Rogue: Difference between revisions

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= Roguish Aces =
= Roguish Archetype =
== Ace Arcane Trickster ==
== 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.
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.
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! Feature !! Level !! Quick Explanation
! 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
| [[Rogue#Spellcasting|Spellcasting]] || 3rd || You gain Quarter Spellcasting that uses Charisma and Learning Spells, usually from the Enchantment or Transmutation Schools from the Wizard Spell List
|-
|-
| Mage Hand Legerdemain || 3rd || You get the Mage Hand Cantrip but its Invisible and better
| [[Rogue#Mage Hand Legerdemain|Mage Hand Legerdemain]] || 3rd || You get the [[Cantrips#Mage Hand|Mage Hand]] Cantrip but its Invisible and better
|-
|-
| Magical Ambush || 9th || While you're Hidden you're goes are worse at resisting your Spells
| [[Rogue#Spellcasting|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
| [[Rogue#Spellcasting|Versatile Trickster || 13th || You can use your [[Cantrips#Mage Hand|Mage Hand]] to distract enemies
|-
|-
| Spell Thief || 17th || You can steal your enemies
| [[Rogue#Spellcasting|Spell Thief || 17th || You can steal your enemies Spells
|}
|}
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==== Spellcasting ====
==== Spellcasting ====
''3rd Level Ace Arcane Trickster Feature''<br>
''3rd Level Arcane Trickster Feature''<br>
'''Spellcasting Ability.''' Intelligence<br>
'''Spellcasting Ability.''' Intelligence<br>
'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br>
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{| class="wikitable"
{| class="wikitable"
|+ Spells Known and Spell Slots per Level
|+ [[Wizard Spells|Wizard Spell List]]
|-
|-
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th
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==== Mage Hand Legerdemain ====
==== Mage Hand Legerdemain ====
''3rd Level Ace Arcane Trickster Feature''<br>
''3rd Level Arcane Trickster Feature''<br>
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 learn the [[Cantrips#Mage Hand|Mage Hand]] Cantrip in addition to the other Cantrips you Learn. When you cast the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, you can make the spectral hand 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 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 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 use [[Adventuring Gear#General Tools|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.<br>
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) Check contested by the creature’s Wisdom (Perception) Check.<br>
In addition, you can use a Bonus Action to control the hand.
In addition, you can use a Bonus Action to control the hand.
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==== Magical Ambush ====
==== Magical Ambush ====
''9th Level Ace Arcane Trickster Feature''<br>
''9th Level Arcane Trickster Feature''<br>
If you are Hidden from a creature when you cast a Spell on it, the creature has Disadvantage on any Saving Throw it makes against the Spell this turn.
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.
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==== Versatile Trickster ====
==== Versatile Trickster ====
''13th Level Ace Arcane Trickster Feature''<br>
''13th Level Arcane Trickster Feature''<br>
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.
You gain the ability to distract targets with your mage hand. As a Bonus Action, you can designate a creature within 5ft of the spectral hand created by the [[Cantrips#Mage Hand|Mage Hand]] Cantrip. Doing so gives you advantage on Attack Rolls against that creature until the end of your turn.
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==== Spell Thief ====
==== Spell Thief ====
''17th Level Ace Arcane Trickster Feature''<br>
''17th Level Arcane Trickster Feature''<br>
You gain the ability to magically steal the knowledge of how to cast a Spell from another spellcaster.<br>
You gain the ability to magically steal the knowledge of how to cast a Spell from another spellcaster.<br>
Immediately after a creature casts a Spell of 1st Level or higher that is of a Level you can cast that targets you or includes you in its area of effect, you can use your Reaction to force that creature to make a Saving Throw using its Spellcasting Ability against your Spell Save DC. On a failed Save, you are unaffected by the Spell, additionally, for the next 8 hours, you Know the Spell, it is an Ace Arcane Trickster Spell for you, and doesn't count against your Spells Known. Also, the creature can’t cast that spell until the 8 hours have passed.<br>
Immediately after a creature casts a Spell of 1st Level or higher that is of a Level you can cast that targets you or includes you in its area of effect, you can use your Reaction to force that creature to make a Saving Throw using its Spellcasting Ability against your Spell Save DC. On a failed Save, you are unaffected by the Spell, additionally, for the next 8 hours, you Know the Spell, it is an Arcane Trickster Spell for you, and doesn't count against your Spells Known. Also, the creature can’t cast that spell until the 8 hours have passed.<br>
Once you use this feature, you can’t use it again until you finish a Long Rest.
Once you use this feature, you can’t use it again until you finish a Long Rest.
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== Ace Assassin ==
== Assassin ==
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Assassin's Strike || 3rd || You're better at Attacking foes that haven't gone yet in combat and are Surprised
| [[Rogue#Assassin's Strike|Assassin's Strike]] || 3rd || You're better at Attacking foes that haven't gone yet in combat and are Surprised
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| Infiltrator || 3rd || You get Proficiency with Disguise Kits and Poisoner's Kits, You're also better at using disguises
| [[Rogue#Infiltrator|Infiltrator]] || 3rd || You get Proficiency with Disguise Kits and Poisoner's Kits, You're also better at using disguises
|-
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| Stolen Identity || 9th || You can steal a dead Humanoids identity
| [[Rogue#Stolen Identity|Stolen Identity]] || 9th || You can steal a dead Humanoids identity
|-
|-
| Imposter || 13th || You're way better at Deception
| [[Rogue#Imposter|Imposter]] || 13th || You're way better at Deception
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| Poisoned Blade || 13th || You can poison your Weapons and use Sneak Attack when you do so
| [[Rogue#Poisoned Blade|Poisoned Blade]] || 13th || You can poison your Weapons and use Sneak Attack when you do so
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|-
| Death Strike || 17th || When you Sneak Attack you can Crit
| [[Rogue#Death Strike|Death Strike]] || 17th || When you Sneak Attack you can Crit
|}
|}
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==== Assassin's Strike ====
==== Assassin's Strike ====
''3rd Level Ace Assassin Feature''<br>
''3rd Level Assassin Feature''<br>
You are at your deadliest when your enemies don't see you coming, gaining the following benefits:
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.
*You have Advantage on Attack Rolls you make against creatures that have not yet acted in combat.
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==== Infiltrator ====
==== Infiltrator ====
''3rd Level Ace Assassin Feature''<br>
''3rd Level Assassin Feature''<br>
You have the skills to infiltrate and sow death wherever your target dwells. You gain Proficiency with Disguise Kits and Poisoner's Kits.<br>
You have the skills to infiltrate and sow death wherever your target dwells. You gain Proficiency with Disguise Kits and Poisoner's Kits.<br>
Additionally, when you make a Charisma (Deception) Check while wearing a disguise created with a Disguise Kit, you treat a roll of 7 or lower on the d20 as an 8.
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.
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==== Stolen Identity ====
==== Stolen Identity ====
''9th Level Ace Assassin Feature''<br>
''9th Level Assassin Feature''<br>
You have mastered the dark art of stealing another creature's identity. Over the course of an hour, you can craft a perfect disguise of a Humanoid you have slain, so long as you have access to the corpse and a Disguise Kit. To detect your disguise, a creature must succeed on an Intelligence (Investigation) or Wisdom (Insight) Check, contested by your Charisma (Deception) Check.<br>
You have mastered the dark art of stealing another creature's identity. Over the course of an hour, you can craft a perfect disguise of a Humanoid you have slain, so long as you have access to the corpse and a Disguise Kit. To detect your disguise, a creature must succeed on an Intelligence (Investigation) or Wisdom (Insight) Check, contested by your Charisma (Deception) Check.<br>
Also, over an 8 hour period, which can be during a Long Rest, you can use this disguise to completely assume the life of the slain Humanoid. After which, other creatures believe you to be that person until given an obvious reason not to.
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.
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==== Impostor ====
==== Impostor ====
''13th Level Ace Assassin Feature''<br>
''13th Level Assassin Feature''<br>
The skill with which you adopt another creature's identity is nearly supernatural. You have Advantage on your Charisma (Deception) Checks.
The skill with which you adopt another creature's identity is nearly supernatural. You have Advantage on your Charisma (Deception) Checks.
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==== Poisoned Blade ====
==== Poisoned Blade ====
''13th Level Ace Assassin Feature''<br>
''13th Level Assassin Feature''<br>
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<br>
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<br>
You gain a new condition for your Sneak Attack feature:
You gain a new condition for your Sneak Attack feature:
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==== Death Strike ====
==== Death Strike ====
''17th Level Ace Assassin Feature''<br>
''17th Level Assassin Feature''<br>
You have become a master of instant death. When you use your Sneak Attack feature, you can turn the Attack into a Crit.<br>
You have become a master of instant death. When you use your Sneak Attack feature, you can turn the Attack into a Crit.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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== Ace Brawler ==
== 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.
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.
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! Feature !! Level !! Quick Explanation
! 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
| [[Rogue#Enforcer|Enforcer || 3rd || You get better Unarmed Strikes, can use Unarmed Strikes as a Bonus Action, get Proficiency with Intimidation, and can use Constitution for your AC
