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.

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 Ace, 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 Ace 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 Ace 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 Ace 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 (or 5) + your Constitution modifier per rogue level after 1st
Armor Proficiencies. Light Armor
Weapon Proficiencies. Simple Weapons, Hand Crossbows, Longbows Longswords, Rapiers, Sabers and Shortswords
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 and Quiver of 20 Arrows or a Shortsword, an Equipment Pack, Leather Armor, two Daggers, and Thieve’s Tools

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.

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 Class table.

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. 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. 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. 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. 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. 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.

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

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.

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.

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.

Slippery Mind. By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom and Charisma saving throws.

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.

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.

Deadly Sneak Attack. Also at 20th level, your Sneak Attacks now deal d8s of damage instead of d6s.

Ace Arcane Trickster

Spellcasting. You gain the ability to cast spells at 3rd level

Spellcasting Ability. Intelligence
Spell Save DC. 8 + Your Proficiency Bonus + Your Intelligence Modifier
Spell Attack Bonus. Proficiency Bonus + Your Intelligence Modifier
Spellcasting Focus. An Arcane Focus
Spell Learning Method. You start knowing 3 spells from the Wizard spell list, two of which are 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.
Spells known and spell slots per level
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. 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: 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 thieves’ 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 the bonus action to control the hand.

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.

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.

Spell Thief. At 17th level, 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 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. Once you use this feature, you can’t use it again until you finish a long rest.

Ace 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's Strike. You are at your deadliest when your enemies don't see you coming. Starting at 3rd level, you gain the following benefits:

  • You have advantage on any attack rolls you make against creatures that have not yet acted in combat.
  • When you hit a creature that is surprised with an attack, your attack becomes an automatic critical hit.
  • 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.

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.
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.

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.
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. 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.

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.
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 do not need access to poison to use this feature.

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.
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.

Ace 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.

Aerialist. When you choose this archetype at 3rd level, 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. 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. This special attack can apply your Sneak Attack damage, even if it doesn't meet the requirements for Sneak Attack.

Air Catching. 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. 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.

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 do not fall Unconscious while you are at 0 hit points. Instead, at the start of your turn you make a Death Saving Throw, if you succeed the Save, you can take your turn as normal, if you fail the Save, you fall Unconscious until the start of your next turn instead.

Airborne Strikes. You can maneuver yourself while airborne to strike at your enemies in unexpected ways. Starting at 17th level, while you are at least 5 feet off the ground, you have advantage on attack rolls and saving throws.

Ace 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.

Pick a Card. You can weaponize your trusty deck of cards. Beginning at 3rd level, decks of cards count as improvised weapons for you. When used as a weapon, they have the thrown (30/60) and finesse properties, and on hit, your playing cards deal Slashing Damage equal to 1d4 + your Dexterity Modifier.
Once per turn, when you make a playing card attack the number rolled on the d4 grants your attack a bonus effect:
1, Clubs.The creatures's movement speed is reduced by an amount of feet equal to five times your proficiency bonus.
2, Diamonds. You can apply your Sneak Attack bonus to this attack even if it doesn't meet the normal requirements for Sneak Attack.
3, Spades. You gain temporary hit points equal to the damage dealt by this attack.
4, Hearts. You can choose to switch places in the initiative order with the target, starting at the top of the next initiative round.

Gambler's Know-How. In life's games, sometimes you win, and sometimes you need to improvise. When you adopt this Archetype at 3rd level, you gain proficiency with improvised weapons, playing cards, and one other gaming set of your choice. You also gain expertise in playing cards and the other gaming set you chose.
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 set can benefit from this feature at a time.

Lucky Streak. Your attacks have been blessed with an entertaining, yet strange, luck. Starting at 9th level, your attack rolls score a critical hit on a roll of 7 or 20 on the d20, but rolls of 13 or 1 on the d20 are both considered critical failures. Good Luck!

Quickdraw. Beginning at 13th level, you have advantage on your initiative rolls, and the first Pick a Card attack you make after rolling initiative gains a bonus effect of your choice.

Jackpot. Your good fortune is another's bad luck. Starting at 17th level, whenever you roll the maximum damage for a Sneak Attack Die, you may roll another Sneak Attack Die and add it to the damage.

Ace 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.

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.

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.

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. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

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.

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. 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.

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.


Ace Justicar WIP

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.

Spellcasting. You gain the ability to cast spells at 3rd level

Spellcasting Ability. Charisma
Spell Save DC. 8 + Your Proficiency Bonus + Your Charisma Modifier
Spell Attack Bonus. Proficiency Bonus + Your Charisma Modifier
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.
Spells known and spell slots per level
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. 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. 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.

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. 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.

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. 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.

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. 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.

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).

Ace 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 Training. When you choose this archetype at 3rd level, you gain proficiency with water vehicles, medium armor, shields, and martial weapons. Additionally, you can apply the extra damage from your Sneak Attack to attacks made with any weapon you are proficient with, not just finesse or ranged weapons.

