are adept with sleight of hand, you don’t stop there. You have developed a natural knack for deception using magic and curious projections of yourself to misdirect and confound those around you. Most rogues who follow this archetype are street magicians, burglars, or theatrical performers.
''9th Level Mastermind Feature''<br>
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 DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
*Intelligence Score
*Wisdom Score
*Charisma Score
*Class Levels (if any)
At the DM’s discretion, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.
<br><br>


Conjure Projection. When you choose this archetype at 3rd level, you gain the ability to project a perfect, illusory duplicate of yourself. As a bonus action, you can create this duplicate in an unoccupied space that you can see within 10 feet of you. Its AC is equal to 8 + your proficiency bonus + your Charisma modifier, and it gains a bonus to any saving throw it makes equal to your Charisma modifier. When you gain the Evasion feature at 7th level, your duplicate gains the benefits of that feature as well.
==== Misdirection ====
You can move your duplicate up to 30 feet on each of your turns (no action required). If you take the Dash or Disengage action, your duplicate gains the benefit of that action as well. Your duplicate remains for 10 minutes, until you use a bonus action to dismiss it or use this feature again, or until it takes any damage. It vanishes early if you end your turn more than 60 feet away from it or are unconscious at the start of your turn. Any effect that can deal damage to a creature can also affect a duplicate. A duplicate can’t be charmed and is immune to poison and psychic damage.
''13th Level Mastermind Feature''<br>
If your duplicate is within 5 feet of a creature, you don’t need advantage on the attack roll to use your Sneak Attack against that creature. All the other rules for Sneak Attack still apply to you.
You can sometimes cause another creature to suffer an attack meant for you. When you are hit by an Attack and a creature other than the Attacker is within 5ft of you, you can use your Reaction to have that creature be targeted by the Attack instead.
Your duplicate appears to carry the same equipment as you, although it doesn’t gain the benefits of any magic items or armor you’re wearing or carrying. You can use a bonus action on each of your turns to command your duplicate
<br><br>
to make a weapon attack against a target that you can see within the weapon’s range, using your ability modifier and proficiency bonus for the attack roll. If it’s a ranged attack, the illusory weapon creates its own ammunition or, if it’s thrown, it returns to the duplicate at the end of the turn. On a hit, the target takes force damage equal to your rogue level. This attack can’t benefit from your Sneak Attack.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all ex- pended uses when you finish a long rest. If you finish a short rest and have no uses of this feature remaining, you regain one use.


==== Soul of Deceit ====
''17th Level Mastermind Feature''<br>
Your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) Check contested by the mind reader’s Wisdom (Insight) Check.<br>
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.
<br><br><br>


Bonus Cantrips. Also at 3rd level, you learn the Minor Illusion cantrip. When you reach 9th level, you can cast the Major Image or Mirror Image spell; once you cast one of these spells, you can’t cast that spell again until you finish a long rest. Charisma is your spellcasting ability for these spells.
== Scout ==
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.
<br><br>


Improved Conjure Projection. Starting at 9th level, you can use your Conjure Projection feature to create up to two duplicates, instead of one, whenever you expend a use of that feature. You can move each of your duplicates independently, but you can only command one
{| class="wikitable"
to make an attack as a bonus action on each of your turns. While you’re within 5 feet of a duplicate, attacks against you and the duplicate are made with disadvantage.
|+ Scout Features
You can also use an action to see and hear through a duplicate until the start of your next turn. During this time, you are deaf and blind with regard to your own senses, but can also speak through your duplicate using your own voice.
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Skirmisher|Skirmisher]] || 3rd || You can move when you make an Attack that doesn't provoke Opportunity Attacks
|-
| [[Rogue#Lay of Land|Lay of the Land]] || 3rd || You can Hide when Lightly Obscured by natural phenomena, and ignore Difficult Terrain made by natural phenomena
|-
| [[Rogue#Survivalist|Survivalist]] || 3rd || You get Proficiency and Expertise in Nature and Survival
|-
| [[Rogue#Superior Mobility|Superior Mobility]] || 9th || You're better at Perception and you and your allies can't be Surprised
|-
| [[Rogue#Ambush Master|Ambush Master]] || 13th || You can improve your allies Initiative Rolls
|-
| [[Rogue#Sudden Strike|Sudden Strike]] || 17th || You can Attack an extra time when you take the Attack Action and can use Sneak Attack again when you do so
|}
<br><br>


Illusionist. By 13th level, you know how to recognize and manipulate illusions to their fullest. Choose one of the following options. Discerning Trickster. You gain a +5 bonus to Intelligence (Investigation) checks and your passive Wisdom (Perception) score when determining or detecting illusions, respectively. You can cast minor illusion using a bonus action, and your spell save DC when casting minor illusion or major image increases by 2. In addition, your duplicates’ AC increases by 2.
==== Skirmisher ====
Vigilant Duplicates. A duplicate can use your reaction to make an opportunity attack against a creature that either moves out of its reach or makes an attack against a target other than the duplicate while within 5 feet of it. On a hit, the target takes force damage equal to your rogue level. This attack can benefit from your Sneak Attack, rolling half the number of Sneak Attack dice for your level when it does (rounded up).
''3rd Level Scout Feature''<br>
You become skilled in guerrilla-style combat. Whenever you make an Attack against a creature, you can move up to 10ft immediately before or after the attack. This movement doesn’t provoke Opportunity Attacks, and doesn’t cost movement for you.
<br><br>


Mirror Position. By 17th level, you and your projected duplicates are practi- cally interchangeable. When you’re hit by an attack, you can use your reaction to switch places with a duplicate that you can see. The duplicate then takes the damage from the attack instead, destroying it and causing it to shatter into magical shrapnel. If the attacker is within 5 feet of the shattered duplicate, it also takes force damage equal to your rogue level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
==== Lay of the Land ====
Ace Ruffian
''3rd Level Scout Feature''<br>
Not all rogues rely on stealth and deception to defeat their foes. Ruffians are the rogues who like to face their enemies directly, and strive to overcome them with devastating blows and ruthless combat techniques. Often employed as hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians can be found in almost any village, city, or town where crime exists.
You become a master of moving through and hiding in nature. You can attempt to Hide while only Lightly Obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena, and you ignore Difficult Terrain composed of such natural phenomena.
<br><br>


Enforcer. You use tricks not often employed by rogues. When you adopt this Archetype at 3rd level, you gain the features below:
==== Survivalist ====
You gain proficiency in Intimidation, and you can use your Strength, instead of Charisma, for Intimidation checks.
''3rd Level Scout Feature''<br>
When you make an unarmed strike, it deals bludgeoning damage equal to 1d6 + your Strength modifier.
You gain Proficiency and Expertise in Nature and Survival.
You can use your Sneak Attack with any weapon in which you are proficient, including unarmed strikes, so long as it does not have the heavy or the two-handed property.
<br><br>
You can use the bonus action granted by Cunning Action to make a grapple attack against a creature within reach.
You can use your Constitution, instead of Dexterity, to calculate your Armor Class in light and medium armor.


Shake Down. Your work requires skills that you have become particularly reliable in employing. Starting at 3rd level, when you make a Strength (Athletics), or a Strength (Intimidation) check, you can treat a roll of 7 or lower on the d20 as an 8.
==== Silent Sentinel ====
''9th Level Scout Feature''<br>
You excel at guarding your companions against ambushes and acting first in a fight.<br>
You have Advantage on Initiative Rolls and Wisdom (Perception) Checks. In addition, neither you nor any creatures you choose can be Surprised in combat.
<br><br>


Imposing Glance. Your glance strikes fear into the hearts of the weak. Starting at 9th level, you can use a bonus action to make a Strength (Intimidation) check targeting a creature within 30 feet that can see you, contested by its Wisdom (Insight) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against it before the start of your next turn.
==== Superior Mobility ====
You can use this feature a number of times equal to your Strength modifier + your Proficiency Bonus (a minimum of once), and you regain all expended uses when you finish a long rest.
''9th Level Scout Feature''<br>
Your swiftness makes you even more difficult to pin down in combat. At the start of each of your turns, you can choose to take the Dash or Disengage Action as a Free Action.
<br><br>


Nerves of Steel. Fear is a weapon to be used against cowards and the weak willed, and you are not so easily intimidated. Upon reaching 9th level, you gain immunity to the frightened condition.
==== Ambush Master ====
''13th Level Scout Feature''<br>
You can lead your companions to respond to danger at a moment’s notice. Whenever a creature that can see or hear you makes an Initiative Roll and gets a lower result than you, it can increase the result of its roll by your Proficiency Bonus, to a maximum result equal to your Initiative Roll.
<br><br>