|-
|-
| One-Two Punch || 3rd || When you hit a creature a second time you can use your Sneak Attack
| [[Rogue#One-Two Punch|One-Two Punch || 3rd || When you hit a creature a second time you can use your Sneak Attack
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|-
| Imposing Glare || 9th || You can Frighten creatures and cannot be Frightened
| [[Rogue#Imposing Glare|Imposing Glare || 9th || You can Frighten creatures and cannot be Frightened
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|-
| Dodge and Counter || 13th || When a creature misses you, you can knock it Prone and rescue its Speed, or Grapple it
| [[Rogue#Dodge and Counter|Dodge and Counter || 13th || When a creature misses you, you can knock it Prone and rescue its Speed, or Grapple it
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|-
| Ruthless Strike || 17th || You can use Sneak Attack more than once with One-Two Punch
| [[Rogue#Ruthless Strike|Ruthless Strike || 17th || You can use Sneak Attack more than once with One-Two Punch
|}
|}
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==== Enforcer ====
==== Enforcer ====
''3rd Level Ace Brawler Feature''<br>
''3rd Level Brawler Feature''<br>
You use tricks not often employed by rogues, giving you the following benefits:
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.
*As a Bonus Action on your turn, you can make an Unarmed Strike.
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==== One-Two Punch ====
==== One-Two Punch ====
''3rd Level Ace Brawler Feature''<br>
''3rd Level Brawler Feature''<br>
You gain a new condition for your Sneak Attack 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.
*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.
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==== Imposing Glance ====
==== Imposing Glance ====
''9th Level Ace Brawler Feature''<br>
''9th Level Brawler Feature''<br>
Your glance strikes fear into the hearts of the weak. You can use a Bonus Action to make a Strength (Intimidation) Check targeting a creature within 30ft that can see you, contested by its Wisdom (Insight) Check. If you succeed, the target is Frightened of you until the start of your next turn.<br>
Your glance strikes fear into the hearts of the weak. You can use a Bonus Action to make a Strength (Intimidation) Check targeting a creature within 30ft that can see you, contested by its Wisdom (Insight) Check. If you succeed, the target is Frightened of you until the start of your next turn.<br>
Additionally, you gain Immunity to the Frightened Condition.
Additionally, you gain Immunity to the Frightened Condition.
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==== Dodge and Counter ====
==== Dodge and Counter ====
''13th Level Ace Brawler Feature''<br>
''13th Level Brawler Feature''<br>
You can redirect the force of your enemies' blows against them. As a Reaction when a creature that is one size larger than you or smaller misses you with a Melee Attack, you can force that creature to make a Dexterity Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus. On a failed Save, choose one of the following:
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 knocked Prone and its Speed reduced to 0 until the end of your next turn
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==== Ruthless Strike ====
==== Ruthless Strike ====
''17th Level Ace Brawler Feature''<br>
''17th Level Brawler Feature''<br>
You ruthlessly beat your foes. You can use the Sneak Attack condition gained from your One-Two Punch feature even if you already used your Sneak Attack feature this turn.
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.
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== Ace Daredevil ==
== Daredevil ==
Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their skills in stealth and sleight of hand to avoid danger. However, there are some who seek this danger out, living for the adrenaline rush that comes with near death experiences. Daredevils are rogues who would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death.
Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their skills in stealth and sleight of hand to avoid danger. However, there are some who seek this danger out, living for the adrenaline rush that comes with near death experiences. Daredevils are rogues who would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Aerialist || 3rd || You can climb and make better Running Jumps
| [[Rogue#Aerialist|Aerialist]] || 3rd || You can climb and make better Running Jumps
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|-
| Death From Above || 3rd || When you move through the air and hit a creature you can Sneak Attack it and knock it Prone
| [[Rogue#Death From Above|Death From Above]] || 3rd || When you move through the air and hit a creature you can Sneak Attack it and knock it Prone
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|-
| Air Catching || 9th || You take less negative effects from falling
| [[Rogue#Air Catching|Air Catching]] || 9th || You take less negative effects from falling
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|-
| Defy Death || 13th || When you're dying, you can still act some of the type
| [[Rogue#Defy Death|Defy Death]] || 13th || When you're dying, you can still act some of the type
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|-
| Airborne Strikes || 17th || When you're above ground you are better at Attacking and Dexterity Saving Throws
| [[Rogue#Airborne Strikes|Airborne Strikes]] || 17th || When you're above ground you are better at Attacking and Dexterity Saving Throws
|}
|}
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==== Aerialist ====
==== Aerialist ====
''3rd Level Ace Daredevil Feature''<br>
''3rd Level Daredevil Feature''<br>
You gain a Climbing Speed equal to your Walking Speed.<br>
You gain a Climbing Speed equal to your Walking Speed.<br>
In addition, when you make a Running Jump, the distance you cover increases by a number of feet equal to your Dexterity Modifier.
In addition, when you make a Running Jump, the distance you cover increases by a number of feet equal to your Dexterity Modifier.
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==== Death From Above ====
==== Death From Above ====
''3rd Level Ace Daredevil Feature''<br>
''3rd Level Daredevil Feature''<br>
You learn to turn your airborne body into a projectile. You gain a new condition for your Sneak Attack feature:
You 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.
*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.
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==== Air Catching ====
==== Air Catching ====
''9th Level Ace Daredevil Feature''<br>
''9th Level Daredevil Feature''<br>
Your experience with falling from great heights has made you an expert at landing without hurting yourself. Whenever you fall and are not 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.<br>
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.<br>
If you land on something soft that breaks your fall, like a wagon full of hay, you take no Falling Damage but do fall Prone.
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.
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==== Defy Death ====
==== Defy Death ====
''13th Level Ace Daredevil Feature''<br>
''13th Level Daredevil Feature''<br>
Your affinity for risky behavior has been cause for many near death experiences, granting you a certain familiarity with death. You do not fall 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.
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.
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==== Airborne Strikes ====
==== Airborne Strikes ====
''17th Level Ace Daredevil Feature''<br>
''17th Level Daredevil Feature''<br>
You can maneuver yourself while airborne to strike at your enemies in unexpected ways. While you are at least 5ft above ground level, you have Advantage on Attack Rolls and Saving Throws.
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.
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== Ace Dopplegangster ==
== 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.
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.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Conjure Projection || 3rd || You can create a perfect Duplicate of yourself
| [[Rogue#Conjure Projection|Conjure Projection]] || 3rd || You can create a perfect Duplicate of yourself
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|-
| Bonus Cantrip || 3rd || You get the Minor Illusion Cantrip
| [[Rogue#Bonus Cantrip|Bonus Cantrip]] || 3rd || You get the Minor Illusion Cantrip
|-
|-
| Bonus Spells || 9th || You get the Mirror Image Spell
| [[Rogue#Bonus Spells|Bonus Spells]] || 9th || You get the Mirror Image Spell
|-
|-
| Improved Conjure Projection || 13th || You can summon two Duplicates and can see through your Duplicates
| [[Rogue#Improved Conjure Projection|Improved Conjure Projection]] || 13th || You can summon two Duplicates and can see through your Duplicates
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|-
| Mirror Position || 17th || You can use your Duplicate to distract your foes better
| [[Rogue#Mirror Position|Mirror Position]] || 17th || You can use your Duplicate to distract your foes better
|}
|}
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==== Conjure Projection ====
==== Conjure Projection ====
''3rd Level Ace Dopplegangster Feature''<br>
''3rd Level Dopplegangster Feature''<br>
You gain the ability to project a perfect illusory Duplicate of yourself. As a Bonus Action, you can create this Duplicate in an unoccupied space that you can see within 10ft of you. The Duplicate's AC is equal to your Charisma Score, and it uses your Charisma Saving Throw bonus for any Saving Throw it makes.<br>
You gain the ability to project a perfect illusory Duplicate of yourself. As a Bonus Action, you can create this Duplicate in an unoccupied space that you can see within 10ft of you. The Duplicate's AC is equal to your Charisma Score, and it uses your Charisma Saving Throw bonus for any Saving Throw it makes.<br>
When you reach 7th Level in this class, your duplicate gains your Evasion feature as well.<br>
When you reach 7th Level in this class, your duplicate gains your Evasion feature as well.<br>
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==== Bonus Cantrip ====
==== Bonus Cantrip ====
''3rd Level Ace Dopplegangster Feature''<br>
''3rd Level Dopplegangster Feature''<br>
You Learn the Minor Illusion Cantrip. Charisma is your Spellcasting Ability for this Spell.
You Learn the Minor Illusion Cantrip. Charisma is your Spellcasting Ability for this Spell.
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==== Bonus Spells ====
==== Bonus Spells ====
''9th Level Ace Dopplegangster Feature''<br>
''9th Level Dopplegangster Feature''<br>
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.
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.
<br><br>
<br><br>