Smash and Grab. Also at 3rd level, you learn techniques to break down barriers that stand between you and your treasures. You can apply the extra damage from your Sneak Attack to any attack made against an object, even if you don’t have advantage on the attack roll.

Brutal Coercion. At 9th level, you can use the bonus action granted by your Cunning Action to make a Charisma (Intimidation) check against a frightened creature you can see within 30 feet 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 the object you choose, which lands at its feet.

Frenzied Blows. Starting at 13th, you learn to swing brutally. Once on each of your turns, when you hit on an attack which you had advantage on, you can make an additional attack.

Terror Strike. Beginning at 17th level, 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 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or become frightened until the start of your next turn. The DC for this saving throw is equal to half the damage you dealt with the attack.

Ace 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.

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. 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. 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.

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:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)

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

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.

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. 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.

Ace Doppleganster

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.

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 your Charisma score, and it uses your Charisma Saving throw for any Saving Throw it makes. When you gain the Evasion feature at 7th level, your duplicate gains the benefits of that feature as well.
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.
Your duplicate serves as an allied creature for the purposes of sneak attack.
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 (a minimum of once). You regain all expended uses when you finish a long rest.

Bonus Cantrip. Also at 3rd level, you learn the Minor Illusion cantrip. Charisma is your spellcasting ability for this spell.

Bonus Spells. When you reach 9th level, you can cast the Major Image and Mirror Image spell; once you cast once of these spells, you can’t cast that spell again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Improved Conjure Projection. Starting at 13th 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.
While you’re within 5 feet of a duplicate, attacks against you and the duplicate are made with disadvantage.
You can also use a Bonus 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.

Mirror Position. By 17th level, 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 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.

Ace 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.

Enforcer. You use tricks not often employed by rogues. When you adopt this Archetype at 3rd level, you gain the features below:

  • As a Bonus Action on your turn, you can make an Unarmed Strike.
  • When you make an unarmed strike, it deals bludgeoning damage equal to 1d6 + your Strength modifier.
  • You gain proficiency in Intimidation, and you can use your Strength, instead of Charisma, for Intimidation checks.
  • You can use your Constitution modifier, instead of your Dexterity modifier, to calculate your Armor Class in light and medium armor.

One-Two Punch. Also at 3rd level, when you hit a creature with a weapon attack, if you have already hit it with a weapon attack this turn, you can apply your Sneak Attack damage even if you do not have advantage on the attack roll, provided you do not have disadvantage on the attack roll.

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.

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.

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).

Ruthless Strike. You ruthlessly beat your foes. Beginning at 17th level, you can apply your Sneak Attack damage with One-Two Punch even if you already applied it this turn.

Ace 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.

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.

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.

Survivalist. Also at 3rd level, you gain proficiency and expertise in Nature and Survival.

Silent Sentinel. Starting at 9th level, 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 companions you choose can be surprised in combat.

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.

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.

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.

Ace 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.

Blade of the Shinobi. When you choose this Ace at 3rd level, you gain proficiency with Longswords, which count as a finesse weapon for you so long as you wield it using two hands.

Deathblow. A shinobi seeks to end a fight quickly and effectively. From 3rd level, when you are hidden and you jump at least 10 feet 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 30 feet or less, and you can use your reaction to half any falling damage you do take.

Relentless Onslaught. A shinobi fights relentlessly, using successive attacks to break an opponent’s posture. From 3rd level, when you take the attack action while using a bladed finesse weapon (such as a longsword, saber, shortsword, scimitar or rapier), you can choose to forgo applying your Sneak Attack damage and instead make an additional attack as part of the same action.
To use this option, you must still qualify for Sneak Attack. If you use this feature, you then cannot apply your Sneak Attack damage to any attack made during your turn.
The number of additional attacks you can make increases to two at 11th level, and increases to three at 17th level.

Mid-Air Combat. A shinobi must move swiftly and silently, whether by climbing walls or leaping over rooftops to find the perfect ambush spot. Starting at 9th level, you gain the ability to move along vertical surfaces on your turn without falling during the move. In addition, you learn a special bonus action which you use to launch a grappling hook and propel yourself to another position. You can target any point within 20 feet (which may be upside down or on a vertical surface) and move towards that position. Opportunity attacks against you have disadvantage during this movement.
You do not require a grappling hook to use this feature.

Shadowrush. 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. At 13th level, if you move 10 feet towards a creature you can lunge forward to make a melee attack 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 10 feet 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. From 17th level, 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, potentially causing the attack to miss you. If the attack does miss, you can then immediately make a single melee weapon attack against that creature as part of the same reaction. You cannot apply your Sneak Attack damage to attacks made with this reaction.

Ace 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.

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. 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. 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.

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.

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. 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.

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: 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. 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.

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. 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. 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. 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.

Ace 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.

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.

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. 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.

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. 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. 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. 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.

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.

Ace 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.

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.

Second-Story Work. When you choose this archetype at 3rd level, 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. 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.

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.

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.

Characters

Adran, the Kethie Collegian (High Elf), Rogue