Dodge and Counter. Beginning at 13th level, you can redirect the force of your enemies' blows against them. As a reaction when a creature that is one size larger then you or smaller misses you with a melee attack, you can force the creature to make a Dexterity saving throw. (Save DC is equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, it is knocked prone and has its speed reduced to zero until the end of your next turn, or it is grappled by you (your choice).
==== Sudden Strike ====
You must have at least one free hand at the time of this reaction in order to grapple a creature with this feature.
''17th Level Scout Feature''<br>
You can strike with deadly speed. Whenever you hit a creature with an Attack as part of the Attack Action on your turn, you can make an Additional Attack as part of the same Action. This Attack can also benefit from your Sneak Attack feature even if you have already used it this turn. You can’t Attack the same target more than once with a single Attack in this way.
<br><br><br>


Ruthless Strike. You can combine a creature's fear with your deadly attacks to strike with ruthless efficiency. Beginning at 17th level, when you hit a creature that is frightened of you with a weapon attack or unarmed strike that includes your Sneak Attack damage, your attack becomes an automatic critical hit.
== Shinobi ==
You can use this feature a number of times equal to your Strength modifier  + your Proficiency Bonus (minimum of once), and you regain all expended uses when you finish a long rest.
A shinobi is a covert agent, a mercenary in service to a feudal clan. They are a unique breed of elite warriors, acting as specially trained spies and mercenaries for great lords and shoguns. Where soldiers die on a battlefield, a shinobi specializes in espionage, sabotage, infiltration, assassination and guerrilla warfare.<br>
A shinobi's unique combat arts revolve around combining both stealth and ruthless assaults. Such tactics could never be practiced by samurai.
<br><br>


Ace Scout
{| class="wikitable"
Skirmisher. Starting at 3rd level, you become skilled in guerrilla-style combat. Whenever you make an attack against a creature, you can move up to 10 feet before or after the attack. This movement doesn’t provoke opportunity attacks, and doesn’t cost movement for you.
|+ Shinobi Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Blade of the Shinobi|Blade of the Shinobi]] || 3rd || You get Proficiency with Longswords and can use it as Finesse if you use it with two hands
|-
| [[Rogue#Deathblow|Deathblow]] || 3rd || When you Surprise a creature or jump down onto a creature you can Sneak Attack it, deal extra Damage and knock them [[Condition#Prone|Prone]]
|-
| [[Rogue#Relentless Onslaught|Relentless Onslaught]] || 3rd || When you would Sneak Attack you can Attack extra times instead
|-
| [[Rogue#Mid-Air Combat|Mid-Air Combat]] || 9th || You can run up walls without falling and can use a grappling hook
|-
| [[Rogue#Shadowrush|Shadowrush]] || 13th || When you run at an enemy and Attack it, you can jump into the air
|-
| [[Rogue#Hesitation is Defeat|Hesitation is Defeat]] || 17th || You can add to your AC and Attack enemies that miss you when you do
|}
<br><br>


Lay of the Land. When you choose this archetype at 3rd level, you become a master of moving through and hiding in nature. You can attempt to hide while only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena, and you ignore difficult terrain composed of such natural phenomena.
==== Blade of the Shinobi ====
''3rd Level Shinobi Feature''<br>
You gain Proficiency with Longswords, which have the Finesse Property for you if you wield them with two hands.
<br><br>


Survivalist. Also at 3rd level, you gain proficiency and expertise in Nature and Survival.
==== Deathblow ====
''3rd Level Shinobi Feature''<br>
A shinobi seeks to end a fight quickly and effectively. When you jump at least 10ft down onto a creature and hit it with a Melee Attack, or when you hit a Surprised creature with a Melee Attack, then that creature is knocked [[Condition#Prone|Prone]] and you can add an extra 2d6 Damage to the first Damage roll you make against it.<br>
In addition, you do not take any Falling Damage if you fall from 30ft or less, and you can use your Reaction to halve any Falling Damage you do take.
<br><br>


Silent Sentinel. Starting at 9th level, you excel at guarding your companions against ambushes and acting first in a fight.
==== Relentless Onslaught ====
You have advantage on initiative rolls and Wisdom (Perception) checks. In addition, neither you nor any companions you choose can be surprised in combat.
''3rd Level Shinobi Feature''<br>
A shinobi fights relentlessly, using successive attacks to break an opponent’s posture. When you hit on an Attack with a Finesse [[Armor and Weapons#Weapons|Weapon]] that deals Slashing Damage and that meets at least one Sneak Attack condition, you can choose to not use your Sneak Attack feature to instead make an additional Attack as a Free Action.<br>
The number of additional Attacks you can make as part of this Free Action increases to two at 11th level, and increases to three at 17th level.<br>
You can only use this feature once per turn.
<br><br>


Superior Mobility. Also at 9th level, your swiftness makes you even more difficult to pin down in combat. At the start of each of your turns, you can choose to gain the benefits of the Dash or Disengage action.
==== Mid-Air Combat ====
''9th Level Shinobi Feature''<br>
A shinobi must move swiftly and silently, whether by climbing walls or leaping over rooftops to find the perfect ambush spot. You gain the ability to move along vertical surfaces on your turn without falling during the move.<br>
In addition, you can use a Bonus Action to launch grappling hook and propel yourself to another position. When you do so, choose a snt within 20ft of you, you instantly move towards that point without spending Speed. You do not need access to a Grappling Hook to use this Bonus Action<br>
Additionally, Opportunity Attacks made against you have Disadvantage.<br>
<br><br>


Ambush Master. At 13th level, you can lead your companions to respond to danger at a moment’s notice. Whenever another friendly creature that can see or hear you makes an initiative roll and gets a lower result than you, it can increase the result of its roll by your Proficiency Bonus, to a maximum result equal to your initiative roll.
==== Shadowrush ====
''13th Level Shinobi Feature''<br>
You perfect the art of swift assassinations: like an owl on the hunt, you sweep upon your foe with a powerful attack, before using them as a platform to vault into the skies. If you move at least 10ft towards a creature you can lunge forward to make in an offensive strike. When you do so, make a Melee Attack against the target with Advantage. You can apply your Deathblow feature to this attack even if it wouldn’t otherwise qualify.<br>
Immediately after making the Attack, you can Jump 10ft upwards into the air without provoking Opportunity Attacks.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>


Sudden Strike. At 17th level, you can strike with deadly speed. Whenever you hit a creature with an attack as part of the Attack action on your turn, you can make an additional attack as part of the same action. This attack can also benefit from your Sneak Attack even if you have already used it. You can’t attack the same target more than once with a single action in this way.
==== Hesitation is Defeat ====
''17th Level Shinobi Feature''<br>
When a creature hits you with a Melee Attack, you can use your Reaction to add your Proficiency Bonus to your AC for that Attack. If the Attack misses you, you can then immediately make a single Melee Weapon Attack against that creature as part of the same Reaction.
<br><br><br>


Ace Soulknife
== Soulknife ==
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
<br><br>


Psionic Power. At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
{| class="wikitable"
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
|+ Soulknife Features
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
|-
Psi-Bolstered Knack. When your non-psionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
! Feature !! Level !! Quick Explanation
Psychic Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.
|-
The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.
| [[Rogue#Psionic Power|Psionic Power]] || 3rd || You get Psionic Power which you can use to improve your Ability Checks and communicate telepathically with your allies
|-
| [[Rogue#Psychic Blades|Psychic Blades]] || 3rd || You get non-real blades you can use to Attack your enemies and deal Psychic Damage
|-
| [[Rogue#Soul Blades|Soul Blades]] || 9th || You can use your Psionic Power to deal extra Damage with your Psychic Blades or teleport
|-
| [[Rogue#Psychic Veil|Psychic Veil]] || 13th || You can turn [[Conditions#Invisible|Invisible]]
|-
| [[Rogue#Rend Mind|Rend Mind]] || 17th || You can [[Condition#Stunned|Stun]] enemies
|}
<br><br>
 