==== Improved Conjure Projection ====
==== Improved Conjure Projection ====
''13th Level Ace Dopplegangster Feature''<br>
''13th Level Dopplegangster Feature''<br>
You can use your Conjure Projection feature to create up to two Duplicates, instead of one, whenever you expend a use of that feature. You can move each of your Duplicates independently.<br>
You can use your Conjure Projection feature to create up to two Duplicates, instead of one, whenever you expend a use of that feature. You can move each of your Duplicates independently.<br>
While you’re within 5ft of a Duplicate, Attacks against you and the Duplicate have Disadvantage.<br>
While you’re within 5ft of a Duplicate, Attacks against you and the Duplicate have Disadvantage.<br>
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==== Mirror Position ====
==== Mirror Position ====
''17th Level Ace Dopplegangster Feature''<br>
''17th Level Dopplegangster Feature''<br>
You and your projected Duplicates are practically interchangeable. When you’re hit by an Attack, you can use your Reaction to switch places with a Duplicate that you can see. The Duplicate then takes the Damage from the Attack instead, destroying it and causing it to shatter into magical shrapnel. If the Attacker is within 5ft of the shattered Duplicate, it also takes Force Damage equal to your Rogue Level.<br>
You and your projected Duplicates are practically interchangeable. When you’re hit by an Attack, you can use your Reaction to switch places with a Duplicate that you can see. The Duplicate then takes the Damage from the Attack instead, destroying it and causing it to shatter into magical shrapnel. If the Attacker is within 5ft of the shattered Duplicate, it also takes Force Damage equal to your Rogue Level.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br><br>
<br><br><br>


