Rogue: Difference between revisions

2,541 bytes added ,  19:16, 28 December 2022
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| [[Rogue#Spellcasting|Spellcasting]] || 3rd || You gain Quarter Spellcasting that uses Charisma and Learning Spells, usually from the Enchantment or Transmutation Schools from the Wizard Spell List
| [[Rogue#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
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| [[Rogue#Mage Hand Legerdemain|Mage Hand Legerdemain]] || 3rd || You get the [[Cantrips#Mage Hand|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 [[Conditions#Invisible|Invisible]] and better
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| [[Rogue#Magical Ambush|Magical Ambush]] || 9th || While you're Hidden you're goes are worse at resisting your Spells
| [[Rogue#Magical Ambush|Magical Ambush]] || 9th || While you're Hidden you're goes are worse at resisting your Spells
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'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' An Arcane Focus or a Trinket<br>
'''Spellcasting Focus.''' An Arcane Focus or a Trinket<br>
'''Spell Learning Method.''' You start knowing 3 Spells from the Wizard Spell List, two of which must be from the Enchantment or Illusion Schools. You learn additional Spells from the Wizard Spell List which can only be learnt from the Enchantment or Illusion Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.
'''Spell Learning Method.''' You start knowing 3 Spells from the [[Wizard Spells|Wizard Spell List]], two of which must be from the Enchantment or Illusion Schools. You learn additional Spells from the [[Wizard Spells|Wizard Spell List]] which can only be learnt from the [[Enchantment]] or [[Illusion]] Schools as shown in the following class table. The Spells you learn at 8th, 14th, and 20th Level can be from any School of Magic.


{| class="wikitable"
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==== Mage Hand Legerdemain ====
==== Mage Hand Legerdemain ====
''3rd Level Arcane Trickster Feature''<br>
''3rd Level Arcane Trickster Feature''<br>
You learn the [[Cantrips#Mage Hand|Mage Hand]] Cantrip in addition to the other Cantrips you Learn. When you cast the [[Cantrips#Mage Hand|Mage Hand]] Cantrip, you can make the spectral hand 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 [[Conditions#Invisible|Invisible]], and you can perform the following additional tasks with it:
*You can stow one object the hand is holding in a container worn or carried by another creature.
*You can 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 [[Adventuring Gear#General Tools|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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| [[Rogue#Assassin's Strike|Assassin's Strike]] || 3rd || You're better at Attacking foes that haven't gone yet in combat and are Surprised
| [[Rogue#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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| [[Rogue#Infiltrator|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 [[Adventuring Gear#General Tools|Disguise Kits]] and [[Adventuring Gear#Alchemical Tools|Poisoner's Tools]], You're also better at using disguises
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| [[Rogue#Stolen Identity|Stolen Identity]] || 9th || You can steal a dead Humanoids identity
| [[Rogue#Stolen Identity|Stolen Identity]] || 9th || You can steal a dead Humanoids identity
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| [[Rogue#Imposter|Imposter]] || 13th || You're way better at Deception
| [[Rogue#Imposter|Imposter]] || 13th || You're way better at Deception
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| [[Rogue#Poisoned Blade|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 [[Armor and Weapons#Weapons|Weapons]] and use Sneak Attack when you do so
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| [[Rogue#Death Strike|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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==== Infiltrator ====
==== Infiltrator ====
''3rd Level 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 [[Adventuring Gear#General Tools|Disguise Kits]] and [[Adventuring Gear#Alchemical Tools|Poisoner's Kits]].<br>
Additionally, when you make a Charisma (Deception) Check while wearing a disguise created with a Disguise Kit, you treat a roll of 7 or lower on the d20 as an 8.
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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==== Poisoned Blade ====
==== Poisoned Blade ====
''13th Level 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 [[Adventuring Gear#Alchemical Tools|Poisoner's Kit]] have grown beyond normal limits and you always seem to have some poison on hand. You can use a Bonus Action to soak a [[Armor and Weapons#Weapons|Weapon]] with poison, whether you have access to poison or not. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest<br>
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 that you have soaked in poison with your Poisoned Blade feature. When you do so, you can make your Sneak Attack deal Poison Damage instead of the normal Damage Type.