==== Psionic Power ====
''3rd Level Soulknife Feature''<br>
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice, which are each a d6. You have a number of these dice equal to twice your Proficiency Bonus, and they are expended to fuel various psionic powers you have, which are detailed below.<br>
You regain all expended Psionic Energy Dice when you finish a Long Rest. In addition, as an Action you can regain all expended Psionic Energy Dice once per Long Rest.<br>
When you reach certain Levels in this class, the size of your Psionic Energy Dice increases: at 5th Level (d8), 11th Level (d10), and 17th Level (d12). The powers below use your Psionic Energy Dice:
*'''Psi-Bolstered Knack.''' When your non-psionic training fails you, your psionic power can help. If you fail an Ability Check you can roll one Psionic Energy Die and add the number rolled to the check. You expend the die only if the roll succeeds.
*'''Psychic Whispers.''' You can establish telepathic communication between yourself and others for perfect and quiet infiltration. As an Action, choose a number of creatures you can see up to your Proficiency Bonus and roll a Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them as long as you and a creature are within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any [[Languages]], and a creature can end the telepathic connection as a Free Action. You and the creature don’t need to speak a common [[Languages|Language]] to understand each other.
:The first time you use this power after each long rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the Die.
<br>


Psychic Blades. At 3rd level, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
==== Psychic Blades ====
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
''3rd Level Soulknife Feature''<br>
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack Action, you can manifest a psychic blade from your free hand and make the Attack with that blade. This magic blade is a [[Armor and Weapons#Simple Melee Weapons|Simple Melee Weapon]], has the Finesse and Thrown (60) Properties, and deals 1d6 Psychic Damage. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.<br>
After you Attack with the blade, you can make a Melee or Ranged Weapon Attack with a second psychic blade as a Bonus Action on the same turn, provided your other hand is free to create it. The Damage Die of this second Attack is 1d4, instead of 1d6.
Your Psychic Blades deal additional Damage as you gain Levels in this class: at 5th Level the base Attacks use a d8 and the second Attack uses a d6, at 11th Level the base Attacks use a d10 and the second Attack uses a d8, and at 17th Level the base Attacks use a d12 and the second Attack uses a d10.
<br><br>


Soul Blades. At 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
==== Soul Blades ====
Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
''9th Level Snoulknife Feature''<br>
Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy Dice:
*'''Homing Strikes.''' If you make an Attack with your Psychic Blades and miss the target, you can roll one Psionic Energy Die and add the number rolled to the Attack Roll. If the Attack then hits, you expend the Psionic Energy Die.
*'''Psychic Teleportation.''' As a Bonus Action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 x the number rolled. You then teleport to that space, and the blade vanishes.
<br>


Psychic Veil. At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
==== Psychic Veil ====
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
''13th Level Soulknife Feature''<br>
You can weave a veil of psychic static to mask yourself. As an Action, you become [[Conditions#Invisible|Invisible]], along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect as a Free Action. This [[Conditions#Invisible|Invisibility]] ends early immediately after you deal Damage to a creature or you force a creature to make a Saving Throw.<br>
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a Psionic Energy Die to use this feature again.
<br><br>


Rend Mind. At 17th level, you can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
==== Rend Mind ====
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.
''17th Level Soulknife Feature''<br>
You can sweep your Psychic Blades directly through a creature’s mind. When you Attack with your Psychic Blades and use your Sneak Attack feature, you can force that target to make a Wisdom Saving Throw with a DC of 8 + your Dexterity Modifier + your Proficiency Bonus. On a failed Save the target is [[Condition#Stunned|Stunned]] for 1 minute, a creature [[Condition#Stunned|Stunned]] in this way can repeat the Save at the end of each of its turns, ending the effect on itself on a successful Save.<br>
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend 3 Psionic Energy Dice to use it again.
<br><br><br>


Ace Swashbuckler
== Swashbuckler ==
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
<br><br>


Fancy Footwork. When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
{| class="wikitable"
|+ Swashbuckler Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Fancy Footwork|Fancy Footwork]] || 3rd || If you Attack a creature, hit or miss, it can't make Opportunity Attacks against you
|-
| [[Rogue#Rakish Audacity|Rakish Audacity]] || 3rd || You can use Sneak Attack when you, and no one else, is next to a creature
|-
| [[Rogue#Panache|Panache]] || 9th || You can make a creature only want to Attack you or like you more
|-
| [[Rogue#Elegant Maneuver|Elegant Maneuver]] || 13th || You can be better at Acrobatics and Athletics
|-
| [[Rogue#Master Duelist|Master Duelist]] || 17th || If you miss an Attack you can reroll it
|}
<br><br>


Rakish Audacity. Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
==== Fancy Footwork ====
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
''3rd Level Swashbuckler Feature''<br>
You learn how to land a strike and then slip away without reprisal. If you make a Melee Attack against a creature, that creature can’t make Opportunity Attacks against you until the start of your next turn.
<br><br>


Panache. At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
==== Rakish Audacity ====
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
''3rd Level Swashbuckler Feature''<br>
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Your confidence propels you into battle. You add your Charisma Modifier to your Initiative Rolls.<br>
You gain a new condition for your Sneak Attack feature:
*You it a creature while you are within 5ft of it but when no other creatures are within 5ft of it.
<br><br>


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.
==== Panache ====
''9th Level Swashbuckler Feature''<br>
Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) Check contested by a creature’s Wisdom (Insight) Check. The creature must be able to hear you, and must be able to understand you.<br>
If you succeed the target has Disadvantage on Attacks against creatures other than you and can’t make Opportunity Attacks against creatures other than you. This effect lasts for 1 minute, until one of your allies Attacks the target or targets it with a Spell, or until the target is more than 60ft away from you.<br>
If you succeed on the check and the creature isn’t hostile to you, it is [[Conditions#Charmed|Charmed]] by you for 1 minute. While [[Conditions#Charmed|Charmed]], it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
<br><br>


Master Duelist. Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.
==== Elegant Maneuver ====
''13th Level Swashbuckler Feature''<br>
You can use a Bonus Action to gain Advantage on the next Dexterity (Acrobatics) or Strength (Athletics) Check you make before the end of the turn.
<br><br>


Ace Thief
==== Master Duelist ====
''17th Level Swashbuckler Feature''<br>
Your mastery of the blade lets you turn failure into success in combat. If you miss on an Attack, you can reroll the Attack.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br><br>
 
== Thief ==
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
<br><br>
{| class="wikitable"
|+ Thief Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Rogue#Fast Hands|Fast Hands]] || 3rd || You can use Sleight of Hand and [[Adventuring Gear#General Tools|Thieve's Tools]] as a Bonus Action
|-
| [[Rogue#Second-Story Work|Second-Story Work]] || 3rd || You can climb and make better Running Jumps
|-
| [[Rogue#Supreme Sneak|Supreme Sneak]] || 9th || You're better at Stealth if you don't move a lot
|-
| [[Rogue#Use Magic Device|Use Magic Device]] || 13th || You can use magic items even if you normally wouldn't be able to
|-
| [[Rogue#Thief's Reflexes|Thief's Reflexes]] || 17th || You take two turns at the start of combat
|}
<br><br>


Fast Hands. Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
==== Fast Hands ====
''3rd Level Thief Feature''<br>
You can use a Bonus Action to make a Dexterity (Sleight of Hand) Check, or use your [[Adventuring Gear#General Tools|Thieve's Tools]] to disarm a trap or open a lock.
<br><br>


Second-Story Work. When you choose this archetype at 3rd level, you gain a Climbing Speed equal to your Walking Speed
==== Second-Story Work ====
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
''3rd Level Thief Feature''<br>
You gain a Climbing Speed equal to your Walking Speed.<br>
In addition, when you make a Running Jump, the distance you cover increases by a number of feet equal to your Dexterity Modifier.
<br><br>


Supreme Sneak. Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
==== Supreme Sneak ====
''9th Level Thief Feature''<br>
You have advantage on a Dexterity (Stealth) Check if you move no more than half your speed on the same turn.
<br><br>


Use Magic Device. By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
==== Use Magic Device ====
''13th Level Thief Feature''<br>
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and Level requirements on the use of magic items.
<br><br>


Thief’s Reflexes. When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
==== Thief's Reflexes ====
''17th Level Thief Feature''<br>
You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative Score and your second turn at 10 less than your Initiative Score. You can’t use this feature when you are Surprised.
<br><br><br>

Latest revision as of 19:48, 14 January 2023

Rogue

Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.
A Locathah lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.
Suppressing a giggle, a goblin waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

Class Table
Level Proficiency Bonus Features Sneak Attack Experience Points
1st +2 Expertise, Sneak Attack, Thieve's Cant 1d6 0
2nd +2 Cunning Action 1d6 300
3rd +2 Roguish Archetype, Steady Aim 2d6 1,000
4th +2 Ability Score Improvement 2d6 3,000
5th +3 Uncanny Dodge 3d6 6,000
6th +3 Expertise 3d6 10,000
7th +3 Evasion 4d6 20,000
8th +3 Ability Score Improvement 4d6 40,000
9th +4 Roguish Archetype Feature 5d6 60,000
10th +4 Ability Score Improvement 5d6 80,000
11th +4 Reliable Talent 6d6 100,000
12th +4 Ability Score Improvement 6d6 120,000
13th +5 Roguish Archetype Feature 7d6 140,000
14th +5 Blindsense 7d6 160,000
15th +5 Slippery Mind 8d6 180,000
16th +5 Ability Score Improvement 8d6 200,000
17th +6 Roguish Archetype Feature 9d6 225,000
18th +6 Elusive 9d6 250,000
19th +6 Ability Score Improvement 10d6 300,000
20th +6 Stroke of Luck, Deadly Sneak Attack 10d8 350,000