== Ace Gambler ==
== 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.
While all rogues enjoy risky behavior, the life of a Gambler revolves around this risk. They enjoy nothing more then high stakes situations where they can put everything on the line. Often found in taverns and casinos, these rogues cannot help but gamble away any wealth they acquire in their adventures.
<br><br>
<br><br>
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! Feature !! Level !! Quick Explanation
! 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
| [[Rogue#Pick a Card|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
| [[Rogue#Gambler's Know-How|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
| [[Rogue#Lucky Streak|Lucky Streak]] || 9th || When you Crit you can try to Crit again to deal more Damage, but if you get a nat 1 you deal no Damage
|-
|-
| Quickdraw || 13th || You're better at Initiative, and gain some control over your Pick a Card  
| [[Rogue#Quickdraw|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
| [[Rogue#Jackpot|Jackpot]] || 17th || Your Sneak Attack has exploding Damage Rolls
|}
|}
<br><br>
<br><br>


==== Pick a Card ====
==== Pick a Card ====
''3rd Level Ace Gambler Feature''<br>
''3rd Level Gambler Feature''<br>
You can weaponize your trusty deck of cards. You gain Proficiency and Expertise with Playing Cards as a Gaming Set. You can use Playing Cards as a Simple Melee Weapon that has the Thrown (30/60) Property, the Finesse Property, and deals 1d4 Slashing Damage.<br>
You can weaponize your trusty deck of cards. You gain Proficiency and Expertise with Playing Cards as a Gaming Set. You can use Playing Cards as a Simple Melee Weapon that has the Thrown (30/60) Property, the Finesse Property, and deals 1d4 Slashing Damage.<br>
Once per turn, when you make an Attack using your Playing Cards you gain a benefit based on the d4 you rolled for the Damage as follows:
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:
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==== Gambler's Know-How ====
==== Gambler's Know-How ====
''3rd Level Ace Gambler Feature''<br>
''3rd Level Gambler Feature''<br>
In life's games, sometimes you win, and sometimes you need to improvise. You gain Proficiency and Expertise with one set of Gaming Set of your choice.<br>
In life's games, sometimes you win, and sometimes you need to improvise. You gain Proficiency and Expertise with one set of Gaming Set of your choice.<br>
Also, if you spend at least 1 minute observing or playing a game you aren't familiar with, you can add your Proficiency Bonus to any Ability Checks related to that game. Only one game or Gaming Set can benefit from this feature at a time.
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.
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==== Lucky Streak ====
==== Lucky Streak ====
''9th Level Ace Gambler Feature''<br>
''9th Level Gambler Feature''<br>
You're luck is extreme and seems to keep on going. When you roll a 7 on a d20 during an Attack Roll, you Crit.<br>
You're luck is extreme and seems to keep on going. When you roll a 7 on a d20 during an Attack Roll, you Crit.<br>
Additionally, if you Crit on an Attack, you can choose to roll another d20, with the effects as follows:
Additionally, if you Crit on an Attack, you can choose to roll another d20, with the effects as follows:
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==== Quickdraw ====
==== Quickdraw ====
''13th Level Ace Gambler Feature''<br>
''13th Level Gambler Feature''<br>
You have Advantage on your Initiative Rolls, and you can choose which benefit you gain on the first Attack you make with your Pick a Card feature.
You have Advantage on your Initiative Rolls, and you can choose which benefit you gain on the first Attack you make with your Pick a Card feature.
<br><br>
<br><br>


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


== Ace Inquisitive ==
== Inquisitive ==
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
<br><br>
<br><br>
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Ear for Deceit || 3rd || You're better at seeing if people are lying
| [[Rogue#Ear for Deceit|Ear for Deceit]] || 3rd || You're better at seeing if people are lying
|-
|-
| Eye for Detail || 3rd || You can Search as a Bonus Action
| [[Rogue#Eye for Detail|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
| [[Rogue#Insightful Fighting|Insightful Fighting]] || 3rd || You can use a Bonus Action to try Discover a creature, and you always Sneak Attack creatures you've Discovered
|-
|-
| Steady Eye || 9th || You're better at Perception and Investigation if you don't move a lot
| [[Rogue#Steady Eye|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
| [[Rogue#Unerring|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
| [[Rogue#Eye for Weakness|Eye for Weakness]] || 17th || When you Sneak Attack with Insightful Fighting, you deal extra Damage
|}
|}
<br><br>
<br><br>


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


==== Eye for Detail ====
==== Eye for Detail ====
''3rd Level Ace Inquisitive Feature''<br>
''3rd Level Inquisitive Feature''<br>
You can take the Search Action as a Bonus Action.
You can take the Search Action as a Bonus Action.
<br><br>
<br><br>


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


==== Unerring Eye ====
==== Unerring Eye ====
''13th Level Ace Inquisitive Feature''<br>
''13th Level Inquisitive Feature''<br>
Your senses are almost impossible to foil. As an Action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30ft of you, provided you aren’t 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.<br>
Your senses are almost impossible to foil. As an Action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30ft of you, provided you aren’t 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.<br>
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.
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==== Eye for Weakness ====
==== Eye for Weakness ====
''17th Level Ace Inquisitive Feature''<br>
''17th Level Inquisitive Feature''<br>
You learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. When you use the Sneak Attack condition from your Insightful Fighting feature, you deal an additional 3d6 Damage to the target of the Attack.
You learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. When you use the Sneak Attack condition from your Insightful Fighting feature, you deal an additional 3d6 Damage to the target of the Attack.
<br><br><br>
<br><br><br>