*You hit a creature with a [[Armor and Weapons#Weapons|Weapon]] that you have soaked in poison with your Poisoned Blade feature. When you do so, you can make your Sneak Attack deal Poison Damage instead of the normal Damage Type.
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| [[Rogue#One-Two Punch|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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| [[Rogue#Imposing Glare|Imposing Glare || 9th || You can Frighten creatures and cannot be Frightened
| [[Rogue#Imposing Glare|Imposing Glare || 9th || You can [[Conditions#Frightened|Frighten]] creatures and cannot be [[Conditions#Frightened|Frightened]]
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| [[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
| [[Rogue#Dodge and Counter|Dodge and Counter || 13th || When a creature misses you, you can knock it [[Condition#Prone|Prone]] and reduce its Speed, or Grapple it
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| [[Rogue#Ruthless Strike|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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*Your Unarmed Strikes deal 1d6 Bludgeoning Damage.
*Your Unarmed Strikes deal 1d6 Bludgeoning Damage.
*You gain Proficiency in Intimidation.
*You gain Proficiency in Intimidation.
*You can use your Constitution Modifier, instead of your Dexterity Modifier, to calculate your Armor Class with Light and Medium Armor.
*You can use your Constitution Modifier, instead of your Dexterity Modifier, to calculate your Armor Class with [[Armor and Weapons#Light Armor|Light]] and [[Armor and Weapons#Medium Armor|Medium Armor]].
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''3rd Level 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 [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]].
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==== Imposing Glance ====
==== Imposing Glance ====
''9th Level 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 [[Conditions#Frightened|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 [[Conditions#Frightened|Frightened]] Condition.
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''13th Level 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 [[Condition#Prone|Prone]] and its Speed reduced to 0 until the end of your next turn
*The creature is Grappled by you.
*The creature is [[Conditions#Grappled|Grappled]] by you.
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| [[Rogue#Aerialist|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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| [[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
| [[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 [[Condition#Prone|Prone]]
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| [[Rogue#Air Catching|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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''3rd Level 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 [[Condition#Prone|Prone]] and takes an additional 2d6 Bludgeoning Damage.
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==== Air Catching ====
==== Air Catching ====
''9th Level 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 [[Conditions#Incapacitated|Incapacitated]], you can reduce any Falling Damage you would take by an amount equal to 5 x your Rogue Level. Additionally you don't fall [[Condition#Prone|Prone]] when you take Falling Damage.<br>
If you land on something soft that breaks your fall, like a wagon full of hay, you take no Falling Damage but do fall 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 [[Condition#Prone|Prone]].
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==== Defy Death ====
==== Defy Death ====
''13th Level 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 [[Condition#Unconscious|Unconscious]] while you are at 0 Hit Points. Instead, at the start of your turn you make a Death Saving Throw. On a successful Save, you take your turn as normal. On a failed Save, you fall [[Condition#Unconscious|Unconscious]] until the start of your next turn.
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| [[Rogue#Conjure Projection|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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| [[Rogue#Bonus Cantrip|Bonus Cantrip]] || 3rd || You get the Minor Illusion Cantrip
| [[Rogue#Bonus Cantrip|Bonus Cantrip]] || 3rd || You get the [[Cantrips#Minor Illusion|Minor Illusion]] Cantrip
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| [[Rogue#Bonus Spells|Bonus Spells]] || 9th || You get the Mirror Image Spell
| [[Rogue#Bonus Spells|Bonus Spells]] || 9th || You get the [[Level 2#Major Image|Major Image]] [[Level 2#Mirror Image|Mirror Image]] Spell
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| [[Rogue#Improved Conjure Projection|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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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>
You can move your Duplicate up to 30ft once on each of your turns as a Free Action. If you take the Dash Action, you can move your Duplicate 30ft, and if you take the Disengage Action, your Duplicate does not provoke Opportunity Attacks until the end of your turn. Your Duplicate remains for 10 minutes, until you dismiss it as a Bonus Action, until you use this feature again, if you are more than 60ft away from it, you are Unconscious at the start of your turn, or until the Duplicate takes any Damage. The Duplicate can’t be Charmed and is Immune to Poison and Psychic Damage.<br>
You can move your Duplicate up to 30ft once on each of your turns as a Free Action. If you take the Dash Action, you can move your Duplicate 30ft, and if you take the Disengage Action, your Duplicate does not provoke Opportunity Attacks until the end of your turn. Your Duplicate remains for 10 minutes, until you dismiss it as a Bonus Action, until you use this feature again, if you are more than 60ft away from it, you are [[Condition#Unconscious|Unconscious]] at the start of your turn, or until the Duplicate takes any Damage. The Duplicate can’t be [[Conditions#Charmed|Charmed]] and is Immune to Poison and Psychic Damage.<br>
Your Duplicate serves as an enemy of the target creature for the purposes of your Sneak Attack conditions.<br>
Your Duplicate serves as an enemy of the target creature for the purposes of your Sneak Attack conditions.<br>
Your Duplicate appears to carry the same equipment as you, although it doesn’t gain the benefits of any magic items or Armor you’re wearing or carrying.<br>
Your Duplicate appears to carry the same equipment as you, although it doesn’t gain the benefits of any magic items or [[Armor and Weapons#Armor|Armor]] you’re wearing or carrying.<br>
You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest.