Class Information

Hit Dice. 1d8 per Rogue Level
1st Level Hitpoints. 8+ your Constitution Modifier
Higher Level Hitpoints. 1d8 (increase to 5) + your Constitution Modifier per Rogue Level after 1st
Armor Proficiencies. Light Armor
Weapon Proficiencies. Simple Weapons, Hand Crossbows, Longbows, Longswords, Rapiers, Sabers
Tool Proficiencies. Thieve's Tools and one Set of Artisan's Tools
Saving Throw Proficiencies. Dexterity and Intelligence
Skill Proficiencies. Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment. A Rapier or a Saber or a Shortsword, a Longbow or a Shortsword, an Equipment Pack, Leather Armor, two Daggers, and Thieve's Tools

Rogue Features Summarized
Feature Level Quick Explanation
Expertise 1st You gain Expertise in some Skills and a Tool
Sneak Attack 1st You can deal extra Damage when you meet certain conditions
Thieve's Cant 1st You learn Thieve's Cant
Cunning Action 2nd You can Dash, Disengage, and Hide as a Bonus Action
Roguish Archetype 3rd You choose your subclass, and gain features at 3rd, 9th, 13th, and 17th Level
Steady Aim 3rd You can use a Bonus Action to get Advantage on an Attack if you don't move
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th, 12th, 16th, and 19th Level
Uncanny Dodge 5th You can use your Reaction to take half Damage from an Attack
Expertise 6th You gain Expertise in some Skills and a Tool
Evasion 7th You're better against Dexterity Saving Throws to take half Damage
Reliable Talent 11th You can't get less than a 10 on the die for Skills you're Proficient with
Blindsense 14th You know where nearby hidden and Invisible creatures are
Slippery Mind 15th You get Proficiency with Wisdom and Charisma Saving Throws
Elusive 18th No one can Attack you with Advantage
Stroke of Luck 20th If you miss and Attack you can Crit, and if you fail and Ability Check, you can get a 20
Deadly Sneak Attack 20th Your Sneak Attack uses d8s instead of d6s

Expertise

1st and 6th Level Rogue Feature
Choose two Skills you are Proficient with, but do not have Expertise in. You gain Expertise in those Skills.
Additionally, choose one Set of Tools that you are Proficient with, but do not have Expertise in. You gain Expertise in that Set of Set of Tools.

Sneak Attack

1st Level Rogue Feature
Once per turn when you take the Attack Action, you can deal additional Damage to one creature you hit with an Attack Roll if you’re using a Finesse or Ranged Weapon and if at least one of the following conditions is met:

  • You hit while you have Advantage on the Attack Roll.
  • You hit while at least one enemy of the target that isn't Incapacitated is within 5ft of the target.

If you gain a new Sneak Attack condition, then you can deal additional Damage with this feature if one of the listed conditions are met or if one of the new Sneak Attack conditions are met.

Thieve's Cant

1st Level Rogue Feature
During your rogue training you learned Thieve's Cant.

Cunning Action

2nd Level Rogue Feature
Your quick thinking and agility allow you to move and act quickly. You can take the Dash, Disengage, or Hide Action as a Bonus Action.

Roguish Archetype

3rd, 9th, 13th, and 17th Level Rogue Feature
You choose one of the Roguish Aces in the table below that you emulate in the exercise of your rogue abilities.

Roguish Archetypes
Roguish Archetype Complexity (1-5) Description
Arcane Trickster 4 You use the magic of wizards along with your natural rogue skills to sneak, strike, and steal more effectively.
Assassin 1 You use surprise and slow infiltration to get your foes in the perfect position to strike.
Brawler 1 You use more overt tactics and fisticuffs to frighten and beat your foes into submission.
Daredevil 3 You use elaborate moves through the air to gain the literal drop on your foes and impress your allies.
Dopplegangster 3 You use duplicates and illusion magic to distract and misdirect your foes.
Gambler 2 You use a deck of cards, skill, speed, and a bit of luck or cheating to get on a roll and just keep going.
Inquisitive 2 You become hyper observant of your surroundings and your enemies to find the perfect positions to search and strike.
Justicar 4 You use holy magic and roguish tactics to find and eliminate heretics to your cause.
Marauder 1 You use more overt weaponry and a frightening tactics to hit and run your foes while stealing their valuables.
Mastermind 3 You use masterful tactics to manipulate your enemies and guide your allies to the right actions.
Scout 2 You use guerrilla tactics and the environment around you to become difficult to pin down and gain the upper hand.
Shinobi 3 You use bladed weapons and flurries of blades to get the drop on your enemies and eliminate them quickly and quietly.
Soulknife 3 You use your psionic powers and weaponry to heighten your non-psionic abilities.
Swashbuckler 3 You use dazzling flourishes and natural charm to manipulate and duel your foes.
Thief 1 You leap across the tops of buildings and a natural knack for the mundane to perfect your standard roguish abilities.



Steady Aim

3rd Level Rogue Feature
If you haven't moved on a turn, you can use a Bonus Action to give yourself Advantage on your next Attack Roll this turn. If you do this, your Speed is reduced to 0 until the end of the end of this turn.

Ability Score Improvements

4th, 8th, 10th, 12th, 16th and 19th Level Rogue Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Uncanny Dodge

5th Level Rogue Feature
When a creature that you can see hits you with an Attack, you can use your Reaction to halve the Attack's Damage against you.

Evasion

7th Level Rogue Feature
You can nimbly dodge out of the way of certain area effects. When an effect would force you to make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.

Reliable Talent

11th Level Rogue Feature
You have refined your chosen skills until they approach perfection. Whenever you make an Ability Check that you are Proficient in, have Expertise with, or lets you add your Proficiency Bonus in some other way, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

14th Level Rogue Feature
If you are able to hear, you are aware of the location of any hidden or Invisible creature within 10ft of you.

Slippery Mind

15th Level Rogue Feature
You have acquired greater mental strength. You gain Proficiency in Wisdom and Charisma Saving Throws.

Elusive

18th Level Rogue Feature
You are so evasive that attackers rarely gain the upper hand against you. No Attack Roll made against you can have Advantage unless you are Incapacitated.

Stroke of Luck

20th Level Rogue Feature
You have an uncanny knack for succeeding when you need to. If you miss on an Attack made against a target within Range, you can turn the miss into a Crit. Alternatively, if you fail an Ability Check or Saving Throw, you can treat the d20 roll as a 20.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Deadly Sneak Attack

20th Level Rogue Feature
Your Sneak Attack feature now deals d8s of Damage instead of d6s.

Roguish Archetype

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Arcane Trickster Features
Feature Level Quick Explanation
Spellcasting 3rd You gain Quarter Spellcasting that uses Charisma and Learning Spells, usually from the Enchantment or Transmutation Schools from the Wizard Spell List
Mage Hand Legerdemain 3rd You get the Mage Hand Cantrip but its Invisible and better
Magical Ambush 9th While you're Hidden you're goes are worse at resisting your Spells
Versatile Trickster 13th You can use your Mage Hand to distract enemies
Spell Thief 17th You can steal your enemies Spells



Spellcasting

3rd Level Arcane Trickster Feature
Spellcasting Ability. Intelligence
Spell Save DC. 8 + your Intelligence Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Intelligence Modifier + your Proficiency Bonus
Spellcasting Focus. An Arcane Focus or a Trinket
Spell Learning Method. You start knowing 3 Spells from the Wizard Spell List, two of which must be from the Enchantment or Illusion Schools. You learn additional Spells from the Wizard Spell List which can only be learnt from the Enchantment or Illusion Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.

Wizard Spell List
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1



Mage Hand Legerdemain

3rd Level Arcane Trickster Feature
You learn the Mage Hand Cantrip in addition to the other Cantrips you Learn. When you cast the Mage Hand Cantrip, you can make the spectral hand Invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use Thieve's Tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) Check contested by the creature’s Wisdom (Perception) Check.
In addition, you can use a Bonus Action to control the hand.

Magical Ambush

9th Level Arcane Trickster Feature
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.

