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Rogue

Skill and Precision

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.   When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.  

A Shady Living

Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.   As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure. The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.  

The Power of Subterfuge

When brute force won't get the job done, or when magic isn't available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get into and out of trouble in ways that few other characters can emulate.   Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one step ahead of the law. Others are professional killers in search of a profitable application of their talents between contracts. Some simply love the thrill of overcoming any challenge that stands in their way.   On adventures, a rogue is likely to mix an outwardly cautious approach—few rogues enjoy combat—with a ravenous hunger for loot. Most of the time, in a rogue's mind, taking up arms against a creature is not about killing the creature but about becoming the new owner of its treasure. A monk's focus on inner mastery leads many such individuals to become detached from society, more concerned with their personal experience than with happenings elsewhere. Adventuring monks are a rare breed of an already rare type of character, taking their quest for perfection beyond the walls of the monastery into the world at large.   Playing a monk character offers many intriguing opportunities to try something different. To distinguish your monk character even further, consider the options in the sections that follow.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, blowguns, hand crossbows, scimitars, shortswords, rapiers, and whips
tools: Thieves' Tools and One set of tools of your choice
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
starting equipment:
As a Rogue, you start with the following equipment:
(a) a rapier, (b) a scimitar, or (c) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar's pack or (b) a dungeoneer's pack
Leather armor, two daggers, and a tool set of your choice
spellcasting:
class features:

Expertise

You master a signature set of skills and abilities. At 1st level, choose any two skill proficiencies, any two tool proficiencies, or one skill and one tool proficiency. If you were not already proficient, you gain proficiency with the two chosen skills or tools. If you were already proficient in those skills or tools, you can add double your proficiency bonus to any check you make with the chosen skills or tools.   As you gain levels in this class, you are able to specialize with additional skills. Another skill or tool proficiency of your choice gains this benefit at 6th, 11th, 15th, and 20th level.   If you already add double your proficiency bonus to a skill or tool, you cannot select it again for this feature.  

Sneak Attack

Beginning at 1st level, you learn to exploit the weak points of your enemies. Once per turn when you hit a creature with an attack with a finesse or ranged weapon, you can deal a bonus 1d6 damage, so long as one of the conditions below are met:  
  • You have advantage on your attack roll.
  • An enemy of your target (other than you) is within 5 feet of your target, and the other enemy isn’t incapacitated.
  You don't gain the benefits feature if you have disadvantage on your attack roll, even if the other conditions are met.   The bonus damage of your Sneak Attack increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table above.  

Secret Ciphers

Also at 1st level, you learn to speak and create create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.  

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Devious Tricks

At 2nd level, you learn to utilize various tricks that enhance your particular set of skills, both on and off the field of battle.  

Trick Dice

The Rogue table shows the number of Trick Dice you have to perform any Trick you know. Most Tricks require you to expend these Dice in order to use them. You can only use one Trick per attack, ability check, or saving throw, and you regain all Trick Dice when you finish a short or long rest.   Your Trick Dice begin as d4s, and increase in size as you gain levels in this class, as indicated in the Rogue table.  

Tricks Known

At 2nd level, you know two Tricks of your choice from the list at the end of this class. The Tricks Known column of the Rogue table shows when you learn more Tricks of your choice. In order to learn a Trick you must meet any prerequisites it may have.   When you gain a Rogue level, you can replace one Devious Trick you know with another Trick of your choice.  

Saving Throws

If one of your Tricks requires a creature to make a saving throw, your Trick saving throw DC is calculated as follows:   Trick save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)  

Roguish Archetype

At 3rd level, you choose the Archetype that best reflects your skills: Arcane Trickster, Assassin, Swashbuckler, or Thief.   Also included at the end of this class description are Roguish Archetypes inspired by the official Rogue options: Inquisitive, Mastermind, Phantom, Scout, and Soul Knife.   Also included at the end of this class description are New Roguish Archetypes: Avenger, Bloodknife, Daredevil, Deceiver, Farwalker, Gambler, Mind Agent, Ripper, Ruffian, Saboteur, Seeker, Shinobi, Skinchanger, Surgeon, and Time Bandit   Your Archetype grants you features at 3rd level, and again when you reach 7th, 13th, and 17th level in this class.  

Archetype Tricks

Some Roguish Archetypes include a list of Tricks that all Rogues of the Archetype learn at the levels in its description. These Tricks don't count against your number of Tricks Known, and they can't be replaced when you gain a level. If you don't meet the prerequisites, you learn them regardless.  

Steady Aim

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.   You cannot use the Steady Aim and Power Attack features on the same attack.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.  

Cunning Strike

You can exploit even the smallest weaknesses to great effect. Beginning at 5th level, when you add your Sneak Attack bonus to a damage roll, you can forgo some of the bonus to use a Devious Trick you know without expending an Trick Die, with the following rules:  
  • It must be a Devious Trick that you know that can be used as part of a weapon attack.
 
  • You reduce your Sneak Attack bonus damage by a number of d6s equal to the degree of the Trick
 
  • If the Trick normally deals additional damage, it does not deal any additional damage when used in this way.
  For example, if you were to use this feature to use dirty hit as part of a Sneak Attack, you would reduce your Sneak Attack bonus damage by 2d6 since dirty hit is a 2nd-degree Trick, and dirty hit would not deal any additional damage to your target.  

Uncanny Dodge

Also starting at 5th level, your precisely honed reflexes allow you to quickly dodge, deflect, or otherwise absorb the damage of blows that would devastate others. When a creature that you can see hits you with an attack, you can use a reaction to halve the damage you would take.  

Power Attack

Once per Turn when you make an attack, you can take a penalty equal to your proficiency bonus to that attack. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus.  

Evasion

Starting at 9th level, your agility lets you dodge out of the way of certain area effects, like a dragon's fire breath or or a lightning bolt. When an effect allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success, and half damage on a failure.  

Reliable Talent

Your skills are beyond reproach. Starting at 10th level, when you make an ability check that uses a skill or tool that you are proficient with, or an ability check that adds an Trick Die to the result, you treat a roll of 9 or lower on the d20 as a 10.  

Fleet Footed

Starting at 10th level, your speed increases by 10 feet while you aren't wearing medium or heavy armor.  

Ruthless

Beginning at 11th level, you can use Cunning Strike to reduce your Sneak Attack bonus damage by an additional number of d6s equal to the degree of the Trick you are using and force your target to make its saving throw with disadvantage.   For example, if you used Cunning Strike to use dirty hit, you would reduce your Sneak Attack bonus by an additional 2d6 to impose disadvantage on the Constitution saving throw.  

Blindsense

Your senses have been honed to supernatural levels. Starting at 14th level, if you can hear, you are aware of the location of any invisible or hidden creature within 10 feet of you.   At 20th level, the radius of this feature becomes 30 feet.  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom and Charisma saving throws. saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence.  

Anticipation

At 15th level, you are always surveying your enemies and looking for openings. In combat, you get a second reaction that you can take once per turn. You can use this second reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.  

Elusive

It is nearly impossible for your foes to gain the upper hand. Beginning at 18th level, so long as you are not incapacitated, no attack rolls against you can be made with advantage.  

Peerless Cunning

At 18th level, your alacrity and quick thinking precedes you. You can take an additional bonus action on your turn, but you cannot use this additional bonus action to activate a feature you've already used this turn.  

Stroke of Luck

You have a supernatural knack for finding success when you need it most. Upon reaching 20th level, when you roll a d20 for an ability check, attack roll, or saving throw, you can treat the result as a 20 on the d20. You can do so after you know the result of your roll and whether you succeed or fail.   Once you use this feature you must finish a short or long rest before you can use it again.  

Master Rogue

Also at 20th level, your Dexterity and Constitution or Intelligence (your choice) scores are increased by 2. Your maximum for these scores is now 22.  

Devious Tricks

Below are the Tricks available to Rogues. If an Trick has a prerequisite, like a minimum Ability Score or Rogue level, you can learn it at the same time you meet the prerequisites.  

1st-Degree Tricks

Tricks of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by Rogues with modest training and have no level prerequisite.  

Aerial Maneuver

Prerequisites: Dexterity of 11   When you fall, you can use a reaction to expend an Trick Die to control your fall. You reduce any falling damage that you would take by an amount equal to five times your level, and when you land, you can choose to land on your feet.  

Alchemical Adept

Prerequisites: Intelligence of 11   When you make an alchemist's supplies, herbalism kit, or poisoner's kit check you can expend one Trick Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.  

Arresting Strike

When you hit a target with a weapon attack, you can expend one Trick Die and force it to make a Dexterity saving throw. On a failure, it takes bonus damage equal to one roll of your Trick Die and its speed is 0 until the start of your next turn.  

Commanding Presence

Prerequisites: Charisma or Strength of 11   When you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Trick Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.   Also, whenever you would make a Charisma (Intimidation) check, you can make a Strength (Intimidation) check instead.  

Counter

Prerequisites: Dexterity of 11   When a creature you can see misses you with a melee attack, you can use your reaction to expend an Trick Die and make a single melee weapon attack against your attacker. On hit, you add one roll of your Trick Die to your damage roll.  