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==== Bonus Cantrip ====
==== Bonus Cantrip ====
''3rd Level 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 [[Cantrips#Minor Illusion|Minor Illusion]] Cantrip. Charisma is your Spellcasting Ability for this Spell.
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==== Bonus Spells ====
==== Bonus Spells ====
''9th Level 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 [[Level 2#Major Image|Major Image]] and [[Level 2#Mirror Image|Mirror Image]] Spells. You can cast each of these Spells once, being unable to do so again until you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells.
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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>
You can also use a Bonus Action to see and hear through a Duplicate's senses until the start of your next turn. During this time, you are Deafened and Blinded. Additionally during this time you can speak through your Duplicate using your own voice.
You can also use a Bonus Action to see and hear through a Duplicate's senses until the start of your next turn. During this time, you are [[Conditions#Deafened|Deafened]] and [[Conditions#Blinded|Blinded]]. Additionally during this time you can speak through your Duplicate using your own voice.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[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
| [[Rogue#Pick a Card|Pick a Card]] || 3rd || You get Expertise in Playing Cards and can use them as a [[Armor and Weapons#Weapons|Weapon]], when you do you get a random bonus
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| [[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
| [[Rogue#Gambler's Know-How|Gambler's Know-How]] || 3rd || You can learn how to play games and [[Adventuring Gear#General Tools|Gaming Sets]] even if you didn't know about them before
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| [[Rogue#Lucky Streak|Lucky Streak]] || 9th || When you Crit you can try to Crit again to deal more Damage, but if you get a nat 1 you deal no Damage
| [[Rogue#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
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==== Pick a Card ====
==== Pick a Card ====
''3rd Level 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 [[Armor and Weapons#Simple Melee Weapons|Simple Melee Weapon]] that has the Thrown (30/60) Property, the Finesse Property, and deals 1d4 Slashing Damage.<br>
Once per turn, when you make an Attack using your Playing Cards you gain a benefit based on the d4 you rolled for the Damage as follows:
Once per turn, when you make an Attack using your Playing Cards you gain a benefit based on the d4 you rolled for the Damage as follows:
*'''1, Clubs.'''The creatures's Speed is reduced by a number of feet equal to 5 x your Proficiency bonus until the start of your next turn.
*'''1, Clubs.'''The creatures's Speed is reduced by a number of feet equal to 5 x your Proficiency bonus until the start of your next turn.
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==== Gambler's Know-How ====
==== Gambler's Know-How ====
''3rd Level 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 [[Adventuring Gear#General Tools|Gaming Sets]] of your choice.<br>
Also, if you spend at least 1 minute observing or playing a game you aren't familiar with, you can add your Proficiency Bonus to any Ability Checks related to that game. Only one game or 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 [[Adventuring Gear#General Tools|Gaming Sets]] can benefit from this feature at a time.
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==== Insightful Fighting ====
==== Insightful Fighting ====
''3rd Level 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 [[Conditions#Incapacitated|Incapacitated]], contested by the target’s Charisma (Deception) Check. If you succeed, the target is Discovered for 1 minute or until you successfully use this Bonus Action on another creature.<br>
You gain a new condition for your Sneak Attack feature:
You gain a new condition for your Sneak Attack feature:
*You hit a Discovered creature.