== Ace Justicar ==
== Justicar ==
Most adventurers with divine power use it openly as priests, clerics, and paladins. However, some dark and ruthless adventurers that use divine power are Justicars. These zealous servants work tirelessly to impose the will of their beliefs, and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.
Most adventurers with divine power use it openly as priests, clerics, and paladins. However, some dark and ruthless adventurers that use divine power are Justicars. These zealous servants work tirelessly to impose the will of their beliefs, and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.
<br><br>
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Spellcasting || 3rd || You gain Quarter Spellcasting that uses Charisma and Learning Spells from the Paladin Spell List
| [[Rogue#Spellcasting|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
| [[Rogue#Channel Divinity|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
| [[Rogue#Channel Divinity Options|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
| [[Rogue#Unseen Zealot|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
| [[Rogue#Zelous Strikes|Zelous Strikes]] || 13th || You're Spells don't need Verbal Components and you can Sneak Attack creatures that are under the effect of one of your Spells
|-
|-
| Holy Justicar || 17th || You are better at Attacking creatures that aren't fully devoted to your cause
| [[Rogue#Holy Justicar|Holy Justicar]] || 17th || You are better at Attacking creatures that aren't fully devoted to your cause
|}
|}
<br><br>
<br><br>


==== Spellcasting ====
==== Spellcasting ====
''3rd Level Ace Justicar Feature''<br>
''3rd Level Justicar Feature''<br>
'''Spellcasting Ability.''' Charisma<br>
'''Spellcasting Ability.''' Charisma<br>
'''Spell Save DC.''' 8 + your Charisma Modifier + your Proficiency Bonus<br>
'''Spell Save DC.''' 8 + your Charisma Modifier + your Proficiency Bonus<br>
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{| class="wikitable"
{| class="wikitable"
|+ Spells Known and Spell Slots per Level
|+ [[Paladin Spells|Paladin Spell List]]
|-
|-
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th
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==== Channel Divinity ====
==== Channel Divinity ====
''3rd Level Ace Justicar Feature''<br>
''3rd Level Justicar Feature''<br>
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.
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.
<br><br>
<br><br>


==== Channel Divinity Options ====
==== Channel Divinity Options ====
''3rd Level Ace Justicar Channel Divinity Options''<br>
''3rd Level Justicar Channel Divinity Options''<br>
You gain the following two Channel Divinity Options:<br>
You gain the following two Channel Divinity Options:<br>
*'''Channel Divinity Option: Shroud of Faith.''' You can use your Channel Divinity as a Bonus Action to cause you and everything you are wearing or carrying to become Invisible for up to 1 minute. This effect ends early if you Attack or cast a Spell.
*'''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.
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==== Unseen Zealot ====
==== Unseen Zealot ====
''9th Level Ace Justicar Feature''<br>
''9th Level Justicar Feature''<br>
You become inscrutable to the magic that your foes use to track you down in an attempt to stop you from the appointed mission you have been given. You and objects you are wearing and carrying are permanently under the effects of the Nondetection Spell.<br>
You become inscrutable to the magic that your foes use to track you down in an attempt to stop you from the appointed mission you have been given. You and objects you are wearing and carrying are permanently under the effects of the Nondetection Spell.<br>
Additionally, while you are Invisible, you produce no sound unless you choose to.<br>
Additionally, while you are Invisible, you produce no sound unless you choose to.<br>
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==== Zelous Strikes ====
==== Zelous Strikes ====
''13th Level Ace Justicar Feature''<br>
''13th Level Justicar Feature''<br>
Your Ace Justicar Spells no longer require Verbal Components.<br>
Your Justicar Spells no longer require Verbal Components.<br>
Also, you gain a new Sneak Attack condition:
Also, you gain a new Sneak Attack condition:
*You hit a creature while it is affected by one of your Ace Justicar Spells.<br>
*You hit a creature while it is affected by one of your Justicar Spells.<br>
<br><br>
<br><br>


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


== Ace Marauder ==
== 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.
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.
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.
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! Feature !! Level !! Quick Explanation
! 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
| [[Rogue#Marauder Training|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
| [[Rogue#Smash and Grab|Smash and Grab]] || 3rd || You always Sneak Attack objects
|-
|-
| Brutal Coercion || 9th || You can Frighten enemies and make them drop what their holding
| [[Rogue#Brutal Coercion|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
| [[Rogue#Frenzied Blows|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
| [[Rogue#Terror Strike|Terror Strike]] || 17th || When you hit a creature, you can Frighten another creature
|}
|}
<br><br>
<br><br>


==== Marauder Training ====
==== Marauder Training ====
''3rd Level Ace Marauder Feature''<br>
''3rd Level Marauder Feature''<br>
You gain Proficiency with Water Vehicles, Medium Armor, Shields, and Martial Weapons.<br>
You gain Proficiency with Water Vehicles, Medium Armor, Shields, and Martial Weapons.<br>
You can use your Sneak Attack feature even if the Attack was not made with a Finesse or Ranged Weapon.
You can use your Sneak Attack feature even if the Attack was not made with a Finesse or Ranged Weapon.
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==== Smash and Grab ====
==== Smash and Grab ====
''3rd Level Ace Marauder Feature''<br>
''3rd Level Marauder Feature''<br>
You learn techniques to break down barriers that stand between you and your treasures. You gain a new condition for your Sneak Attack feature:
You 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.
*You hit an object.
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==== Brutal Coercion ====
==== Brutal Coercion ====
''9th Level Ace Marauder Feature''<br>
''9th Level Marauder Feature''<br>
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.
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.
<br><br>
<br><br>


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


==== Terror Strike ====
==== Terror Strike ====
''17th Level Ace Marauder Feature''<br>
''17th Level Marauder Feature''<br>
You can turn the brutality of combat into a tool to terrify your foes. Once per turn when you hit a creature with a Weapon Attack, you can choose a creature that you can see within 30ft of you. If the target can see you, it must succeed on a Wisdom Saving Throw or become 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.
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.
<br><br><br>
<br><br><br>


== Ace Mastermind ==
== 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.
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
<br><br>
<br><br>
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! Feature !! Level !! Quick Explanation
! 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
| [[Rogue#Master of Intrigue|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
| [[Rogue#Master of Tactics|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
| [[Rogue#Insightful Manipulator|Insightful Manipulator]] || 9th || You can determine certain information about creatures that you observe
|-
|-
| Misdirection || 13th || You can redirect Attacks to other nearby enemies
| [[Rogue#Misdirection|Misdirection]] || 13th || You can redirect Attacks to other nearby enemies
|-
|-
| Soul of Deceit || 17th || You can fool Divination Magic
| [[Rogue#Soul of Deceit|Soul of Deceit]] || 17th || You can fool Divination Magic
|}
|}
<br><br>
<br><br>