Cunning Instinct

Prerequisites: Wisdom of 11   Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Trick Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.  

Disarm

When you hit a creature with a weapon attack, you can expend an Trick Die to force it to make a Strength saving throw. On a failed save, it takes additional damage equal to one roll of your Trick Die, and it drops one item of your choice that it is currently holding on the ground at its feet.  

Eloquent Speech

Prerequisites: Intelligence of 11   Whenever you would normally make a Charisma (Deception) or Charisma (Persuasion) check, you can choose to use your Intelligence in place of Charisma for that ability check.   Also, whenever you make an Intelligence (Deception) or Intelligence (Persuasion) check you can expend one Exploit Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed.  

Feint

As a bonus action, you can expend one Trick Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your attacks against it until the end of your current turn.  

First Aid

As an action, you can touch a creature that has at least 1 hit point and expend Trick Dice (up to your proficiency bonus), roll those dice, and that creature regains a number of hit points equal to the total roll + its Constitution modifier.  

Inquisitive Eye

Prerequisites: Intelligence or Wisdom of 11   When you make an Intelligence (Investigation) or a Wisdom (Insight) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.  

Lightstep

Prerequisites: Dexterity of 11   When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Trick Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.  

Lunge

As part of a melee weapon attack, you can expend an Trick Die to increase the range of that attack by 5 feet. On hit, you deal bonus damage equal to one roll of your Trick Die.  

Mechanical Insight

Prerequisites: Intelligence of 11   Whenever you make an ability check with a set of thieves' tools or tinker's tools you can expend one Trick Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know if you succeed or fail.  

Modify Device

Prerequisites: proficiency with tinker's or thieves' tools   As an action, you can expend one Trick Die and use either tinker's or thieves' tools to make adjustments to one trap or lock that you can touch. The DC of that trap or lock changes to equal your Trivk save DC, or increases by 5 (your choice).   To use this Trick, the trap or lock must be deactivated or unlocked, and you must have access to its inner mechanisms. You cannot use this Trick to modify a trap or lock that can't be reset, or one that has been destroyed beyond repair.  

Oil Bomb

Prerequisites: proficiency with alchemist's supplies   As an action, you can expend one Trick Die and use your alchemist's supplies to craft an Oil Bomb, which retains its potency until the end of your next long rest. However, you cannot regain this Trick Die until you use the Oil Bomb.   A creature can take the Use an Object action to throw this Oil Bomb at a point it can see within 60 feet. It explodes on impact, covering a 10-foot square centered on that point with alchemical oil, turning it into difficult terrain. Any creatures in that area upon impact, and any creature that enters the area must succeed on a Dexterity saving throw or fall prone.   The Oil retains its potency on the ground for 1 minute.  

Precision Strike

Prerequisites: Dexterity of 11   As part of a weapon attack you can expend one Trick Die, roll it, and add the result to your attack roll. You can use this Trick after you roll, but before you know if you hit or miss.  

Quick Quip

Prerequisites: Intelligence or Charisma of 11   While speaking, you can expend an Trick Die to tell a short joke, quip, or another humorous anecdote. Creatures of your choice within 10 feet that can both hear and understand you forget everything you said during the 10 seconds proceeding this Trick, and instead only remember your quip.   Creatures that are immune to being charmed are immune to this Trick. Once you use this Trick on a creature, it is immune to the effects of this Exploit for the next 24 hours.  

Reliable Skill

Whenever you make an ability check using a skill or tool that you are proficient in and roll a 7 or lower on the d20, you can expend one Trick Die to treat the d20 roll as an 8.  

Roguish Charm

Prerequisites: Charisma of 11   As an action, you can expend an Trick Die and force a creature within 10 feet that can hear and understand you to make a Wisdom saving throw, and it does so with advantage if you or your allies are fighting it. On a failure, it is charmed by you for 1 hour, and regards you as a friendly acquaintance for the duration. Though, it will not risk its life for you.   This effect immediately ends if you or your companions do anything harmful to the creature, and when the effect ends this way, the target realizes that it was deceived by you.   Once a creature succeeds on its saving throw against this Trick it is immune to this Trick for the next 24 hours.  

Rustic Intuition

Prerequisites: Wisdom of 11   When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Trick Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.  

Scholarly Recall

Prerequisites: Intelligence of 11   Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check you can expend an Trick Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed or fail.  

Smoke Bomb

Prerequisites: proficiency with alchemist's supplies   As an action, you can expend one Trick Die and use your alchemist's supplies to craft a Smoke Bomb, which retains its potency until the end of your next long rest. However, you can't regain this Trick Die until you use the Smoke Bomb.   A creature can take the Use an Object action to throw this Smoke Bomb at a point it can see within 60 feet. It explodes on impact, creating a 20-foot-radius sphere of smoke, which spreads around corners, centered on the impact. The smoke heavily obscures the area and lasts for 10 minutes. It can be dispersed by a moderate wind of at least 10 miles per hour.  

Streetwise

Prerequisite: Charisma of 11   If you are in a settlement, you can make Charisma (History) and Charisma (Investigation) checks instead of the normal Intelligence (History) or Intelligence (Investigation) checks.   Also, when you make a Charisma (History) or a Charisma (Investigation) check you can expend one Trick Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.  

Subtle Con

Prerequisite: Dexterity or Charisma of 11 or higher   When you make a Dexterity (Sleight of Hand), Charisma (Deception), or Charisma (Performance) check you can expend an Trick Die, roll it and add it to your check. You can do so after you roll the d20, but before you know if you succeed or fail.  

Sweeping Strike

When you hit a creature with a melee weapon attack, you can expend an Trick Die and force it to make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Trick Die and falls prone. A creature more than one size larger than you has advantage on its saving throw.  

2nd-Degree Tricks

Tricks of this degree represent the absolute peak of roguish skill that is achievable without dedicated training. 2nd-degree Tricks can be learned by any Rogue of 5th level or higher.  

Alchemical Oil

Prerequisites: 5th level, proficiency with alchemist's supplies   As an action, you can expend one Trick Die and use your alchemist's supplies to craft a vial of Alchemical Oil, which retains its potency until the end of your next long rest. Upon creation, you choose either acid, cold, fire, or lightning as the damage type for that vial of oil. You cannot regain the Trick Die spent on this oil until you expend this Alchemical Oil.   A creature can take the Use an Object action to expend the vial and apply its contents to one weapon it is holding. For the next 10 minutes, that weapon deals the damage type chosen for that Alchemical Oil in place of its normal damage.   A creature can use an action to remove the Alchemical Oil.  

Blinding Debris

Prerequisites: 5th level, Dexterity of 13   As a bonus action, you can expend an Trick Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Trick Die and be blinded until the start of your next turn.  

Craft Minor Poison

Prerequisites: 5th level, proficiency with poisoner's kit   As an action, you can expend one Trick Die and use your poisoner's kit to craft one vial of Minor Poison, which retains its potency until the end of your next long rest. However, you cannot regain this Trick Die until you expend this poison.   A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals poison damage in place of its normal damage, and the target must succeed on a Constitution saving throw or it is poisoned for 1 minute.   The poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.  

Crippling Strike

Prerequisites: 5th level   When you hit a target with a weapon attack, you can expend an Trick Die to cripple one of its senses. It must succeed on a Constitution saving throw or it takes additional damage equal to one roll of your Trick Die and is blinded, deafened, or cannot speak (your choice) until the start of your next turn.  

Dirty Hit

Prerequisites: 5th level, Dexterity of 13   When you hit a creature with a melee weapon attack, you can expend an Trick Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Trick Die, it falls prone, and it cannot take reactions until the start of your next turn.  

Exposing Strike

Prerequisites: 5th level   When you hit a creature with a weapon attack, you can expend an Trick Die to temporarily weaken it. The first attack made against that creature before the beginning of your next turn has advantage, and on hit, that attack deals additional damage equal to one roll of your Trick Die.  

Flash Bomb

Prerequisites: 5th level, proficiency with alchemist's supplies   As an action, you can expend one Trick Die and use your alchemist's supplies to craft a Flash Bomb, which retains its potency until the end of your next long rest. However, you can't regain this Trick Die until you use the Flash Bomb.   A creature can take the Use an Object action to throw this Flash Bomb at a point it can see within 60 feet. It explodes on impact, and any creature within 20 feet of the impact that can see must succeed on a Constitution saving throw or be blinded for 1 minute. A creature with the sunlight sensitivity trait makes its initial saving throw with disadvantage.   A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.  

Glancing Blow

Prerequisites: 5th level   When you make a melee weapon attack and miss, you can expend one Trick Die to instantly repeat your attack against another target within the reach of your weapon.  

Grasp of Night

Prerequisite: 5th level, Wisdom of 13   In place of an attack, you can expend Trick Dice (up to your proficiency bonus) to touch a creature, attempting to knock it out. For each Trick Die that you spent you roll three Trick Dice, adding your Wisdom modifier to the total of all the dice. If the total meets or exceeds the creature's remaining hit points, it instantly falls asleep, and is unconscious for 10 minutes.   The creature instantly wakes up if it takes damage or another creature uses an action on its turn to shake or slap the sleeping creature awake.  