*You hit a Discovered creature.
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==== Unerring Eye ====
==== Unerring Eye ====
''13th Level 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 [[Conditions#Blinded|Blinded]] or [[Conditions#Deafened|Deafened]]. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.<br>
You can use this feature a number of times equal to your Wisdom Modifier, regaining expended uses when you finish a Long Rest.
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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| [[Rogue#Channel Divinity|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
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| [[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
| [[Rogue#Channel Divinity Options|Channel Divinity Options]] || 3rd || You can use your Channel Divinity to become [[Conditions#Invisible|Invisible]] or to sense those devoted and against your cause
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| [[Rogue#Unseen Zealot|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 [[Conditions#Invisible|Invisible]]
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| [[Rogue#Zelous Strikes|Zelous Strikes]] || 13th || You're Spells don't need Verbal Components and you can Sneak Attack creatures that are under the effect of one of your Spells
| [[Rogue#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
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'''Spell Attack Bonus.''' Your Charisma Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Charisma Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' A Holy Symbol<br>
'''Spellcasting Focus.''' A Holy Symbol<br>
'''Spell Learning Method.''' You start Knowing 3 Spells from the Paladin Spell List and learn additional Paladin Spells as shown in the following class table.
'''Spell Learning Method.''' You start Knowing 3 Spells from the [[Paladin Spells|Paladin Spell List]] and learn additional Paladin Spells as shown in the following table.


{| class="wikitable"
{| class="wikitable"
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''3rd Level 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 [[Conditions#Invisible|Invisible]] for up to 1 minute. This effect ends early if you Attack or cast a Spell.
*'''Channel Divinity Option: Zelous Sense.''' You can use your Channel Divinity as an Action to detect the presence of your greatest allies and enemies. You know the location of any creatures that are strongly opposed or devoted to your cause within 30ft of you. Magic such as the Nondetection or Arcanist's Magic Aura Spells nullify this effect.  
*'''Channel Divinity Option: Zelous Sense.''' You can use your Channel Divinity as an Action to detect the presence of your greatest allies and enemies. You know the location of any creatures that are strongly opposed or devoted to your cause within 30ft of you. Magic such as the Nondetection or Arcanist's Magic Aura Spells nullify this effect.  
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==== Unseen Zealot ====
==== Unseen Zealot ====
''9th Level 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 [[Level 3#Nondetection|Nondetection]] Spell.<br>
Additionally, while you are Invisible, you produce no sound unless you choose to.<br>
Additionally, while you are [[Conditions#Invisible|Invisible]], you produce no sound unless you choose to.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[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
| [[Rogue#Marauder Training|Marauder Training]] || 3rd || You get Proficiency with [[Adventuring Gear#Vehicles|Water Vehicles]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], [[Armor and Weapons#Martial Weapons|Martial Weapons]] and you can use Sneak Attack with any [[Armor and Weapons#Weapons|Weapon]]
|-
|-
| [[Rogue#Smash and Grab|Smash and Grab]] || 3rd || You always Sneak Attack objects
| [[Rogue#Smash and Grab|Smash and Grab]] || 3rd || You always Sneak Attack objects
|-
|-
| [[Rogue#Brutal Coercion|Brutal Coercion]] || 9th || You can Frighten enemies and make them drop what their holding
| [[Rogue#Brutal Coercion|Brutal Coercion]] || 9th || You can [[Conditions#Frightened|Frighten]] enemies and make them drop what their holding
|-
|-
| [[Rogue#Frenzied Blows|Frenzied Blows]] || 13th || You can Attack an extra time when you Attack with Advantage
| [[Rogue#Frenzied Blows|Frenzied Blows]] || 13th || You can Attack an extra time when you Attack with Advantage
|-
|-
| [[Rogue#Terror Strike|Terror Strike]] || 17th || When you hit a creature, you can Frighten another creature
| [[Rogue#Terror Strike|Terror Strike]] || 17th || When you hit a creature, you can [[Conditions#Frightened|Frighten]] another creature
|}
|}
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==== Marauder Training ====
==== Marauder Training ====
''3rd Level 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 [[Adventuring Gear#Vehicles|Water Vehicles]], [[Armor and Weapons#Medium Armor|Medium Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].<br>
You can use your Sneak Attack feature even if the Attack was not made with a Finesse or Ranged Weapon.