==== Master of Intrigue ====
==== Master of Intrigue ====
''3rd Level Ace Mastermind Feature''<br>
''3rd Level Mastermind Feature''<br>
You gain Proficiency in Disguise Kits, Forgery Kits, and one Gaming Set. You also learn two Languages of your choice.<br>
You gain Proficiency in Disguise Kits, Forgery Kits, and one Gaming Set. You also learn two Languages of your choice.<br>
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the Language.
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.
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==== Master of Tactics ====
==== Master of Tactics ====
''3rd Level Ace Mastermind Feature''<br>
''3rd Level Mastermind Feature''<br>
You can use the Help Action as a Bonus action. Additionally, when you use the Help Action, you can select a creature up to 30ft away from you as long as it can see or hear you.
You can use the Help Action as a Bonus action. Additionally, when you use the Help Action, you can select a creature up to 30ft away from you as long as it can see or hear you.
<br><br>
<br><br>


==== Insightful Manipulator ====
==== Insightful Manipulator ====
''9th Level Ace Mastermind Feature''<br>
''9th Level Mastermind Feature''<br>
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
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
*Intelligence Score
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==== Misdirection ====
==== Misdirection ====
''13th Level Ace Mastermind Feature''<br>
''13th Level Mastermind Feature''<br>
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.
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.
<br><br>
<br><br>


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


== Ace Scout ==
== 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.
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.
<br><br>
<br><br>
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Skirmisher || 3rd || You can move when you make an Attack that doesn't provoke Opportunity Attacks
| [[Rogue#Skirmisher|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
| [[Rogue#Lay of Land|Lay of the Land]] || 3rd || You can Hide when Lightly Obscured by natural phenomena, and ignore Difficult Terrain made by natural phenomena
|-
|-
| Survivalist || 3rd || You get Proficiency and Expertise in Nature and Survival
| [[Rogue#Survivalist|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
| [[Rogue#Superior Mobility|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
| [[Rogue#Ambush Master|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
| [[Rogue#Sudden Strike|Sudden Strike]] || 17th || You can Attack an extra time when you take the Attack Action and can use Sneak Attack again when you do so
|}
|}
<br><br>
<br><br>


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


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


==== Survivalist ====
==== Survivalist ====
''3rd Level Ace Scout Feature''<br>
''3rd Level Scout Feature''<br>
You gain Proficiency and Expertise in Nature and Survival.
You gain Proficiency and Expertise in Nature and Survival.
<br><br>
<br><br>


==== Silent Sentinel ====
==== Silent Sentinel ====
''9th Level Ace Scout Feature''<br>
''9th Level Scout Feature''<br>
You excel at guarding your companions against ambushes and acting first in a fight.<br>
You excel at guarding your companions against ambushes and acting first in a fight.<br>
You have Advantage on Initiative Rolls and Wisdom (Perception) Checks. In addition, neither you nor any creatures you choose can be Surprised in combat.
You have Advantage on Initiative Rolls and Wisdom (Perception) Checks. In addition, neither you nor any creatures you choose can be Surprised in combat.
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==== Superior Mobility ====
==== Superior Mobility ====
''9th Level Ace Scout Feature''<br>
''9th Level Scout Feature''<br>
Your swiftness makes you even more difficult to pin down in combat. At the start of each of your turns, you can choose to take the Dash or Disengage Action as a Free Action.
Your swiftness makes you even more difficult to pin down in combat. At the start of each of your turns, you can choose to take the Dash or Disengage Action as a Free Action.
<br><br>
<br><br>


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


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


== Ace Shinobi ==
== 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.<br>
A shinobi is a covert agent, a mercenary in service to a feudal clan. They are a unique breed of elite warriors, acting as specially trained spies and mercenaries for great lords and shoguns. Where soldiers die on a battlefield, a shinobi specializes in espionage, sabotage, infiltration, assassination and guerrilla warfare.<br>
A shinobi's unique combat arts revolve around combining both stealth and ruthless assaults. Such tactics could never be practiced by samurai.
A shinobi's unique combat arts revolve around combining both stealth and ruthless assaults. Such tactics could never be practiced by samurai.
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! Feature !! Level !! Quick Explanation
! 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
| [[Rogue#Blade of the Shinobi|Blade of the Shinobi]] || 3rd || You get Proficiency with Longswords and can use it as Finesse if you use it with two hands
|-
|-
| 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
| [[Rogue#Deathblow|Deathblow]] || 3rd || When you Surprise a creature or jump down onto a creature you can Sneak Attack it, deal extra Damage and knock them Prone
|-
|-
| Relentless Onslaught || 3rd || When you would Sneak Attack you can Attack extra times instead
| [[Rogue#Relentless Onslaught|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
| [[Rogue#Mid-Air Combat|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
| [[Rogue#Shadowrush|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
| [[Rogue#Hesitation is Defeat|Hesitation is Defeat]] || 17th || You can add to your AC and Attack enemies that miss you when you do
|}
|}
<br><br>
<br><br>


==== Blade of the Shinobi ====
==== Blade of the Shinobi ====
''3rd Level Ace Shinobi Feature''<br>
''3rd Level Shinobi Feature''<br>
You gain Proficiency with Longswords, which have the Finesse Property for you if you wield them with two hands.
You gain Proficiency with Longswords, which have the Finesse Property for you if you wield them with two hands.
<br><br>
<br><br>