Heroic Will

Prerequisites: 5th level   Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you can expend an Trick Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.  

Improvised Skill

Prerequisites: 5th level   When you make an ability check that doesn't include your proficiency bonus, you can expend an Trick Die and add it to your roll. You can use this Trick after you roll, but before you know if you succeed or fail.  

Martial Focus

Prerequisites: 5th level   As part of a weapon attack you can expend an Trick Die to grant yourself advantage on your attack roll. You can use this Trick after you roll, but before you know if you hit or miss.  

Redirect

Prerequisites: 5th level   When a creature you can see misses you with a melee attack, you can use your reaction to expend an Trick Die and force it to attack another creature of your choice within range of its attack, adding one roll of your Trick Die to its attack roll.  

Ringing Strike

Prerequisites: 5th level, Strength of 13   When you hit a creature with a melee weapon attack, you can expend an Trick Die to send it reeling. It must succeed on a Wisdom saving throw or it must subtract 1d4 from all ability checks, attack rolls, and saving throws it makes for 1 minute.   It can repeat this saving throw at the end of each of its turns, ending the effect on a success.  

Soothing Speech

Prerequisites: 5th level, Charisma of 13   As an action, you can expend an Trick Die and speak to all creatures that can hear and understand you within 20 feet, and force them to make a Charisma saving throw. On a failed save, creatures become indifferent toward creatures of your choice that they are currently hostile toward for 10 minutes.   This indifference ends if a creature takes damage, is forced to make a saving throw, or it witnesses an ally being harmed. When the effect ends, the creature becomes hostile again.  

Survey Dungeon

Prerequisite: 5th level, Dexterity or Intelligence of 13   You can expend an Trick Die to spend 10 minutes carefully examining a room you currently occupy. At the end of the 10 minutes, you gain knowledge about three of the following:  
  • One trap in the area. This includes any mechanical or natural effect that was intended to harm an intruder.
  • One active spell in the area that was cast at a level equal to your Intelligence modifier or lower.
  • One secret compartment, door, or passageway.
  Once you use this Trick to survey a room you must finish a long rest before you can use it in that location again.  

Trick Shot

Prerequisites: 5th level, Dexterity or Intelligence of 13   As a bonus action, you can expend an Trick Die to make a special ranged weapon attack with a weapon that has both the finesse and thrown properties.   This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not, and on hit, it deals additional damage equal to one roll of your Trick Die.  

3rd-Degree Tricks

These Tricks are masterful acts of subterfuge and skill, and can only be learned by Rogues of 9th level or higher. Each of these Tricks can only be used once per short or long rest.  

Bewildering Blow

Prerequisites: 9th level, Strength or Dexterity of 15   When you hit a creature with a melee weapon attack, you can expend an Trick Die and strike with extreme force, dealing bonus damage equal to two rolls of your Trick Die and forcing it to make a Wisdom saving throw. On a failed save, it cannot take reactions and must roll a d10 at the beginning of each of its turns to determine its behavior, using the corresponding result from the table below:   d10 Behavior  
  • 1: It uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. It does not take an action this turn.
  • 2-5: It does not move or take actions this turn.
  • 6-7: It uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature in its reach, It does nothing this turn.
  • 8-9: It can act and move normally.
  • 10: It lays prone on the ground and takes no further actions or movement this turn.
  This effect lasts for 1 minute, but the creature can make a Wisdom saving throw at the end of each of its turns, instantly ending the effects of this Trick on a successful save.  

Craft Greater Poison

Prerequisites: 9th level, proficiency with poisoner's kit   As an action on your turn, you can expend Trick Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Greater Poison, which retains its potency until the end of your next long rest. However, you can't regain the Trick Dice you spent in its creation until you expend this poison.   A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals additional poison damage equal to one roll of your Trick Die for each Trick Die you spent, and the target must succeed on a Constitution saving throw or suffer the following effects for 1 minute:  
  • It has disadvantage on attack rolls and ability checks.
  • Its speed is halved, and it cannot take reactions.
  • It takes poison damage equal to one roll of your Exploit Die at the end of each of its turns.
  The poisoned creature can repeat this saving throw at the end of each of its turns, ending these effects on a success.  

Forgotten Knowledge

Prerequisite: 9th level, Intelligence or Wisdom of 15   You can expend an Trick Die to spend 10 minutes focused on a person, object, or location you can see, after which, you remember a piece of lore about the thing you focused on.   This lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you have about the thing, the more precise and detailed the information you seem to remember about it.  

Incite Violence

Prerequisites: 9th level, Intelligence or Charisma of 15   As an action, you can expend an Trick Die and whisper violent words to a creature that can understand you within 5 feet. It must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Trick Die and instantly use its reaction to make a melee attack against a creature of your choice within its reach. If no other creature is within its reach, the target has disadvantage on the next attack roll it makes before the start of your next turn.  

Recruit Informant

Prerequisite: 9th level, Charisma or Intelligence of 15   You can expend an Trick Die and spend 1 hour to recruit a humanoid Informant from a settlement you currently occupy. For this Trick to work, there must be a willing humanoid, such as an urchin, criminal, thief, spy, or other rapscallions in a settlement of significant size, as determined by the DM.   They won't aid you in combat or risk their life for you, but they will gather information, rumors, news, and secrets in that settlement. During each long rest, they will seek you out and deliver this information if you are in the same settlement.   Your Informant remains in your service until you dismiss them or they die. However, you do not regain the Trick Die spent on this Trick until they leave your service.   Having more than one Informant in a settlement increases the accuracy and secrecy of information they can gather.  

Survey Settlement

Prerequisite: 9th level, Dexterity or Charisma of 15   You can expend an Trick Die and spend 1-hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:  
  • Any active factions and faction outposts within the area.
  • Prominent buildings, gathering places, and cultural sites.
  • Powerful (CR 1 or higher) politicians or military leaders.
  • Loyalties, beliefs, rumors, and fears of the local populace.
  • Secret alleyways, doors, hideouts, or storefronts.
  Once you use this Trick to survey a settlement you must finish a long rest before you can use it in that location again.  

4th-Degree Tricks

Tricks of this degree are masterful skills that can only be learned by Rogues of 13th level or higher, and each of these Tricks can only be used once per short or long rest.  

Agonizing Strike

Prerequisites: 13th level, Dexterity of 17   When you hit a creature with a melee weapon attack, you can expend one Trick Die to strike with precision to inflict pain instead of dealing damage. It must succeed on a Constitution saving throw or suffer the following effects for 1 minute:  
  • Any speed it has can be no higher than 10 feet.
  • It has disadvantage on attack rolls and ability checks.
  • It has disadvantage on all saving throws other than Constitution saving throws.
  • If it attempts to cast a spell, it must first succeed on a Constitution saving throw against your Exploit save DC, or the casting fails and the spell slot is wasted.
  It can make a Constitution saving throw at the end of each of its turns, ending this crippling pain on a successful save.  

Clandestine Source

Prerequisites: 13th level, Intelligence or Charisma of 17   While in a settlement of sufficient size, you can expend one Trick Die and spend 1 hour using the Thieves' Cant found throughout the settlement to track down a significant figure of the criminal underworld to ask questions of.   Should the DM decide that such a figure exists within the settlement, you must approach them alone, and must make a DC 15 Intelligence or Charisma saving throw (your choice) to convince them to grant you an audience. On a failed save, you are reduced to 0 hit points, and your body is left unconscious in an alleyway or gutter somewhere in that settlement.   On a successful save, you have 2 minutes to ask the figure up to five questions. The figure answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if they do not know the answer). If a one-word answer would be misleading, the figure might instead offer a short phrase as an answer to that question.   Once you use this Trick in a settlement (successfully or unsuccessfully), you cannot use it there again for 7 full days.  

Craft Advanced Poison

Prerequisites: 13th level, proficiency with poisoner's kit   As an action, you can expend Trick Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Advanced Poison, which retains its potency until the end of your next long rest. However, you can't regain the Trick Dice you spent in its creation until you expend this poison.   A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional acid damage equal to one roll of your Trick Die for each Trick Die you spent, and the target must succeed on a Constitution saving throw, or have disadvantage on all attack rolls and ability checks for 1 hour. If it fails by 5 or more, it is blinded for the duration.   As an action, the creature can repeat this saving throw. On a successful save, the effects end, but on a failed save, it takes additional acid damage equal to one roll of your Trick Die.  

Expert Determination

Prerequisites: 13th level   As an action, you can expend one Trick Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add one roll of your Trick Die to any check you make that uses that skill, without expending an Trick Die.  

Fluid Movements

Prerequisites: 13th level, Dexterity of 17   As a bonus action, you can expend one Trick Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:  
  • Your movement is unaffected by difficult terrain.
  • You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action.
  • Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
  • You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
  • Swimming or being underwater imposes no penalties on your movements or your attack rolls.
 