You can use your Sneak Attack feature even if the Attack was not made with a Finesse or [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]].
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==== Brutal Coercion ====
==== Brutal Coercion ====
''9th Level 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 [[Conditions#Frightened|Frightened]] creature you can see within 30ft of you, contested by the target’s Wisdom (Insight) Check, provided the target can see or hear you. If your check succeeds, the target drops an object you choose, which lands at its feet.
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==== Terror Strike ====
==== Terror Strike ====
''17th Level 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 [[Conditions#Frightened|Frightened]] of you until the start of your next turn. The DC for this saving throw is equal to half the Damage you dealt with the Attack.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[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
| [[Rogue#Master of Intrigue|Master of Intrigue]] || 3rd || You get Proficiency with [[Adventuring Gear#General Tools|Disguise Kits]], [[Adventuring Gear#General Tools|Forgery Kits]], a [[Adventuring Gear#General Tools|Gaming Set]], and two [[Languages]]], you can also mimic speech
|-
|-
| [[Rogue#Master of Tactics|Master of Tactics]] || 3rd || You can use Help as a Bonus Action and at Range
| [[Rogue#Master of Tactics|Master of Tactics]] || 3rd || You can use Help as a Bonus Action and at Range
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==== Master of Intrigue ====
==== Master of Intrigue ====
''3rd Level 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 [[Adventuring Gear#General Tools|Disguise Kits]], [[Adventuring Gear#General Tools|Forgery Kits]], and one [[Adventuring Gear#General Tools|Gaming Sets]]. You also learn two [[Languages]] of your choice.<br>
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the 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 [[Languages|Language]].
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| [[Rogue#Blade of the Shinobi|Blade of the Shinobi]] || 3rd || You get Proficiency with Longswords and can use it as Finesse if you use it with two hands
| [[Rogue#Blade of the Shinobi|Blade of the Shinobi]] || 3rd || You get Proficiency with Longswords and can use it as Finesse if you use it with two hands
|-
|-
| [[Rogue#Deathblow|Deathblow]] || 3rd || When you Surprise a creature or jump down onto a creature you can Sneak Attack it, deal extra Damage and knock them 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 [[Condition#Prone|Prone]]
|-
|-
| [[Rogue#Relentless Onslaught|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
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==== Deathblow ====
==== Deathblow ====
''3rd Level 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 [[Condition#Prone|Prone]] and you can add an extra 2d6 Damage to the first Damage roll you make against it.<br>
In addition, you do not take any Falling Damage if you fall from 30ft or less, and you can use your Reaction to halve any Falling Damage you do take.
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 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 [[Armor and Weapons#Weapons|Weapon]] that deals Slashing Damage and that meets at least one Sneak Attack condition, you can choose to not use your Sneak Attack feature to instead make an additional Attack as a Free Action.<br>
The number of additional Attacks you can make as part of this Free Action increases to two at 11th level, and increases to three at 17th level.<br>
The number of additional Attacks you can make as part of this Free Action increases to two at 11th level, and increases to three at 17th level.<br>
You can only use this feature once per turn.
You can only use this feature once per turn.
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''9th Level 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 snt within 20ft of you, you instantly move towards that point without spending Speed. You do not need access to a Grappling Hook to use this Bonus Action<br>
Additionally, Opportunity Attacks made against you have Disadvantage.<br>
Additionally, Opportunity Attacks made against you have Disadvantage.<br>
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== 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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| [[Rogue#Soul Blades|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
|-
|-
| [[Rogue#Psychic Veil|Psychic Veil]] || 13th || You can turn Invisible
| [[Rogue#Psychic Veil|Psychic Veil]] || 13th || You can turn [[Conditions#Invisible|Invisible]]
|-
|-
| [[Rogue#Rend Mind|Rend Mind]] || 17th || You can Stun enemies
| [[Rogue#Rend Mind|Rend Mind]] || 17th || You can [[Condition#Stunned|Stun]] enemies
|}
|}
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When you reach certain Levels in this class, the size of your Psionic Energy Dice increases: at 5th Level (d8), 11th Level (d10), and 17th Level (d12). The powers below use your Psionic Energy Dice:
When you reach certain Levels in this class, the size of your Psionic Energy Dice increases: at 5th Level (d8), 11th Level (d10), and 17th Level (d12). The powers below use your Psionic Energy Dice:
*'''Psi-Bolstered Knack.''' When your non-psionic training fails you, your psionic power can help. If you fail an Ability Check you can roll one Psionic Energy Die and add the number rolled to the check. You expend the die only if the roll succeeds.