==== Deathblow ====
==== Deathblow ====
''3rd Level Ace Shinobi Feature''<br>
''3rd Level Shinobi Feature''<br>
A shinobi seeks to end a fight quickly and effectively. When you jump at least 10ft down onto a creature and hit it with a Melee Attack, or when you hit a Surprised creature with a Melee Attack, then that creature is knocked Prone and you can add an extra 2d6 Damage to the first Damage roll you make against it.<br>
A shinobi seeks to end a fight quickly and effectively. When you jump at least 10ft down onto a creature and hit it with a Melee Attack, or when you hit a Surprised creature with a Melee Attack, then that creature is knocked Prone and you can add an extra 2d6 Damage to the first Damage roll you make against it.<br>
In addition, you do not take any Falling Damage if you fall from 30ft or less, and you can use your Reaction to halve any Falling Damage you do take.
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.
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==== Relentless Onslaught ====
==== Relentless Onslaught ====
''3rd Level Ace Shinobi Feature''<br>
''3rd Level Shinobi Feature''<br>
A shinobi fights relentlessly, using successive attacks to break an opponent’s posture. When you hit on an Attack with a Finesse Weapon that deals Slashing Damage and that meets at least one Sneak Attack condition, you can choose to not use your Sneak Attack feature to instead make an additional Attack as a Free Action.<br>
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.<br>
The number of additional Attacks you can make as part of this Free Action increases to two at 11th level, and increases to three at 17th level.<br>
The number of additional Attacks you can make as part of this Free Action increases to two at 11th level, and increases to three at 17th level.<br>
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==== Mid-Air Combat ====
==== Mid-Air Combat ====
''9th Level Ace Shinobi Feature''<br>
''9th Level Shinobi Feature''<br>
A shinobi must move swiftly and silently, whether by climbing walls or leaping over rooftops to find the perfect ambush spot. You gain the ability to move along vertical surfaces on your turn without falling during the move.<br>
A shinobi must move swiftly and silently, whether by climbing walls or leaping over rooftops to find the perfect ambush spot. You gain the ability to move along vertical surfaces on your turn without falling during the move.<br>
In addition, you can use a Bonus Action to launch grappling hook and propel yourself to another position. When you do so, choose a point within 20ft of you, you instantly move towards that point without spending Speed. You do not need access to a Grappling Hook to use this Bonus Action<br>
In addition, you can use a Bonus Action to launch grappling hook and propel yourself to another position. When you do so, choose a point within 20ft of you, you instantly move towards that point without spending Speed. You do not need access to a Grappling Hook to use this Bonus Action<br>
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==== Shadowrush ====
==== Shadowrush ====
''13th Level Ace Shinobi Feature''<br>
''13th Level Shinobi Feature''<br>
You perfect the art of swift assassinations: like an owl on the hunt, you sweep upon your foe with a powerful attack, before using them as a platform to vault into the skies. If you move at least 10ft towards a creature you can lunge forward to make in an offensive strike. When you do so, make a Melee Attack against the target with Advantage. You can apply your Deathblow feature to this attack even if it wouldn’t otherwise qualify.<br>
You perfect the art of swift assassinations: like an owl on the hunt, you sweep upon your foe with a powerful attack, before using them as a platform to vault into the skies. If you move at least 10ft towards a creature you can lunge forward to make in an offensive strike. When you do so, make a Melee Attack against the target with Advantage. You can apply your Deathblow feature to this attack even if it wouldn’t otherwise qualify.<br>
Immediately after making the Attack, you can Jump 10ft upwards into the air without provoking Opportunity Attacks.<br>
Immediately after making the Attack, you can Jump 10ft upwards into the air without provoking Opportunity Attacks.<br>
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==== Hesitation is Defeat ====
==== Hesitation is Defeat ====
''17th Level Ace Shinobi Feature''<br>
''17th Level Shinobi Feature''<br>
When a creature hits you with a Melee Attack, you can use your Reaction to add your Proficiency Bonus to your AC for that Attack. If the Attack misses you, you can then immediately make a single Melee Weapon Attack against that creature as part of the same Reaction.
When a creature hits you with a Melee Attack, you can use your Reaction to add your Proficiency Bonus to your AC for that Attack. If the Attack misses you, you can then immediately make a single Melee Weapon Attack against that creature as part of the same Reaction.
<br><br><br>
<br><br><br>


== Ace Soulknife ==
== Soulknife ==
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
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! Feature !! Level !! Quick Explanation
! 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
| [[Rogue#Psionic Power|Psionic Power]] || 3rd || You get Psionic Power which you can use to improve your Ability Checks and communicate telepathically with your allies
|-
|-
| Psychic Blades || 3rd || You get non-real blades you can use to Attack your enemies and deal Psychic Damage
| [[Rogue#Psychic Blades|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
| [[Rogue#Soul Blades|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
| [[Rogue#Psychic Veil|Psychic Veil]] || 13th || You can turn Invisible
|-
|-
| Rend Mind || 17th || You can Stun enemies
| [[Rogue#Rend Mind|Rend Mind]] || 17th || You can Stun enemies
|}
|}
<br><br>
<br><br>


==== Psionic Power ====
==== Psionic Power ====
''3rd Level Ace Soulknife Feature''<br>
''3rd Level Soulknife Feature''<br>
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice, which are each a d6. You have a number of these dice equal to twice your Proficiency Bonus, and they are expended to fuel various psionic powers you have, which are detailed below.<br>
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice, which are each a d6. You have a number of these dice equal to twice your Proficiency Bonus, and they are expended to fuel various psionic powers you have, which are detailed below.<br>
You regain all expended Psionic Energy Dice when you finish a Long Rest. In addition, as an Action you can regain all expended Psionic Energy Dice once per Long Rest.<br>
You regain all expended Psionic Energy Dice when you finish a Long Rest. In addition, as an Action you can regain all expended Psionic Energy Dice once per Long Rest.<br>
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*'''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.
*'''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.
:The first time you use this power after each long rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the Die.
<br><br>
<br>


==== Psychic Blades ====
==== Psychic Blades ====
''3rd Level Ace Soulknife Feature''<br>
''3rd Level Soulknife Feature''<br>
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack Action, you can manifest a psychic blade from your free hand and make the Attack with that blade. This magic blade is a Simple Melee Weapon, has the Finesse and Thrown (60) Properties, and deals 1d6 Psychic Damage. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.<br>
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.<br>
After you Attack with the blade, you can make a Melee or Ranged Weapon Attack with a second psychic blade as a Bonus Action on the same turn, provided your other hand is free to create it. The Damage Die of this second Attack is 1d4, instead of 1d6.
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.
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==== Soul Blades ====
==== Soul Blades ====
''9th Level Ace Snoulknife Feature''<br>
''9th Level Snoulknife Feature''<br>
Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy Dice:
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.
*'''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 Teleportation.''' As a Bonus Action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 x the number rolled. You then teleport to that space, and the blade vanishes.
<br><br>
<br>