Quick Draw

Prerequisites: 13th level, Dexterity of 17   As a bonus action, you can expend one Trick Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For 1 minute, or until you lose concentration, you can use your bonus action, including the bonus action you used to use this Trick, to make two ranged weapon attacks, so long as you have ammunition.   The effects of this Trick do not stack with swift quiver.  

5th-Degree Tricks

Tricks of the 5th-degree are devious feats that rival deeds of the most cunning tricksters and archfey. These Trickd can only be learned by Rogues of 17th level or higher, and each 5th-degree Tricks you know can be used once per long rest.  

Contingency Plan

Prerequisites: 17th level, Intelligence of 19   At the end of a long rest, you can expend one of your Trick Dice to put an undisclosed contingency plan into place. Until you activate this Trick again you cannot regain this Exploit Die. You can only have one contingency plan at a time.   As an action, you can reveal your previously undisclosed plan (which you make up at the time of its reveal) and make a DC 20 Intelligence check. You may add a skill the DM deems appropriate to your plan. On a success, your secret plans and preparations take effect perfectly as you described them.   The cost to execute your plan cannot exceed the equivalent of 5,000 gp, and the effects cannot exceed a 7th-level spell.   For example, you may reveal that you secretly purchased the perfect spell scroll last time you were in a town, or that you paid a mercenary band or airship to come to your rescue.  

Craft Masterwork Poison

Prerequisites: 17th level, proficiency with poisoner's kit   As an action, you can expend Trick Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Masterwork Poison, which retains its potency until the end of your next long rest. However, you can't regain the Trick Dice you spent in its creation until you expend this poison.   A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional necrotic damage equal to two rolls of your Trick Die for each Trick Die you spent, and the target must make a Constitution saving throw. On a failure, it has disadvantage on all ability checks, attack rolls, and saving throws until a spell of 5th-level or higher is used to neutralize the poison (such as greater restoration).   If the creature fails by 5 or more, it is incapacitated, and it cannot move or speak until it is cured of this poison.  

Inconceivable Dodge

Prerequisites: 17th level, Dexterity of 19   When you take damage, you can use your reaction to expend one Trick Die and move with supernatural agility and speed to an unoccupied space within 10 feet, somehow avoiding the triggering damaging effect as if it never affected you at all.  

Mortal Blow

Prerequisites: 17th level   When you hit a creature with a melee weapon attack, you can expend an Trick Die to strike with supernatural accuracy at its most vulnerable point. It must succeed on a Constitution saving throw or it is considered vulnerable to the damage of this attack. If you had advantage on your attack roll, it makes this Constitution save with disadvantage.   Regardless if the creature succeeds or fails on this saving throw, it takes additional damage of your weapon's type equal to four rolls of your Trick Die. Finally, if the damage of this attack reduces the creature to 50 hit points or fewer, it falls prone and is stunned until the beginning of its next turn. A creature can use a Legendary Resistance to avoid this effect.  

Trickster's Blessing

Prerequisites: 17th level, Dexterity of 19   When you take the Hide action, you can expend one Trick Die to hide with inconceivable and supernatural skill. So long as there is a place to hide within 60 feet, you instantly appear in one such hidden location of your choice within 60 feet, and are automatically considered to be hidden from all spells and creatures, no matter what senses or magic they might have.
subclass options:

Arcane Trickster

Where most Rogues rely solely on their exquisite set of skills, you have chosen to compliment yours with magic. Enhancing your skills and subterfuge with arcane spells, you are able to achieve wondrous feats of trickery. Most Rogues who walk the path of the Arcane Trickster tend to become pranksters, burglars, infiltrators, pickpockets, and even adventurers.  

Spellcasting

3rd-level Arcane Trickster Archetype feature   When you adopt the Arcane Trickster Archetype you learn to enhance your skills and talents with minor arcane spells:   Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the Arcane Trickster spell list. You learn another cantrip of your choice at 10th level.   Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots each time you finish a long rest.   Spells Known of 1st-Level and Higher. You know three 1st-level Arcane Trickster spells. The Spells Known column of your Spellcasting table shows when you learn more spells of 1st-level or higher, of a level for which you have spell slots.   When you gain a level, you can replace one of your Spells Known with a spell from the Arcane Trickster spell list. The spell must be of a level for which you have spell slots.   Spellcasting Ability. Intelligence is your spellcasting ability for your Arcane Trickster spells. You use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for an Arcane Trickster spell.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

Mage Hand Adept

3rd-level Arcane Trickster Archetype feature   You have mastered your limited knowledge of the arcane. When you cast mage hand, it gains the following benefits:  
  • You can choose for the spectral mage hand to be invisible.
  • You can control your mage hand with a bonus action.
  • It can stow or retrieve an object from a container worn or carried by another creature within range.
  • It can use any set of tools that you are proficient with.
  You can perform one of these tasks without being noticed if you make a successful Dexterity (Sleight of Hand) check against your target's Wisdom (Perception) check.  

Trickster's Ambush

7th-level Arcane Trickster Archetype feature   You can use subterfuge to enhance the power of your spells. If you target a creature with an Arcane Trickster spell while you are hidden from it, that creature has disadvantage on its initial saving throw to resist the effects of that spell.  

Arcane Distraction

13th-level Arcane Trickster Archetype feature   You use your magic to create openings in your foes' defenses. When you end your mage hand's movement within 5 feet of a creature, you can cause it to distract that creature until you use it for another purpose. While a creature is distracted by your mage hand, you have advantage on any weapon or spell attack rolls you make against that creature.  

Spell Thief

17th-level Arcane Trickster Archetype feature   Rather than learn magic on your own, you can steal arcane power from others. When a creature casts a spell that targets you or includes you in its area, you can use your reaction to force it to make a saving throw against your Spell Save DC using its spellcasting ability. On a failed save, you negate the spell's effects on you and cause one of the following effects:  
  • You instantly regain a combined level of expended spell slots equal to the level of the spell that you negated.
  • You gain the knowledge of that spell, so long as it is of a level that you can cast. You can cast that spell using your spell slots until the end of your next long rest. As part of your next long rest, you can permanently replace one of your Spells Known with the stolen spell.
  Once you use this feature you must finish a long rest before you can use it again. If you have no uses left, you can expend a spell slot of 3rd-level or higher to use this feature again.  

Assassin

You have chosen to specialize in the grim art of death. As an Assassin, you make use of stealth, poisons, and disguises to attack your foe when they least expect it. Those who walk this path find work as killers, spies, and bounty hunters.  

Precision Sneak Attack

3rd-level Assassin Archetype feature   You are a master of precision strikes. Starting at 3rd level, your sneak attack dice are d8s.  

Assassinate

3rd-level Assassin Archetype feature   As an assassin you are at your deadliest when your foes don't see you coming. You gain the following benefits:  
  • When you roll for initiative you can expend an Trick Die, roll it, and add the result to your initiative roll.
 
  • You have advantage on weapon attack rolls against any creature that has not yet acted in combat.
 
  • Whenever you hit a creature that is incapacitated or surprised with a weapon attack that adds your Sneak Attack bonus, it is an automatic critical hit.
 

Assassin Tricks

3rd-level Assassin Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. They don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: precision strike, subtle con
  • 5th: craft minor poison, crippling strike
  • 9th: craft greater poison
 

Infiltrator

3rd-level Assassin Archetype feature   You are adept at blending into places you don't belong. You gain proficiency with the disguise kit and the poisoner's kit.   Over the course of 10 minutes, you can use your disguise kit to craft a disguise that resembles a dead or unconscious humanoid as long as you have its body. A suspicious creature can make an Intelligence (Investigation) check against your Exploit save DC to attempt to see through your disguise.   Finally, you can unerringly mimic any humanoid's speech, so long as you spend at least 10 minutes observing them.

Deadly Blade

7th-level Assassin Archetype feature   You are exceptionally skilled at taking lives when conditions are right. When you score a critical hit and roll a 1 on any of your damage dice for that attack, you can re-roll those dice.   Moreover, when you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 1d8 and force it to make a Constitution saving throw against your Trick save DC. On a failed save, it is poisoned until the start of your next turn.  

Improved Precision Sneak Attack

13th-level Assassin Archetype feature   Your mastery of precision strikes is unrivaled. Starting at 13th level, your sneak attack dice are d10s.  

Impostor

13th-level Assassin Archetype feature   The skill with which you adopt other creatures' identities is nearly supernatural. You learn to speak, read, and write three additional languages of your choice, and whenever you make a Charisma (Deception) check to maintain your disguise you gain a bonus to your roll equal to one roll of your Trick Die.   In addition, creatures have disadvantage on Intelligence (Investigation) checks to see through any disguise you make.  

Master Poisoner

13th-level Assassin Archetype feature   Your skill with poisons exceeds that of all others who study the toxic arts. You can use any Devious Trick you know that allows you to craft a poison (such as craft minor poison), and apply that poison to a weapon, as a bonus action.   You also learn craft advanced poison, but it does not count against your total number of Tricks Known.  