Versatile Trickster

13th Level Arcane Trickster Feature
You gain the ability to distract targets with your mage hand. As a Bonus Action, you can designate a creature within 5ft of the spectral hand created by the Mage Hand Cantrip. Doing so gives you advantage on Attack Rolls against that creature until the end of your turn.

Spell Thief

17th Level Arcane Trickster Feature
You gain the ability to magically steal the knowledge of how to cast a Spell from another spellcaster.
Immediately after a creature casts a Spell of 1st Level or higher that is of a Level you can cast that targets you or includes you in its area of effect, you can use your Reaction to force that creature to make a Saving Throw using its Spellcasting Ability against your Spell Save DC. On a failed Save, you are unaffected by the Spell, additionally, for the next 8 hours, you Know the Spell, it is an Arcane Trickster Spell for you, and doesn't count against your Spells Known. Also, the creature can’t cast that spell until the 8 hours have passed.
Once you use this feature, you can’t use it again until you finish a Long Rest.


Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Assassin Features
Feature Level Quick Explanation
Assassin's Strike 3rd You're better at Attacking foes that haven't gone yet in combat and are Surprised
Infiltrator 3rd You get Proficiency with Disguise Kits and Poisoner's Tools, You're also better at using disguises
Stolen Identity 9th You can steal a dead Humanoids identity
Imposter 13th You're way better at Deception
Poisoned Blade 13th You can poison your Weapons and use Sneak Attack when you do so
Death Strike 17th When you Sneak Attack you can Crit


Assassin's Strike

3rd Level Assassin Feature
You are at your deadliest when your enemies don't see you coming, gaining the following benefits:

  • You have Advantage on Attack Rolls you make against creatures that have not yet acted in combat.
  • When you hit a creature that is Surprised with an Attack, you Crit.
  • When you Crit and roll a 1 on any of your Damage dice for that Attack, you can reroll those dice. You must use the new result, even if you roll another 1.


Infiltrator

3rd Level Assassin Feature
You have the skills to infiltrate and sow death wherever your target dwells. You gain Proficiency with Disguise Kits and Poisoner's Kits.
Additionally, when you make a Charisma (Deception) Check while wearing a disguise created with a Disguise Kit, you treat a roll of 7 or lower on the d20 as an 8.

Stolen Identity

9th Level Assassin Feature
You have mastered the dark art of stealing another creature's identity. Over the course of an hour, you can craft a perfect disguise of a Humanoid you have slain, so long as you have access to the corpse and a Disguise Kit. To detect your disguise, a creature must succeed on an Intelligence (Investigation) or Wisdom (Insight) Check, contested by your Charisma (Deception) Check.
Also, over an 8 hour period, which can be during a Long Rest, you can use this disguise to completely assume the life of the slain Humanoid. After which, other creatures believe you to be that person until given an obvious reason not to.

Impostor

13th Level Assassin Feature
The skill with which you adopt another creature's identity is nearly supernatural. You have Advantage on your Charisma (Deception) Checks.

Poisoned Blade

13th Level Assassin Feature
Your skills with a Poisoner's Kit have grown beyond normal limits and you always seem to have some poison on hand. You can use a Bonus Action to soak a Weapon with poison, whether you have access to poison or not. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest
You gain a new condition for your Sneak Attack feature:

  • You hit a creature with a Weapon that you have soaked in poison with your Poisoned Blade feature. When you do so, you can make your Sneak Attack deal Poison Damage instead of the normal Damage Type.



Death Strike

17th Level Assassin Feature
You have become a master of instant death. When you use your Sneak Attack feature, you can turn the Attack into a Crit.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.


Brawler

Not all rogues rely on stealth and deception to defeat their foes. Ruffians are the rogues who like to face their enemies directly, and strive to overcome them with devastating blows and ruthless combat techniques. Often employed as hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians can be found in almost any village, city, or town where crime exists.

Brawler Features
Feature Level Quick Explanation
Enforcer 3rd You get better Unarmed Strikes, can use Unarmed Strikes as a Bonus Action, get Proficiency with Intimidation, and can use Constitution for your AC
One-Two Punch 3rd When you hit a creature a second time you can use your Sneak Attack
Imposing Glare 9th You can Frighten creatures and cannot be Frightened
Dodge and Counter 13th When a creature misses you, you can knock it Prone and reduce its Speed, or Grapple it
Ruthless Strike 17th You can use Sneak Attack more than once with One-Two Punch



Enforcer

3rd Level Brawler Feature
You use tricks not often employed by rogues, giving you the following benefits:

  • As a Bonus Action on your turn, you can make an Unarmed Strike.
  • Your Unarmed Strikes deal 1d6 Bludgeoning Damage.
  • You gain Proficiency in Intimidation.
  • You can use your Constitution Modifier, instead of your Dexterity Modifier, to calculate your Armor Class with Light and Medium Armor.



One-Two Punch

3rd Level Brawler Feature
You gain a new condition for your Sneak Attack feature:

  • You hit a creature with a Weapon Attack if you already hit that creature with a Weapon Attack this turn even if the Attack was not made with a Finesse or Ranged Weapon.



Imposing Glance

9th Level Brawler Feature
Your glance strikes fear into the hearts of the weak. You can use a Bonus Action to make a Strength (Intimidation) Check targeting a creature within 30ft that can see you, contested by its Wisdom (Insight) Check. If you succeed, the target is Frightened of you until the start of your next turn.
Additionally, you gain Immunity to the Frightened Condition.

Dodge and Counter

13th Level Brawler Feature
You can redirect the force of your enemies' blows against them. As a Reaction when a creature that is one size larger than you or smaller misses you with a Melee Attack, you can force that creature to make a Dexterity Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, choose one of the following:

  • The creature is knocked Prone and its Speed reduced to 0 until the end of your next turn
  • The creature is Grappled by you.



Ruthless Strike

17th Level Brawler Feature
You ruthlessly beat your foes. You can use the Sneak Attack condition gained from your One-Two Punch feature even if you already used your Sneak Attack feature this turn.


Daredevil

Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their skills in stealth and sleight of hand to avoid danger. However, there are some who seek this danger out, living for the adrenaline rush that comes with near death experiences. Daredevils are rogues who would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death.

Daredevil Features
Feature Level Quick Explanation
Aerialist 3rd You can climb and make better Running Jumps
Death From Above 3rd When you move through the air and hit a creature you can Sneak Attack it and knock it Prone
Air Catching 9th You take less negative effects from falling
Defy Death 13th When you're dying, you can still act some of the type
Airborne Strikes 17th When you're above ground you are better at Attacking and Dexterity Saving Throws



Aerialist

3rd Level Daredevil Feature
You gain a Climbing Speed equal to your Walking Speed.
In addition, when you make a Running Jump, the distance you cover increases by a number of feet equal to your Dexterity Modifier.

Death From Above

3rd Level Daredevil Feature
You learn to turn your airborne body into a projectile. You gain a new condition for your Sneak Attack feature:

  • You hit the creature with an Attack Roll after you move at least 10ft through the air and then land within 5ft of that creature on that turn. When you do so, the creature must make a Strength Saving Throw with a DC of 8 + your Dexterity Modifier + your Proficiency Bonus. On a failed Save, the creature falls Prone and takes an additional 2d6 Bludgeoning Damage.


Air Catching

9th Level Daredevil Feature
Your experience with falling from great heights has made you an expert at landing without hurting yourself. Whenever you fall and are not Incapacitated, you can reduce any Falling Damage you would take by an amount equal to 5 x your Rogue Level. Additionally you don't fall Prone when you take Falling Damage.
If you land on something soft that breaks your fall, like a wagon full of hay, you take no Falling Damage but do fall Prone.

Defy Death

13th Level Daredevil Feature
Your affinity for risky behavior has been cause for many near death experiences, granting you a certain familiarity with death. You do not fall Unconscious while you are at 0 Hit Points. Instead, at the start of your turn you make a Death Saving Throw. On a successful Save, you take your turn as normal. On a failed Save, you fall Unconscious until the start of your next turn.

Airborne Strikes

17th Level Daredevil Feature
You can maneuver yourself while airborne to strike at your enemies in unexpected ways. While you are at least 5ft above ground level, you have Advantage on Attack Rolls and Saving Throws.


Dopplegangster

While many rogues are adept with sleight of hand, you don’t stop there. You have developed a natural knack for deception using magic and curious projections of yourself to misdirect and confound those around you. Most rogues who follow this archetype are street magicians, burglars, or theatrical performers.

