Rogue
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.
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
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.