Death Strike

17th-level Assassin Archetype feature   You have become a master of instant death. Whenever you add your Sneak Attack bonus to a weapon attack, you can choose for that attack to become an automatic critical hit.   Once you use this feature you must finish a short or long rest before you can use it again.   Additionally When you attack and hit a creature you may choose to make a death strike. It must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). It makes this save at disadvantage if the target is surprised, or you have advantage on the attack. On a failed save, you roll max damage on your attack.   Once you use this feature you may not use it again until after a long rest.  

Swashbuckler

You have focused your training on the art of the blade. Where most Rogues strike from the shadows, you prefer to face your enemies head-on, relying on your deadly skills and signature charm. When put into action, your swordsmanship resembles an elegant performance that relies on both speed and grace.  

Fancy Footwork

3rd-level Swashbuckler Archetype feature   You dance about the field of battle, vexing your foes. If you make a melee attack against a creature, it cannot target you with opportunity attacks for the rest of your current turn.  

Relentless Swagger

3rd-level Swashbuckler Archetype feature   You fight with unyielding confidence in yourself and your skill with a blade. When you roll initiative and are not surprised, you add your Charisma modifier to the result of your roll.   You also don't need advantage on your attack roll to use your Sneak Attack bonus against a creature so long as you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on your attack roll. All the other rules for using Sneak Attack still apply to you.  

Swashbuckler Tricks

3rd-level Swashbuckler Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: disarm, commanding presence
  • 5th: glancing blow, soothing speech
  • 9th: recruit informant
 

Panache

7th-level Swashbuckler Archetype feature   You have learned to knock your foes off-balance with nothing but wit and cunning words. When you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 1d6 to cause one of the following effects until the start of your next turn:   Charm. One creature within 30 feet that can see you must succeed on a Wisdom saving throw against your Exploit save DC or be charmed by you until the start of your next turn.   Taunt. The creature must succeed on a Wisdom saving throw against your Exploit save DC or, until the beginning of your next turn, it has disadvantage on attacks against targets other than you and it cannot make opportunity attacks.  

Elegant Warrior

13th-level Swashbuckler Archetype feature   You move about the battlefield with an unmistakable grace. When you take the Dash action on your turn, including when you use it as part of your Cunning Action, opportunity attacks targeting you are made with disadvantage.   In addition, whenever you make a Strength (Athletics), or Dexterity (Acrobatics), or Charisma (Performance) check you gain a bonus to your roll equal to one roll of your Trick Die.  

Master Duelist

17th-level Swashbuckler Archetype feature   Confidence in your skill with a blade lets you turn failure in combat into success. When you miss with an attack roll, you can choose to add your Charisma modifier (minimum of +1) to your attack roll, possibly turning a miss into a hit.   You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses each time you finish a short or long rest.  

Thief

You have honed your skills in the larcenous arts. While not all Thieves are criminals, most find employ as burglars, bandits, cutpurses, and treasure hunters. Your set of skills grants you increased agility and stealth, but also abilities that are helpful for delving into dangerous ruins and using ancient artifacts.  

Nimble

3rd-level Thief Archetype feature   You gain the ability to climb faster than normal; climbing no longer costs you extra movement. Whenever you make any Athletics check to climb, you can treat a d20 roll of 7 or lower as a 8.   You also gain a climbing speed equal to your walking speed, and you are able to climb difficult and sheer surfaces at half your normal speed without making an ability check.   Additionally can also use your Dexterity score, in place of your Strength, when you calculate your long or high jump distance.  

Quick Fingers

3rd-level Thief Archetype feature   You are masterful at pilfering pockets, especially when your mark has its guard down. When you add your Sneak Attack bonus to a melee attack, you can reduce the bonus damage by 1d6 to attempt to steal an object from your target. Make a Dexterity (Sleight of Hand) check contested by the target's Wisdom (Perception) check. On a success, you remove one object of your choice from the target's pockets, bag, pouch, belt, or one object it has on its person that it is not holding.   Finally, you can use a bonus action on your turn to make a Dexterity (Sleight of Hand) check or to use a set of tools.  

Thief Tricks

3rd-level Thief Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Tricks  
  • 3rd: lightstep, modify device
  • 5th: dirty hit, survey dungeon
  • 9th: forgotten knowledge
 

Supreme Sneak

7th-level Thief Archetype feature   You have advantage on Dexterity (Stealth) checks while moving at half your speed, and you can attempt to Hide even when you are only lightly obscured.   Also, when you hit a target with an attack that adds your Sneak Attack bonus, you can use Cunning Strike to reduce the bonus by 1d6 to take the Hide action before the end of your turn, no action required.  

Treasure Lore

7th-level Thief Archetype feature   You have a knack for uncovering useful information and lost lore. Whenever you make an ability check to gather lore, investigate the inner workings, or assess the value of a magic item, treasure, or trap, you gain a bonus to the roll equal to one roll of your Tricks Die.   Finally, you can use the Use an Object action to activate a magic item or use a spell scroll or potion.  

Use Magic Device

13th-level Thief Archetype feature   You have learned enough about the inner workings of magic objects that you can improvise the use of any item even when it is not intended for you. You ignore all alignment, class, race, and level requirements for the use of magic items, spell scrolls, and potions.  

Quick Reflexes

17th-level Thief Archetype feature   The time you've spent pilfering pockets and treasures has honed your reflexes to near-supernatural heights. You gain an additional bonus action that you can take on each of your turns, though, it can only be used to take one of the actions from your Cunning Action.   If you do not use this additional bonus action, you instead gain one additional reaction that you can use before the start of your next turn. A single effect can only trigger one reaction.  

Inquisitive

When there are secrets to be uncovered or a mystery to be solved, there are none more adept than the Rogues known as Inquisitives. These experts hone their skills of observation and deduction to heights that rival the most potent of divination spells. For an Inquisitive, the only thing that stands between them and the truth is time.  

Eye for Detail

3rd-level Inquisitive Archetype feature   Your perceptive abilities are a finely honed tool. When you make a Wisdom (Insight) or a Wisdom (Perception) check you can use your Intelligence in place of Wisdom. Whenever you make a Wisdom (Insight) or Intelligence (Investigation) check, treat a roll of 9 or lower on the d20 as an 10.   In addition, you can use your Cunning Action to take the Search action as a bonus action on your turn. Whenever you take the Search action, you gain information as if you spent 10 minutes searching.  

Inquisitive Tricks

3rd-level Inquisitive Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. They don't count against your number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: inquisitive eye, precision strike
  • 5th: exposing strike, survey dungeon
  • 9th: survey settlement
 

Predictive Fighting

3rd-level Inquisitive Archetype feature   You are able to observe a creature's fighting style to better predict openings in its defenses. As a bonus action, you can observe a creature within 30 feet. Make a Wisdom (Insight) check contested by its Charisma (Deception) check. On a success, you do not need advantage on your attack rolls to add your Sneak Attack bonus to weapon attacks against it for the next minute. All other Sneak Attack rules still apply.   If you attempt to use this feature on another creature, this bonus immediately ends for any previous targets.  

Insightful Strike

7th-level Inquisitive Archetype feature   Your predictive capabilities in combat have increased. When you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 2d6 to learn one of the following about the target: its highest ability score, its lowest ability score, Armor Class, one of its movement speeds, or one of its special senses.  

Adept Investigator

13th-level Inquisitive Archetype feature   Your investigative process leaves no stone unturned. It only takes you 1 minute to use survey dungeon and 10 minutes to use survey settlement, and whenever you use these Tricks you learn a number of additional pieces of information equal to your Intelligence modifier (minimum of 1).   Finally, you can use these Tricks without expending an Trick Die a total number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.  

Unerring Sight

13th-level Inquisitive Archetype feature   Your perceptive abilities rival those of supernatural creatures. You gain Truesight to a 10-foot radius, and when you observe anything within that radius you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks.   You gain a special bonus equal to your proficiency Bonus on any Wisdom (Perception) or Intelligence (Investigation) check to notice illusions. Additionally, you can use your action to hone your senses and concentrate on nearby magic. For the duration of 1 minute, you gain the benefits of the detect magic spell.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.   The radius of your Truesight becomes 20 feet at 14th level, and increases again to 30 feet when you reach 20th level.  

Exploit Weakness

17th-level Inquisitive Archetype feature   You perfectly exploit your foe's most vulnerable points. While Predictive Fighting applies to a creature you roll d8s in place of d6s for your Sneak Attack bonus against that creature.  

Mastermind

You have put your considerable skill to work in mastering the art of manipulation. With a whisper and suggestion, you have a way of getting others to do what you want, even if it may not be in their best interest. Whether directing political gambits or allies in combat, you move others like pieces in a game.  

Mastermind Tricks

3rd-level Mastermind Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: eloquent speech, roguish charm
  • 5th: exposing strike, soothing speech
  • 9th: recruit informant
 

Master of Machinations

3rd-level Mastermind Archetype feature   You have gathered a set of skills to aid in your machinations. You learn to speak, read, and write two additional languages, and you gain proficiency with the disguise and forgery kits.   Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.  