Dopplegangster Features
Feature Level Quick Explanation
Conjure Projection 3rd You can create a perfect Duplicate of yourself
Bonus Cantrip 3rd You get the Minor Illusion Cantrip
Bonus Spells 9th You get the Major Image Mirror Image Spell
Improved Conjure Projection 13th You can summon two Duplicates and can see through your Duplicates
Mirror Position 17th You can use your Duplicate to distract your foes better



Conjure Projection

3rd Level Dopplegangster Feature
You gain the ability to project a perfect illusory Duplicate of yourself. As a Bonus Action, you can create this Duplicate in an unoccupied space that you can see within 10ft of you. The Duplicate's AC is equal to your Charisma Score, and it uses your Charisma Saving Throw bonus for any Saving Throw it makes.
When you reach 7th Level in this class, your duplicate gains your Evasion feature as well.
You can move your Duplicate up to 30ft once on each of your turns as a Free Action. If you take the Dash Action, you can move your Duplicate 30ft, and if you take the Disengage Action, your Duplicate does not provoke Opportunity Attacks until the end of your turn. Your Duplicate remains for 10 minutes, until you dismiss it as a Bonus Action, until you use this feature again, if you are more than 60ft away from it, you are Unconscious at the start of your turn, or until the Duplicate takes any Damage. The Duplicate can’t be Charmed and is Immune to Poison and Psychic Damage.
Your Duplicate serves as an enemy of the target creature for the purposes of your Sneak Attack conditions.
Your Duplicate appears to carry the same equipment as you, although it doesn’t gain the benefits of any magic items or Armor you’re wearing or carrying.
You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest.

Bonus Cantrip

3rd Level Dopplegangster Feature
You Learn the Minor Illusion Cantrip. Charisma is your Spellcasting Ability for this Spell.

Bonus Spells

9th Level Dopplegangster Feature
You can cast the Major Image and Mirror Image Spells. You can cast each of these Spells once, being unable to do so again until you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells.

Improved Conjure Projection

13th Level Dopplegangster Feature
You can use your Conjure Projection feature to create up to two Duplicates, instead of one, whenever you expend a use of that feature. You can move each of your Duplicates independently.
While you’re within 5ft of a Duplicate, Attacks against you and the Duplicate have Disadvantage.
You can also use a Bonus Action to see and hear through a Duplicate's senses until the start of your next turn. During this time, you are Deafened and Blinded. Additionally during this time you can speak through your Duplicate using your own voice.

Mirror Position

17th Level Dopplegangster Feature
You and your projected Duplicates are practically interchangeable. When you’re hit by an Attack, you can use your Reaction to switch places with a Duplicate that you can see. The Duplicate then takes the Damage from the Attack instead, destroying it and causing it to shatter into magical shrapnel. If the Attacker is within 5ft of the shattered Duplicate, it also takes Force Damage equal to your Rogue Level.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.


Gambler

While all rogues enjoy risky behavior, the life of a Gambler revolves around this risk. They enjoy nothing more then high stakes situations where they can put everything on the line. Often found in taverns and casinos, these rogues cannot help but gamble away any wealth they acquire in their adventures.

Gambler Features
Feature Level Quick Explanation
Pick a Card 3rd You get Expertise in Playing Cards and can use them as a Weapon, when you do you get a random bonus
Gambler's Know-How 3rd You can learn how to play games and Gaming Sets even if you didn't know about them before
Lucky Streak 9th When you Crit you can try to Crit again to deal more Damage, but if you get a nat 1 you deal no Damage
Quickdraw 13th You're better at Initiative, and gain some control over your Pick a Card
Jackpot 17th Your Sneak Attack has exploding Damage Rolls



Pick a Card

3rd Level Gambler Feature
You can weaponize your trusty deck of cards. You gain Proficiency and Expertise with Playing Cards as a Gaming Set. You can use Playing Cards as a Simple Melee Weapon that has the Thrown (30/60) Property, the Finesse Property, and deals 1d4 Slashing Damage.
Once per turn, when you make an Attack using your Playing Cards you gain a benefit based on the d4 you rolled for the Damage as follows:

  • 1, Clubs.The creatures's Speed is reduced by a number of feet equal to 5 x your Proficiency bonus until the start of your next turn.
  • 2, Diamonds. You can use your Sneak Attack feature on this Attack even if you meet none of the conditions to do so.
  • 3, Spades. You gain Temporary Hit Points equal to the Damage dealt by this Attack.
  • 4, Hearts. You can change your Initiative Score with the target's Initiative Score at the Initiative Count 0.



Gambler's Know-How

3rd Level Gambler Feature
In life's games, sometimes you win, and sometimes you need to improvise. You gain Proficiency and Expertise with one Set of Gaming Sets of your choice.
Also, if you spend at least 1 minute observing or playing a game you aren't familiar with, you can add your Proficiency Bonus to any Ability Checks related to that game. Only one game or Gaming Sets can benefit from this feature at a time.

Lucky Streak

9th Level Gambler Feature
You're luck is extreme and seems to keep on going. When you roll a 7 on a d20 during an Attack Roll, you Crit.
Additionally, if you Crit on an Attack, you can choose to roll another d20, with the effects as follows:

  • If the result of the d20 would Crit on an Attack, then you deal the maximum Damage of the Attack again while determining the Damage for the Attack, and you can choose to roll an additional d20, as if using this feature for the Attack.
  • If you roll a 1 on the d20, the Attack deals no Damage and cannot be increased in any way.



Quickdraw

13th Level Gambler Feature
You have Advantage on your Initiative Rolls, and you can choose which benefit you gain on the first Attack you make with your Pick a Card feature.

Jackpot

17th Level Gambler Feature
Your good fortune is another's bad luck. When you roll Damage for your Sneak Attack feature and roll the highest number possible on any of the dice, roll that die again and add that roll to the damage.


Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

Inquisitive Features
Feature Level Quick Explanation
Ear for Deceit 3rd You're better at seeing if people are lying
Eye for Detail 3rd You can Search as a Bonus Action
Insightful Fighting 3rd You can use a Bonus Action to try Discover a creature, and you always Sneak Attack creatures you've Discovered
Steady Eye 9th You're better at Perception and Investigation if you don't move a lot
Unerring Eye 13th You know if there are illusions nearby
Eye for Weakness 17th When you Sneak Attack with Insightful Fighting, you deal extra Damage



Ear for Deceit

3rd Level Inquisitive Feature
You develop a talent for picking out lies. Whenever you make a Wisdom (Insight) Check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

3rd Level Inquisitive Feature
You can take the Search Action as a Bonus Action.

Insightful Fighting

3rd Level Inquisitive Feature
You gain the ability to decipher an opponent’s tactics and develop a counter to them. 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. If you succeed, the target is Discovered for 1 minute or until you successfully use this Bonus Action on another creature.
You gain a new condition for your Sneak Attack feature:

  • You hit a Discovered creature.



Steady Eye

9th Level Inquisitive Feature
You have Advantage on your Wisdom (Perception) or Intelligence (Investigation) Check if you move no more than half your Speed on the same turn.

Unerring Eye

13th Level Inquisitive Feature
Your senses are almost impossible to foil. As an Action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30ft of you, provided you aren’t Blinded or Deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.

Eye for Weakness

17th Level Inquisitive Feature
You learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. When you use the Sneak Attack condition from your Insightful Fighting feature, you deal an additional 3d6 Damage to the target of the Attack.


Justicar

Most adventurers with divine power use it openly as priests, clerics, and paladins. However, some dark and ruthless adventurers that use divine power are Justicars. These zealous servants work tirelessly to impose the will of their beliefs, and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.

Justicar Features
Feature Level Quick Explanation
Spellcasting 3rd You gain Quarter Spellcasting that uses Charisma and Learning Spells from the Paladin Spell List
Channel Divinity 3rd You gain a few divine abilities that you can use
Channel Divinity Options 3rd You can use your Channel Divinity to become Invisible or to sense those devoted and against your cause
Unseen Zealot 9th You get a permanent version of the Nondetection Spell and make no noise when you're Invisible
Zelous Strikes 13th You're Spells don't need Verbal Components and you can Sneak Attack creatures that are under the effect of one of your Spells
Holy Justicar 17th You are better at Attacking creatures that aren't fully devoted to your cause



Spellcasting

3rd Level Justicar Feature
Spellcasting Ability. Charisma
Spell Save DC. 8 + your Charisma Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Charisma Modifier + your Proficiency Bonus
Spellcasting Focus. A Holy Symbol
Spell Learning Method. You start Knowing 3 Spells from the Paladin Spell List and learn additional Paladin Spells as shown in the following table.