==== Psychic Veil ====
==== Psychic Veil ====
''13th Level Ace Soulknife Feature''<br>
''13th Level Soulknife Feature''<br>
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.<br>
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.<br>
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a Psionic Energy Die to use this feature again.
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.
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==== Rend Mind ====
==== Rend Mind ====
''17th Level Ace Soulknife Feature''<br>
''17th Level Soulknife Feature''<br>
You can sweep your Psychic Blades directly through a creature’s mind. When you Attack with your Psychic Blades and use your Sneak Attack feature, you can force that target to make a Wisdom Saving Throw with a DC of 8 + your Dexterity Modifier + your Proficiency Bonus. On a failed Save the target is 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.<br>
You can sweep your Psychic Blades directly through a creature’s mind. When you Attack with your Psychic Blades and use your Sneak Attack feature, you can force that target to make a Wisdom Saving Throw with a DC of 8 + your Dexterity Modifier + your Proficiency Bonus. On a failed Save the target is 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.<br>
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend 3 Psionic Energy Dice to use it again.
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend 3 Psionic Energy Dice to use it again.
<br><br><br>
<br><br><br>


== Ace Swashbuckler ==
== Swashbuckler ==
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Fancy Footwork || 3rd || If you Attack a creature, hit or miss, it can't make Opportunity Attacks against you
| [[Rogue#Fancy Footwork|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
| [[Rogue#Rakish Audacity|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
| [[Rogue#Panache|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
| [[Rogue#Elegant Maneuver|Elegant Maneuver]] || 13th || You can be better at Acrobatics and Athletics
|-
|-
| Master Duelist || 17th || If you miss an Attack you can reroll it
| [[Rogue#Master Duelist|Master Duelist]] || 17th || If you miss an Attack you can reroll it
|}
|}
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<br><br>


==== Fancy Footwork ====
==== Fancy Footwork ====
''3rd Level Ace Swashbuckler Feature''<br>
''3rd Level Swashbuckler Feature''<br>
You learn how to land a strike and then slip away without reprisal. If you make a Melee Attack against a creature, that creature can’t make Opportunity Attacks against you until the start of your next turn.
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.
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==== Rakish Audacity ====
==== Rakish Audacity ====
''3rd Level Ace Swashbuckler Feature''<br>
''3rd Level Swashbuckler Feature''<br>
Your confidence propels you into battle. You add your Charisma Modifier to your Initiative Rolls.<br>
Your confidence propels you into battle. You add your Charisma Modifier to your Initiative Rolls.<br>
You gain a new condition for your Sneak Attack feature:
You gain a new condition for your Sneak Attack feature:
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==== Panache ====
==== Panache ====
''9th Level Ace Swashbuckler Feature''<br>
''9th Level Swashbuckler Feature''<br>
Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) Check contested by a creature’s Wisdom (Insight) Check. The creature must be able to hear you, and must be able to understand you.<br>
Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) Check contested by a creature’s Wisdom (Insight) Check. The creature must be able to hear you, and must be able to understand you.<br>
If you succeed the target has Disadvantage on Attacks against creatures other than you and can’t make Opportunity Attacks against creatures other than you. This effect lasts for 1 minute, until one of your allies Attacks the target or targets it with a Spell, or until the target is more than 60ft away from you.<br>
If you succeed the target has Disadvantage on Attacks against creatures other than you and can’t make Opportunity Attacks against creatures other than you. This effect lasts for 1 minute, until one of your allies Attacks the target or targets it with a Spell, or until the target is more than 60ft away from you.<br>
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==== Elegant Maneuver ====
==== Elegant Maneuver ====
''13th Level Ace Swashbuckler Feature''<br>
''13th Level Swashbuckler Feature''<br>
You can use a Bonus Action to gain Advantage on the next Dexterity (Acrobatics) or Strength (Athletics) Check you make before the end of the turn.
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.
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==== Master Duelist ====
==== Master Duelist ====
''17th Level Ace Swashbuckler Feature''<br>
''17th Level Swashbuckler Feature''<br>
Your mastery of the blade lets you turn failure into success in combat. If you miss on an Attack, you can reroll the Attack.<br>
Your mastery of the blade lets you turn failure into success in combat. If you miss on an Attack, you can reroll the Attack.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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== Ace Thief ==
== Thief ==
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Fast Hands || 3rd || You can use Sleight of Hand and Thieve's Tools as a Bonus Action
| [[Rogue#Fast Hands|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
| [[Rogue#Second-Story Work|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
| [[Rogue#Supreme Sneak|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
| [[Rogue#Use Magic Device|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
| [[Rogue#Thief's Reflexes|Thief's Reflexes]] || 17th || You take two turns at the start of combat
|}
|}
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<br><br>


==== Fast Hands ====
==== Fast Hands ====
''3rd Level Ace Thief Feature''<br>
''3rd Level Thief Feature''<br>
You can use a Bonus Action to make a Dexterity (Sleight of Hand) Check, or use your Thieves’ Tools to disarm a trap or open a lock.
You can use a Bonus Action to make a Dexterity (Sleight of Hand) Check, or use your Thieves’ Tools to disarm a trap or open a lock.
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==== Second-Story Work ====
==== Second-Story Work ====
''3rd Level Ace Thief Feature''<br>
''3rd Level Thief Feature''<br>
You gain a Climbing Speed equal to your Walking Speed.<br>
You gain a Climbing Speed equal to your Walking Speed.<br>
In addition, when you make a Running Jump, the distance you cover increases by a number of feet equal to your Dexterity Modifier.
In addition, when you make a Running Jump, the distance you cover increases by a number of feet equal to your Dexterity Modifier.
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==== Supreme Sneak ====
==== Supreme Sneak ====
''9th Level Ace Thief Feature''<br>
''9th Level Thief Feature''<br>
You have advantage on a Dexterity (Stealth) Check if you move no more than half your speed on the same turn.
You have advantage on a Dexterity (Stealth) Check if you move no more than half your speed on the same turn.
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==== Use Magic Device ====
==== Use Magic Device ====
''13th Level Ace Thief Feature''<br>
''13th Level Thief Feature''<br>
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and Level requirements on the use of magic items.
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.
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==== Thief's Reflexes ====
==== Thief's Reflexes ====
''17th Level Ace Thief Feature''<br>
''17th Level Thief Feature''<br>
You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative Score and your second turn at 10 less than your Initiative Score. You can’t use this feature when you are Surprised.
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.
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