Master of Tactics

3rd-level Mastermind Archetype feature   Starting at 3rd level, your cunning allows you to skillfully direct your allies. As a bonus action, choose one creature that you can see within 60 feet of you. If it can hear you, you grant it one of the following benefits until the end of its next turn:  
  • Assist. The target receives the benefit of the help action, which can be used to aid it in attacking a creature within 60 feet of you that you can see instead of 5 feet.
 
  • Retreat. The target receives the benefit of the disengage action.
 

Manipulative Intuition

7th-level Mastermind Archetype feature   You are adept at reading the motivations of others. When you spend at least 1 minute talking with or observing a creature outside of combat, you learn one of the following facts:  
  • One of its ideals, bonds, flaws, motivations, or alignment.
  • It's true attitude toward you, or another creature that you observe it interacting with for the same duration.
  Once you use this feature on a creature you cannot use it on that creature again until you finish a long rest. Creatures with Legendary Resistances are immune to this feature.

Soul of Deceit

7th-level Mastermind Archetype feature   Starting at 7th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.   Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Master of Misdirection

13th-level Mastermind Archetype feature   Starting at 13th level, your quick wit allows you to anticipate attacks, allowing you to redirect others into or out of harm's way.  
  • Warn. When an ally within 60 feet of you is attacked or is forced to make a Dexterity saving throw, you can use your reaction to grant it the benefits of the dodge action for that instance. A creature must be able to see or hear you to gain this benefit.
 
  • Redirect. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
 

Insightful manipulation

13th-level Mastermind Archetype feature   Starting at 13th level, your words gain an almost unnatural power. If you have spent at least 1 minute interacting with a creature, you can force it to make a wisdom saving throw. The DC for this ability equals (8 + your proficiency bonus + your charisma modifier ). On a failure, you can apply one of the following effects:  
  • The creature is charmed by you for 1 hour or until you or one of your allies attack it
  • The Creature is frightened of you for 1 hour
  • The target has disadvantage on Wisom (Perception) and Wisdom (Insight) checks for 1 hour
  When the effect ends or if the target succeeds on it's saving throw, it has no idea you tried to influence it. Once you use this feature on a target, they are immune to this effect for 24 hours.  

Grand Strategist

17th-level Mastermind Archetype feature   At 17th level your plans become so intricate that they overlap with your normal combat abilites. You may take the ready action in addition to your normal action. If you take the ready action in this way to make an attack, you do not gain normal sneak attack damage, instead 3d6 extra damage.   You can use this a number of times equal to your Intelligence modifier (minimum of one). You regain all uses when you finish a long rest.  

Phantom

You have formed a mystical connection with the border between life and death, and serve as a gateway to the afterlife. You have learned to draw upon this special connection to gain knowledge from the dead, and by immersing yourself in the mystical power of death you gain strange abilities normally associated with spirits.  

Phantom Tricks

3rd-level Phantom Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Exploit  
  • 3rd: feint, reliable skill
  • 5th: exposing strike, grasp of night
  • 9th: forgotten knowledge
 

Whispers of the Dead

3rd-level Phantom Archetype feature   You gain one skill or tool proficiency of your choice from beyond the grave, and when you finish a short or long rest you can replace this proficiency with another of your choice.  

Wails from the Grave

3rd-level Phantom Archetype feature   You channel the pain and death of others into sinister magic. When you hit a creature with an attack that adds your Sneak Attack bonus, you can force another creature that you can see within 30 feet of your target to make a Wisdom saving throw against your Trick save DC. On a failed save, roll half the number of dice you would roll for your Sneak Attack bonus (rounded up), and it takes necrotic damage equal to the roll.  

Soul Trinkets

7th-level Phantom Archetype feature   You have gained the ability to siphon the energy of a departed soul. When a creature with an Intelligence of 5 or higher dies within 30 feet of you, you can use your reaction to capture a fraction of its power in a free hand, forming a Soul Trinket.   The DM determines the appearance of the Trinket, but it almost always reflects the true nature and values of the soul.   You can have a maximum number of Soul Trinkets equal to your Charisma modifier (minimum of 1), and you can't create a new Trinket while at your maximum number of Trinkets.   Having a Soul Trinket grants you the following benefits:  
  • While one is on your person, you have advantage on both death saving throws and Constitution saving throws.
  • You can spend a minute draining the energy from the token destryoing it and gain temporary hot points equal to your Rogue level + your Constitution Modifier.
  • When you hit with an attack that adds your Sneak Attack bonus, you can destroy a Soul Trinket to cause that attack to deal necrotic damage in place of its normal damage.
  • When a creature fails its saving throw against Wails from the Grave you can destroy a Soul Trinket and cause the creature to be frightened of you until the beginning of your next turn.
  • Name a place the soul has seen in life and if it's the same plane of existance, you recive visual and auditory information as if you were in that place using its senses while concentrating up to ten minutes. a creature with true sight or see invisibility sees a ghotsly image of the soul in the location where you are scrying for the duration. at the end of the duration or if interupted the soul trincket is destroyed.
  • As an action, you can destroy a Soul Trinket to ask the soul within 3 questions as if you'd cast speak with dead.
 

Ghastly Walk

13th-level Phantom Archetype feature   You can temporarily step into the realm of the dead. When you take the Dash action you can become incorporeal until the end of your current turn. While incorporeal you can move through creatures and objects as if they were difficult terrain, and you gain a temporary flying speed of 15 feet.   If you end your turn inside a solid object or creature you are instantly shunted to the nearest unoccupied space taking 1d10 force damage for every 5 feet you were forced to travel.  

Death Knell

17th-level Phantom Archetype feature   You have become so acquainted with death that you can draw upon its power with ease. When you use Wails from the Grave, you can force all creatures of your choice within 30 feet to make the Wisdom saving throw, and on a failed save, they take necrotic damage equal to your Sneak Attack bonus.   Once you use this feature you must finish a short or long rest before you can empower Wails from the Grave in this way again.   Also at the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.  

Scout

Unlike most Rogues, your skills have been honed in the wild. You are adept at remaining unseen, scouting ahead of allies, stalking your prey, or hunting bounties. While you are most skilled in the wilderness, you can still hold your own in the back alleys of cities and deadly dungeons like most Rogues.  

Scout Tricks

3rd-level Scout Archetype feature   You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.   Rogue Level Exploit
  • 3rd: arresting strike, rustic intuition
  • 5th: craft minor poison, trick shot
  • 9th: craft greater poison
 

Skirmisher

3rd-level Scout Archetype feature   You are always on the move, never to be caught flat-footed by your foes. When a creature ends its turn within 5 feet of you, you can use your reaction to move up to half your movement speed without provoking opportunity attacks.  

Survivalist

3rd-level Scout Archetype feature   You have learned to survive, and thrive, in the wild places of the world. You gain proficiency in both Nature and Survival if you do not have it already, and whenever you make a Wisdom (Survival) or an Intelligence (Nature) check you add double your proficiency bonus to your roll.  

Wilderness Adept

7th-level Scout Archetype feature   Your walking speed increases by 10 feet, and you gain both a climbing and swimming speed equal to your walking speed.  

Ambush Master

13th-level Scout Archetype feature   You can add your proficiency bonus to your initiative rolls, and when you roll for initiative you can expend an Trick Die, roll it, and add the result to your initiative roll.   Also, the first creature you hit during the first round of a combat is marked for death. Attack rolls against this target have advantage until the beginning of your next turn.  

Sudden Strike

17th-level Scout Archetype feature   You strike with quiet, deadly speed. When you take the Attack action on your turn you can make one additional attack as a bonus action. You can add Sneak Attack bonus to this attack even if you have already used Sneak Attack, but you can't use Sneak Attack against the same target more than once a turn.  

Soulknife

Rare amongst those who practice the roguish arts is one who has true psionic potential. When trained to unlock the psionic power within themselves, these Rogues can train to become Soulknives. Using their wondrous abilities they can manifest blades of pure mental power, communicate telepathically, and augment their considerable skills with psionic enhancement.  

Psionic Awakening

3rd-level Soulknife Archetype feature   You have unlocked the wondrous potential of your mind and gained psionic abilities. Your psionic power is represented by a pool of Psi Points. You have a number of Psi Points equal to 1 + your Intelligence modifier (minimum of 2), and you regain all expended Psi Points when you finish a short or long rest. You also unlock the following wondrous psionic abilities:   Mystical Skill. When you fail an ability check you can expend 1 Psi Point to add one roll of your Exploit Die to your roll, possibly turning a failure into a success.   Telepathic Link. As an action, you can expend 1 Psi Point to form a telepathic link with a number of creatures equal to your Intelligence modifier (minimum of 1) that you can see for 1 hour. Creatures don't need to share a language, but they must be able to speak one language to communicate telepathically. At the end of the hour, you can spend 1 Psi Point to extend the duration of your telepathic link by 1 hour.  

Psionic Blade

3rd-level Soulknife Archetype feature   You can manifest Psionic Blades of pure mental energy in a free hand (no action required). Your Psionic Blades use the statistics of a dagger, but they deal psychic damage in place of piercing. You can cause your Psionic Blades to vanish at will, and when thrown, they vanish after they hit or miss. When they deal damage, Psionic Blades leave no marks.   As you gain Rogue levels, the damage die of your Psionic Blades increases to match the size of your Trick Die.  