Paladin Spell List
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1



Channel Divinity

3rd Level Justicar Feature
You gain the ability to harness the power of the Three, you can use this a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. When you use your Channel Divinity, you choose which effect to use out of the options you gain from your Channel Divinity Options Feature. Additionally you gain Channel Divinity Options if you choose to Multiclass into Cleric or Paladin. If a Channel Divinity Option requires the target to make a Saving Throw against your Spell Save DC.

Channel Divinity Options

3rd Level Justicar Channel Divinity Options
You gain the following two Channel Divinity Options:

  • Channel Divinity Option: Shroud of Faith. You can use your Channel Divinity as a Bonus Action to cause you and everything you are wearing or carrying to become Invisible for up to 1 minute. This effect ends early if you Attack or cast a Spell.
  • Channel Divinity Option: Zelous Sense. You can use your Channel Divinity as an Action to detect the presence of your greatest allies and enemies. You know the location of any creatures that are strongly opposed or devoted to your cause within 30ft of you. Magic such as the Nondetection or Arcanist's Magic Aura Spells nullify this effect.



Unseen Zealot

9th Level Justicar Feature
You become inscrutable to the magic that your foes use to track you down in an attempt to stop you from the appointed mission you have been given. You and objects you are wearing and carrying are permanently under the effects of the Nondetection Spell.
Additionally, while you are Invisible, you produce no sound unless you choose to.

Zelous Strikes

13th Level Justicar Feature
Your Justicar Spells no longer require Verbal Components.
Also, you gain a new Sneak Attack condition:

  • You hit a creature while it is affected by one of your Justicar Spells.



Holy Justicar

17th Level Justicar Feature
You can embody justice and righteousness to smite heretics while still operating from the shadows. You have Advantage on Attack Rolls against creatures that are not fervently devoted to your cause, and these creatures have Disadvantage on Saving Throws you force them to make.


Marauder

Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency. Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.

Marauder Features
Feature Level Quick Explanation
Marauder Training 3rd You get Proficiency with Water Vehicles, Medium Armor, Shields, Martial Weapons and you can use Sneak Attack with any Weapon
Smash and Grab 3rd You always Sneak Attack objects
Brutal Coercion 9th You can Frighten enemies and make them drop what their holding
Frenzied Blows 13th You can Attack an extra time when you Attack with Advantage
Terror Strike 17th When you hit a creature, you can Frighten another creature



Marauder Training

3rd Level Marauder Feature
You gain Proficiency with Water Vehicles, Medium Armor, Shields, and Martial Weapons.
You can use your Sneak Attack feature even if the Attack was not made with a Finesse or Ranged Weapon.

Smash and Grab

3rd Level Marauder Feature
You learn techniques to break down barriers that stand between you and your treasures. You gain a new condition for your Sneak Attack feature:

  • You hit an object.



Brutal Coercion

9th Level Marauder Feature
You can use a to make a Strength or Charisma (Intimidation) Check against a Frightened creature you can see within 30ft of you, contested by the target’s Wisdom (Insight) Check, provided the target can see or hear you. If your check succeeds, the target drops an object you choose, which lands at its feet.

Frenzied Blows

13th Level Marauder Feature
You learn to swing brutally. Once on each of your turns, when you hit with an Attack you had Advantage on, you can make a single Attack as a Free Action.

Terror Strike

17th Level Marauder Feature
You can turn the brutality of combat into a tool to terrify your foes. Once per turn when you hit a creature with a Weapon Attack, you can choose a creature that you can see within 30ft of you. If the target can see you, it must succeed on a Wisdom Saving Throw or become Frightened of you until the start of your next turn. The DC for this saving throw is equal to half the Damage you dealt with the Attack.


Mastermind

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Mastermind Features
Feature Level Quick Explanation
Master of Intrigue 3rd You get Proficiency with Disguise Kits, Forgery Kits, a Gaming Set, and two Languages], you can also mimic speech
Master of Tactics 3rd You can use Help as a Bonus Action and at Range
Insightful Manipulator 9th You can determine certain information about creatures that you observe
Misdirection 13th You can redirect Attacks to other nearby enemies
Soul of Deceit 17th You can fool Divination Magic



Master of Intrigue

3rd Level Mastermind Feature
You gain Proficiency in Disguise Kits, Forgery Kits, and one Gaming Sets. You also learn two Languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the Language.

Master of Tactics

3rd Level Mastermind Feature
You can use the Help Action as a Bonus action. Additionally, when you use the Help Action, you can select a creature up to 30ft away from you as long as it can see or hear you.

Insightful Manipulator

9th Level Mastermind Feature
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 DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence Score
  • Wisdom Score
  • Charisma Score
  • Class Levels (if any)

At the DM’s discretion, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

Misdirection

13th Level Mastermind Feature
You can sometimes cause another creature to suffer an attack meant for you. When you are hit by an Attack and a creature other than the Attacker is within 5ft of you, you can use your Reaction to have that creature be targeted by the Attack instead.

Soul of Deceit

17th Level Mastermind Feature
Your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) Check contested by the mind reader’s Wisdom (Insight) Check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.


Scout

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.

Scout Features
Feature Level Quick Explanation
Skirmisher 3rd You can move when you make an Attack that doesn't provoke Opportunity Attacks
Lay of the Land 3rd You can Hide when Lightly Obscured by natural phenomena, and ignore Difficult Terrain made by natural phenomena
Survivalist 3rd You get Proficiency and Expertise in Nature and Survival
Superior Mobility 9th You're better at Perception and you and your allies can't be Surprised
Ambush Master 13th You can improve your allies Initiative Rolls
Sudden Strike 17th You can Attack an extra time when you take the Attack Action and can use Sneak Attack again when you do so



Skirmisher

3rd Level Scout Feature
You become skilled in guerrilla-style combat. Whenever you make an Attack against a creature, you can move up to 10ft immediately before or after the attack. This movement doesn’t provoke Opportunity Attacks, and doesn’t cost movement for you.

Lay of the Land

3rd Level Scout Feature
You become a master of moving through and hiding in nature. You can attempt to Hide while only Lightly Obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena, and you ignore Difficult Terrain composed of such natural phenomena.

Survivalist

3rd Level Scout Feature
You gain Proficiency and Expertise in Nature and Survival.

Silent Sentinel

9th Level Scout Feature
You excel at guarding your companions against ambushes and acting first in a fight.
You have Advantage on Initiative Rolls and Wisdom (Perception) Checks. In addition, neither you nor any creatures you choose can be Surprised in combat.

Superior Mobility

9th Level Scout Feature
Your swiftness makes you even more difficult to pin down in combat. At the start of each of your turns, you can choose to take the Dash or Disengage Action as a Free Action.

Ambush Master

13th Level Scout Feature
You can lead your companions to respond to danger at a moment’s notice. Whenever a creature that can see or hear you makes an Initiative Roll and gets a lower result than you, it can increase the result of its roll by your Proficiency Bonus, to a maximum result equal to your Initiative Roll.

Sudden Strike

17th Level Scout Feature
You can strike with deadly speed. Whenever you hit a creature with an Attack as part of the Attack Action on your turn, you can make an Additional Attack as part of the same Action. This Attack can also benefit from your Sneak Attack feature even if you have already used it this turn. You can’t Attack the same target more than once with a single Attack in this way.


Shinobi

A shinobi is a covert agent, a mercenary in service to a feudal clan. They are a unique breed of elite warriors, acting as specially trained spies and mercenaries for great lords and shoguns. Where soldiers die on a battlefield, a shinobi specializes in espionage, sabotage, infiltration, assassination and guerrilla warfare.
A shinobi's unique combat arts revolve around combining both stealth and ruthless assaults. Such tactics could never be practiced by samurai.

Shinobi Features
Feature Level Quick Explanation
Blade of the Shinobi 3rd You get Proficiency with Longswords and can use it as Finesse if you use it with two hands
Deathblow 3rd When you Surprise a creature or jump down onto a creature you can Sneak Attack it, deal extra Damage and knock them Prone
Relentless Onslaught 3rd When you would Sneak Attack you can Attack extra times instead
Mid-Air Combat 9th You can run up walls without falling and can use a grappling hook
Shadowrush 13th When you run at an enemy and Attack it, you can jump into the air
Hesitation is Defeat 17th You can add to your AC and Attack enemies that miss you when you do



Blade of the Shinobi

3rd Level Shinobi Feature
You gain Proficiency with Longswords, which have the Finesse Property for you if you wield them with two hands.

Deathblow

3rd Level Shinobi Feature
A shinobi seeks to end a fight quickly and effectively. When you jump at least 10ft down onto a creature and hit it with a Melee Attack, or when you hit a Surprised creature with a Melee Attack, then that creature is knocked Prone and you can add an extra 2d6 Damage to the first Damage roll you make against it.
In addition, you do not take any Falling Damage if you fall from 30ft or less, and you can use your Reaction to halve any Falling Damage you do take.