*'''Psi-Bolstered Knack.''' When your non-psionic training fails you, your psionic power can help. If you fail an Ability Check you can roll one Psionic Energy Die and add the number rolled to the check. You expend the die only if the roll succeeds.
*'''Psychic Whispers.''' You can establish telepathic communication between yourself and others for perfect and quiet infiltration. As an Action, choose a number of creatures you can see up to your Proficiency Bonus and roll a Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them as long as you and a creature are within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any Languages, and a creature can end the telepathic connection as a Free Action. You and the creature don’t need to speak a common language to understand each other.
*'''Psychic Whispers.''' You can establish telepathic communication between yourself and others for perfect and quiet infiltration. As an Action, choose a number of creatures you can see up to your Proficiency Bonus and roll a Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them as long as you and a creature are within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any [[Languages]], and a creature can end the telepathic connection as a Free Action. You and the creature don’t need to speak a common [[Languages|Language]] to understand each other.
:The first time you use this power after each long rest, you don’t expend the Psionic Energy Die. All other times you use the power, you expend the Die.
: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.
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==== Psychic Blades ====
==== Psychic Blades ====
''3rd Level 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 [[Armor and Weapons#Simple Melee Weapons|Simple Melee Weapon]], has the Finesse and Thrown (60) Properties, and deals 1d6 Psychic Damage. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.<br>
After you Attack with the blade, you can make a Melee or Ranged Weapon Attack with a second psychic blade as a Bonus Action on the same turn, provided your other hand is free to create it. The Damage Die of this second Attack is 1d4, instead of 1d6.
After you Attack with the blade, you can make a Melee or Ranged Weapon Attack with a second psychic blade as a Bonus Action on the same turn, provided your other hand is free to create it. The Damage Die of this second Attack is 1d4, instead of 1d6.
Your Psychic Blades deal additional Damage as you gain Levels in this class: at 5th Level the base Attacks use a d8 and the second Attack uses a d6, at 11th Level the base Attacks use a d10 and the second Attack uses a d8, and at 17th Level the base Attacks use a d12 and the second Attack uses a d10.
Your Psychic Blades deal additional Damage as you gain Levels in this class: at 5th Level the base Attacks use a d8 and the second Attack uses a d6, at 11th Level the base Attacks use a d10 and the second Attack uses a d8, and at 17th Level the base Attacks use a d12 and the second Attack uses a d10.
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==== Psychic Veil ====
==== Psychic Veil ====
''13th Level 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 [[Conditions#Invisible|Invisible]], along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect as a Free Action. This [[Conditions#Invisible|Invisibility]] ends early immediately after you deal Damage to a creature or you force a creature to make a Saving Throw.<br>
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a Psionic Energy Die to use this feature again.
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 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 [[Condition#Stunned|Stunned]] for 1 minute, a creature [[Condition#Stunned|Stunned]] in this way can repeat the Save at the end of each of its turns, ending the effect on itself on a successful Save.<br>
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend 3 Psionic Energy Dice to use it again.
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.
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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>
If you succeed on the check and the creature isn’t hostile to you, it is Charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
If you succeed on the check and the creature isn’t hostile to you, it is [[Conditions#Charmed|Charmed]] by you for 1 minute. While [[Conditions#Charmed|Charmed]], it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| [[Rogue#Fast Hands|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 [[Adventuring Gear#General Tools|Thieve's Tools]] as a Bonus Action
|-
|-
| [[Rogue#Second-Story Work|Second-Story Work]] || 3rd || You can climb and make better Running Jumps
| [[Rogue#Second-Story Work|Second-Story Work]] || 3rd || You can climb and make better Running Jumps
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==== Fast Hands ====
==== Fast Hands ====
''3rd Level 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 [[Adventuring Gear#General Tools|Thieve's Tools]] to disarm a trap or open a lock.
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