Metaphysical Shift

7th-level Soulknife Archetype feature   You can shift your place in reality with the mystic power of your mind. As a bonus action on your turn, you can expend Psi Points to teleport 20 feet per Psi Point you expended to an unoccupied space that you can see within range.  

Soul Strike

7th-level Soulknife Archetype feature   Your mind guides your blades. Whenever you make an attack with a Psionic Blade and miss, you can expend 1 Psi Point to add one roll of your Exploit Die to your attack roll.   Moreover, when you hit a creature with a Psionic Blade attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 3d6 and force the creature to make an Intelligence saving throw. On a failed save, it cannot take reactions until the start of its next turn, and can only do one of the following on its next turn: move up to its full speed, use one action, or use one bonus action.  

Shimmer

13th-level Soulknife Archetype feature   You can erase your presence from the minds of others. As an action, you can veil yourself with psionic energy as if you had cast the invisibility spell on yourself. However, unlike the spell, this feature does not require your concentration.   Once you use this feature to turn invisible, you can't do so again until you finish a long rest. When you have no uses left you can expend 1 Psi Point to use this feature again.  

Mental Scourge

17th-level Soulknife Archetype feature   You can focus the power of your Psionic Blade to strike directly at your foe's mind. When you use Soul Strike to force a creature to make an Intelligence saving throw, you can reduce your Sneak Attack bonus by an additional 3d6 (for a total of 6d6) to empower the strike further. On a failed save, the creature is stunned until the beginning of your next turn.  

Avenger

Most adventurers who serve the gods do so openly as priests, Clerics, and Paladins. However, some dark and ruthless gods bestow divine power upon Avengers. These zealous servants work tirelessly to impose the will of their god upon the world and resort to whatever means they deem necessary to fulfill their goal. Operating from the shadows, Avengers are driven by faith alone, and they answer to no mortal creature.  

Anointed Magic

3rd-level Avenger Archetype feature   Because of your fervent devotion to your god you have gained the ability to channel their Divine Favor to cast holy spells:   Divine Favor. The blessings of your god are represented by a pool of Divine Favor. The Anointed Magic table on the next page shows how much Divine Favor you have to cast Avenger spells of 1st-level and higher. To cast a spell, you must expend Divine Favor equal to the spell's level, and you regain all your expended Divine Favor when you finish a short or long rest.   Divine Limit. Your Rogue level limits the amount of Divine Favor that you can channel at one time. This limit is reflected in the Divine Limit column of the Anointed Magic Table.   Spells Known of 1st-Level and Higher. You learn two 1st-level spells of your choice from the Avenger spell list on the next page. The Spells Known column of the Anointed Magic table shows when you learn more Avenger spells of 1st-level or higher. Spells you learn must be of a level equal to, or lower than, the Divine Limit for your Rogue level.   Whenever you gain a level, you can choose one Avenger spell you know and replace it with another Avenger spell of your choice of a level equal to your Divine Limit or lower.   Spellcasting Ability. Charisma is your spellcasting ability for your Avenger spells, so you use your Charisma whenever a spell refers to your spellcasting ability, when you set a spell saving throw DC, or when you make a spell attack roll.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Channel Divinity

3rd-level Avenger Archetype feature   You draw on the power of your god to produce miraculous effects. You know one effect: Divine Awareness, and you gain more at certain Rogue levels. Once you Channel Divinity you must finish a short or long rest before you can do so again.  

Channel Divinity: Divine Awareness

As a bonus action, you can grasp a holy symbol of your god and open your senses to the presence of both powerful good and sinister evil. For 1 minute, you know the exact location and creature type of any celestial, fiend, or undead within 60 feet that is not shielded from divination magic.  

Consecrated Blade

3rd-level Avenger Archetype feature   Your weapons are blessed by the heavens to smite enemies and blasphemers. Over the course of 1 hour, which can be during a short or long rest, you can touch a melee weapon that you are proficient with and perform a special ritual to Consecrate it to your god and their divine purpose.   This Consecrated weapon becomes a holy symbol of your god and can be used as a spellcasting focus for your Avenger spells. You can also add your Sneak Attack bonus to attacks with it even if it does not have the finesse property. However, all other rules of for Sneak Attack bonus still apply.   You can have only one Consecrated weapon at a time.  

Avenging Strike

7th-level Avenger Archetype feature   As a bonus action, you can expend 1 Divine Favor to infuse a Consecrated weapon you are holding with divine power. For the next minute, your attacks with that weapon deal radiant damage in place of its normal damage type.   Moreover, your attacks with a Consecrated weapon score a critical hit on a roll of 19-20 on the d20. The critical hit range for your Consecrated weapon increases by 1 again at certain Rogue levels: at 13th level (18-20) and at 17th level (17-20).  

Channel Divinity: Vow of Enmity

7th-level Avenger Archetype feature   As a bonus action, you can hold aloft a holy symbol of your god and utter a vow of enmity against one creature that you can see within 10 feet. For 1 minute, or until that creature is slain, you have advantage on all attack rolls against it.  

Divine Step

13th-level Avenger Archetype feature   Nothing stands between you and those you mark for justice. As a bonus action, you can expend 2 Divine Favor to instantly teleport to an unoccupied space you can see within 60 feet that is within 5 feet of a hostile creature. When you appear you can make one weapon attack against it with advantage.  

Hand of the Gods

17th-level Avenger Archetype feature   You stand among the most loyal and trusted mortal servants of your god. If you roll initiative with no uses of your Channel Divinity remaining you instantly regain one expended use.   Also, whenever you reduce a creature marked by Vow of Enmity to 0 hit points, you can either mark another creature within range, or regain expended Divine Favor equal to your Charisma modifier (minimum of 1 Divine Favor).  

Bloodknife

The Infernal Legions have many soldiers, but none are more deadly than those known as Bloodknives. The elite warriors of Hell's armies, Bloodknives enhance their significant skills with infernal blood magic. By sacrificing their own vitality, they gain access to sinister abilities beyond the skill of other mortal warriors. Experts at sowing chaos and death among, their foes, Bloodknives are dispatched by the Lords of Hell only when an especially powerful foe needs to be dealt with.  

Bloodknife Tricks

3rd-level Bloodknife Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: commanding presence, precision strike
  • 5th: crippling strike, martial focus
  • 9th: incite violence
 

Dread Strike

3rd-level Bloodknife Archetype feature   You can sacrifice your own vitality to empower your attacks with infernal magic. When you hit a creature with a melee weapon attack, you can expend one of your own Hit Dice to empower your attack with the following benefits:  
  • You do not need advantage on your attack roll to qualify for Sneak Attack. All other Sneak Attack rules still apply.
  • You can choose for the attack's damage to be necrotic.
  • If the attack reduces a hostile target to 0 hit points, you regain the Hit Die you expended to use this feature, and you gain temporary hit points equal to your Rogue level.
 

Forked Tongue

3rd-level Bloodknife Archetype feature   You learn to speak, read, and write either Abyssal or Infernal. Depending on your choice, you gain the benefits below:  
  • Abyssal. You gain proficiency in Intimidation. Whenever you make a Charisma (Intimidation) check while speaking Abyssal, you treat a roll of 7 or lower on the d20 as an 8.
 
  • Infernal. You gain proficiency in Persuasion. When you make a Charisma (Persuasion) check to convince a creature to agree to a bargain, contract, or an agreement of any kind, you can treat a roll of 7 or lower on the d20 as an 8.
 

Hellish Curse

7th-level Bloodknife Archetype feature   You infuse your blade with sinister magic to strike at body and soul. When you hit a creature with a melee attack that adds your Sneak Attack bonus, you can use Cunning Strike to reduce the bonus by 1d6 and force the target to make a Charisma saving throw against your Trick save DC.   On a failed save, it cannot regain hit points for the next minute. The creature can make a Charisma saving throw at the end of each of its turns, ending this effect on a success.  

Siphon Vitality

7th-level Bloodknife Archetype feature   You can draw life from the pain you inflict. When you score a critical hit with a weapon attack against a hostile creature or reduce a hostile creature to 0 hit points you can use your reaction to regain one expended Hit Die.  

Vile Curse

13th-level Bloodknife Archetype feature   You can empower your sinister magic with your own vitality. When you use Hellish Curse or Cunning Strike as part of a Dread Strike attack, the target automatically fails the initial saving throw against Hellish Curse or the Trick you used.  

Touch of Death

17th-level Bloodknife Archetype feature   You wield infernal magic comparable to the most powerful servants of the Lords of Hell. Each time a creature fails its Charisma saving throw against your Hellish Curse feature it gains one level of exhaustion.  

Daredevil

Daredevils are acrobatic Rogues who seek out danger, living for the adrenaline rush of near-death experiences. Daredevils would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death.  