Relentless Onslaught

3rd Level Shinobi Feature
A shinobi fights relentlessly, using successive attacks to break an opponent’s posture. When you hit on an Attack with a Finesse Weapon that deals Slashing Damage and that meets at least one Sneak Attack condition, you can choose to not use your Sneak Attack feature to instead make an additional Attack as a Free Action.
The number of additional Attacks you can make as part of this Free Action increases to two at 11th level, and increases to three at 17th level.
You can only use this feature once per turn.

Mid-Air Combat

9th Level Shinobi Feature
A shinobi must move swiftly and silently, whether by climbing walls or leaping over rooftops to find the perfect ambush spot. You gain the ability to move along vertical surfaces on your turn without falling during the move.
In addition, you can use a Bonus Action to launch grappling hook and propel yourself to another position. When you do so, choose a snt within 20ft of you, you instantly move towards that point without spending Speed. You do not need access to a Grappling Hook to use this Bonus Action
Additionally, Opportunity Attacks made against you have Disadvantage.


Shadowrush

13th Level Shinobi Feature
You perfect the art of swift assassinations: like an owl on the hunt, you sweep upon your foe with a powerful attack, before using them as a platform to vault into the skies. If you move at least 10ft towards a creature you can lunge forward to make in an offensive strike. When you do so, make a Melee Attack against the target with Advantage. You can apply your Deathblow feature to this attack even if it wouldn’t otherwise qualify.
Immediately after making the Attack, you can Jump 10ft upwards into the air without provoking Opportunity Attacks.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Hesitation is Defeat

17th Level Shinobi Feature
When a creature hits you with a Melee Attack, you can use your Reaction to add your Proficiency Bonus to your AC for that Attack. If the Attack misses you, you can then immediately make a single Melee Weapon Attack against that creature as part of the same Reaction.


Soulknife

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy. As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.

Soulknife Features
Feature Level Quick Explanation
Psionic Power 3rd You get Psionic Power which you can use to improve your Ability Checks and communicate telepathically with your allies
Psychic Blades 3rd You get non-real blades you can use to Attack your enemies and deal Psychic Damage
Soul Blades 9th You can use your Psionic Power to deal extra Damage with your Psychic Blades or teleport
Psychic Veil 13th You can turn Invisible
Rend Mind 17th You can Stun enemies



Psionic Power

3rd Level Soulknife Feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice, which are each a d6. You have a number of these dice equal to twice your Proficiency Bonus, and they are expended to fuel various psionic powers you have, which are detailed below.
You regain all expended Psionic Energy Dice when you finish a Long Rest. In addition, as an Action you can regain all expended Psionic Energy Dice once per Long Rest.
When you reach certain Levels in this class, the size of your Psionic Energy Dice increases: at 5th Level (d8), 11th Level (d10), and 17th Level (d12). The powers below use your Psionic Energy Dice:

  • Psi-Bolstered Knack. When your non-psionic training fails you, your psionic power can help. If you fail an Ability Check you can roll one Psionic Energy Die and add the number rolled to the check. You expend the die only if the roll succeeds.
  • Psychic Whispers. You can establish telepathic communication between yourself and others for perfect and quiet infiltration. As an Action, choose a number of creatures you can see up to your Proficiency Bonus and roll a Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them as long as you and a creature are within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any Languages, and a creature can end the telepathic connection as a Free Action. You and the creature don’t need to speak a common Language to understand each other.
The first time you use this power after each long rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the Die.


Psychic Blades

3rd Level Soulknife Feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack Action, you can manifest a psychic blade from your free hand and make the Attack with that blade. This magic blade is a Simple Melee Weapon, has the Finesse and Thrown (60) Properties, and deals 1d6 Psychic Damage. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you Attack with the blade, you can make a Melee or Ranged Weapon Attack with a second psychic blade as a Bonus Action on the same turn, provided your other hand is free to create it. The Damage Die of this second Attack is 1d4, instead of 1d6. Your Psychic Blades deal additional Damage as you gain Levels in this class: at 5th Level the base Attacks use a d8 and the second Attack uses a d6, at 11th Level the base Attacks use a d10 and the second Attack uses a d8, and at 17th Level the base Attacks use a d12 and the second Attack uses a d10.

Soul Blades

9th Level Snoulknife Feature
Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy Dice:

  • Homing Strikes. If you make an Attack with your Psychic Blades and miss the target, you can roll one Psionic Energy Die and add the number rolled to the Attack Roll. If the Attack then hits, you expend the Psionic Energy Die.
  • Psychic Teleportation. As a Bonus Action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 x the number rolled. You then teleport to that space, and the blade vanishes.


Psychic Veil

13th Level Soulknife Feature
You can weave a veil of psychic static to mask yourself. As an Action, you become Invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect as a Free Action. This Invisibility ends early immediately after you deal Damage to a creature or you force a creature to make a Saving Throw.
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a Psionic Energy Die to use this feature again.

Rend Mind

17th Level Soulknife Feature
You can sweep your Psychic Blades directly through a creature’s mind. When you Attack with your Psychic Blades and use your Sneak Attack feature, you can force that target to make a Wisdom Saving Throw with a DC of 8 + your Dexterity Modifier + your Proficiency Bonus. On a failed Save the target is Stunned for 1 minute, a creature Stunned in this way can repeat the Save at the end of each of its turns, ending the effect on itself on a successful Save.
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend 3 Psionic Energy Dice to use it again.


Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Swashbuckler Features
Feature Level Quick Explanation
Fancy Footwork 3rd If you Attack a creature, hit or miss, it can't make Opportunity Attacks against you
Rakish Audacity 3rd You can use Sneak Attack when you, and no one else, is next to a creature
Panache 9th You can make a creature only want to Attack you or like you more
Elegant Maneuver 13th You can be better at Acrobatics and Athletics
Master Duelist 17th If you miss an Attack you can reroll it



Fancy Footwork

3rd Level Swashbuckler Feature
You learn how to land a strike and then slip away without reprisal. If you make a Melee Attack against a creature, that creature can’t make Opportunity Attacks against you until the start of your next turn.

Rakish Audacity

3rd Level Swashbuckler Feature
Your confidence propels you into battle. You add your Charisma Modifier to your Initiative Rolls.
You gain a new condition for your Sneak Attack feature:

  • You it a creature while you are within 5ft of it but when no other creatures are within 5ft of it.



Panache

9th Level Swashbuckler Feature
Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) Check contested by a creature’s Wisdom (Insight) Check. The creature must be able to hear you, and must be able to understand you.
If you succeed the target has Disadvantage on Attacks against creatures other than you and can’t make Opportunity Attacks against creatures other than you. This effect lasts for 1 minute, until one of your allies Attacks the target or targets it with a Spell, or until the target is more than 60ft away from you.
If you succeed on the check and the creature isn’t hostile to you, it is Charmed by you for 1 minute. While Charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver

13th Level Swashbuckler Feature
You can use a Bonus Action to gain Advantage on the next Dexterity (Acrobatics) or Strength (Athletics) Check you make before the end of the turn.

Master Duelist

17th Level Swashbuckler Feature
Your mastery of the blade lets you turn failure into success in combat. If you miss on an Attack, you can reroll the Attack.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.


Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

Thief Features
Feature Level Quick Explanation
Fast Hands 3rd You can use Sleight of Hand and Thieve's Tools as a Bonus Action
Second-Story Work 3rd You can climb and make better Running Jumps
Supreme Sneak 9th You're better at Stealth if you don't move a lot
Use Magic Device 13th You can use magic items even if you normally wouldn't be able to
Thief's Reflexes 17th You take two turns at the start of combat



Fast Hands

3rd Level Thief Feature
You can use a Bonus Action to make a Dexterity (Sleight of Hand) Check, or use your Thieve's Tools to disarm a trap or open a lock.

Second-Story Work

3rd Level Thief Feature
You gain a Climbing Speed equal to your Walking Speed.
In addition, when you make a Running Jump, the distance you cover increases by a number of feet equal to your Dexterity Modifier.

Supreme Sneak

9th Level Thief Feature
You have advantage on a Dexterity (Stealth) Check if you move no more than half your speed on the same turn.

Use Magic Device

13th Level Thief Feature
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and Level requirements on the use of magic items.

Thief's Reflexes

17th Level Thief Feature
You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative Score and your second turn at 10 less than your Initiative Score. You can’t use this feature when you are Surprised.