Daredevil Tricks

3rd-level Daredevil Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: aerial maneuver, lightstep
  • 5th: dirty hit, trick shot
  • 9th: survey settlement
 

Flying Strike

3rd-level Daredevil Archetype feature   You use the momentum of your airborne body as a weapon. If you move at least 10 feet through the air and land within 5 feet of a Large or smaller creature, you can use your action to force the target to make a Strength saving throw against your Trick Save DC. On a failure, it takes bludgeoning damage equal to two rolls of your Trick Die and falls prone. On a success, it takes half as much damage and remains upright.   If you are hidden from this creature when you force it to make this saving throw, or if an enemy of your target (other than you) is within 5 feet of it and isn't unconscious, you add your Sneak Attack bonus damage to the damage roll.  

Nimble

3rd-level Daredevil Archetype feature   You gain a climbing speed equal to your walking speed, and you are able to climb difficult and sheer surfaces at half your normal speed without making an ability check.   In addition, you can use your Dexterity score, in place of your Strength, when calculating the distance of your long jump or high jump.  

Death From Above

7th-level Daredevil Archetype feature   You can strike at your foes from unorthodox airborne positions. Whenever you make a weapon attack while you are at least 10 feet off the ground and airborne you have advantage on your attack roll.   You also add your Dexterity modifier to the damage dealt by your Flying Strike.  

Slow Fall

7th-level Daredevil Archetype feature   Your experience falling from great heights has made you an expert at landing without hurting yourself. You can use aerial maneuver at-will, without expending an Trick Die.   When you manage to land on something soft that breaks your fall, like a wagon full of hay or a deep body of water, you take no damage from the fall.  

Defy Death

13th-level Daredevil Archetype feature   Your many close brushes with death have made you adept at escaping it. You add your proficiency bonus to death saving throws. When you make a death saving throw and roll above a 20, it has the same effect as if you rolled a 20 on the d20.  

Masterful Aerialist

17th-level Daredevil Archetype feature   You are unparalleled in your ability to maneuver your body. Whenever you make a Dexterity ability check or a Dexterity saving throw and the total result is lower than your Dexterity score, you can use your Dexterity score in place of your roll.  

Deceiver

Rogues of the Deceiver archetype can channel a fragment of the mischievous power of Loki, the god of guile and deceit. These rogues are both elusive fighters and charismatic liars; they hold the power to alter their own image and very nature, much like the ambiguous shapeshifter god. A Deceiver possesses the power to fool their foes into believing their misdirections, dissolving their reality into a finely crafted web of lies of which they are the epitome and sole controller, shapeless and intangible, one for whom the concept of "truth" does not apply.  

Bonus Proficiencies

3rd-level Deceiver Archetype feature   You gain proficiency in the Deception skill. If you are already proficient in it, you gain proficiency in a skill of your choice.  

Deceitful Fighting

3rd-level Deceiver Archetype feature   You are unreadable in battle, throwing off your opponents with your every step and taking advantage of their confusion. As a bonus action, you can make a Charisma (Deception) check against a creature you can see that isn't incapacitated, contested by the target's Wisdom (Insight) check. If you win the contest, you can use your Sneak Attack against that target even if you don't have advantage on the roll, but not if you have disadvantage on it. This effect lasts for 1 minute or until you successfully use this feature against a different target.  

Shifting Visage

3rd-level Deceiver Archetype feature   You are able to mimic the shapeshifting powers of the trickster god. You can take an action to cast the disguise self spell. The DC for checks made to discern this disguise equals 8 + your Proficiency Bonus + your Charisma modifier.   You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.   When you reach 9th level in this class, you can cast the alter self spell with a use of this feature.  

Deceiver Tricks

3rd-level Deceiver Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: Eloquent Speech, Feint
  • 5th: Redirect, Soothing Speech
  • 9th: Forgotten Knowledge
 

Smoke and Mirrors

7th-level Deceiver Archetype feature   You magically twist the perceptions of your foes, presenting yourself as a victim of injustice and turning them on their own allies. When a creature hits you with an attack, you can use your reaction and target one or more creatures within 60 feet of you that can see and hear you, up to a number equal to your Charisma modifier (minimum of one target). The targeted creatures must make a Wisdom saving throw. A creature that failed the save becomes friendly toward you and hostile toward the attacker, if they weren't already. The effect lasts one minute, and it ends early on a creature if you attack them, or if the creature that attacked you dies.   Once a creature succeeds on the save, they can't be affected by this feature for 24 hours. A creature that can't be charmed is immune to this effect.   You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.   The DC for saving throws forced by this feature equals 8 + your Proficiency Bonus + your Charisma modifier.  

Two-Faced

13th-level Deceiver Archetype feature   You have learned to move unseen, leaving behind you a residual image which acts as a decoy for your enemies. As an action, you become invisible at the same time that an illusory double of you appears where you are standing. Anything you are wearing or carrying is invisible as long as it's on your person. The illusion matches the appearance you have when you use this feature. You can use your bonus action to move your illusory double up to 30 feet and make it gesture, speak, and behave in whatever way you choose.   The illusion has your AC, and if a creature hits it with an attack, it vanishes. It is otherwise immune to damage. Creatures that can see the illusion can take an action and make an Intelligence (Investigation) check contested by your Charisma (Deception) check. If they win, they see the illusion for what it is.   When the illusion vanishes as the result of an attack that hit it, you can use your Smoke and Mirrors feature as if you were hit. If you do, creatures affected by it pay no mind to the illusion's disappearance, believing you took the attack.   The invisibility and the illusion last for 10 minutes. The invisibility ends early if you attack, cast a spell, use the Smoke and Mirrors feature, or if you dismiss it (no action required).   Once you have used this feature, you can't use it again until you finish a short or long rest.  

Multifarious

17th-level Deceiver Archetype feature   Your shapeshifting capacities have reached a level that can only be challenged by the gods themselves.   You are considered a shapechanger for all rules purposes, and when you use your Shifting Visage feature to cast the alter self spell, the duration of the spell is changed to be a number of hours equal to your proficiency bonus.   Additionally, you can take an action to cast the polymorph spell without needing material components, with the following changes:  
  • You can only choose yourself as a target of the spell.
  • The spell can affect you even if you are a shapechanger.
  • The challenge rating of the beast you choose to transform into must be 1 or less.
  • While transformed, you keep your mental ability scores.
  • While transformed, you can use your Smoke and Mirrors and Two-Faced features.
 

Farwalker

The rogues who become Farwalkers have one thing in common: blink, and they're gone. Through the mystic practice of teleportation, these rogues flit between the boundaries of the planes to create spatial shortcuts. While a great number of farwalkers claim a fey ancestry, others yet gain their power through an obsessive study of transpositional magic. Some, even, gain their power through accords reached with powerful beings. Regardless of where their mastery over teleportation is derived from, it is clear that nobody will stop them from going where they please.  

Travel

3rd-level Farwalker Archetype feature   Once on your turn, you can use dash granted by your cunning action to teleport a number of feet equal to your intelligence Modifier times 5 into a unnocupied space that you can see (Minimum of 10 feet). If you use this ability you can not dash as a action on the same turn.  

Traveler's Manuevers

3rd-level Farwalker Archetype feature   When you choose this subclass at 3rd level, you can use your ability to teleport to enhance your skills in combat. You can use both these abilites up to your Proficency Bonus times per short or long rest.   These Manuvers improve at 17th level.  
  • Evade. As a reaction when you are hit with a attack, you can gain a bonus to your AC equal to your Intelligence Modifier for the triggering attack. You can then immediately teleport 10 feet into a unnocupied space that you can see. At 17th level, you can immediately make an attack against the creature that attacked you, if possible.
 
  • Chain Attack. When you deal sneak attack damage on a melee attack, you can use your bonus action to travel withen 5 feet of a different creature and make a melee attack against it (Following the normal rules for the Travel Ability) on a hit add a number of d6's equal to half your sneak attack (rounded Down). At 17th level, you can teleport and attack twice during the same bonus action.
 

Farwalker Tricks

3rd-level Deceiver Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: Lightstep, Lunge
  • 5th: Exposing Strike, Redirect
  • 9th: Bewildering Blow
 

Walker's Reflexes

7th-level Farwalker feature   At 9th level, you are so acustomed to teleportaion, it becomes a part of your reflexes. When you aren't wearing armor or weilding a shield, your AC equals 10 + your Dexterity Modifier + Your Intelligence Modifier.  

The Space Inbetween

7th-level Farwalker feature   Also at 7th level, You can travel into the Borader between realms. You can use the Etherealness spell once per long rest.  

Group Travel

13th-level Farwalker feature   At 13th level, when you use your travel feature you can bring one willing creature within 5 feet with you. The creature lands within a unnocupied space within 5 feet of you. If there are no unnocupied spaces within 5 feet of you, the teleportation fails. Once you use this ability on a creature, you must finish a long rest before you can use it on the same creature again.   At 17th level, you can take a unwilling creature with you. The creature must succeed a Charisma sacing throw with a DC equal to 8 + your Proficency Bonus + Your Intelligence Modifer.  

Portal Leap

13th-level Farwalker feature   By 13th level, you have learned to enhance your teleportive abilities. You now can use your bonus action granted by your Cunning Action to cast dimension door. You can do so twice. You regain these uses when you complete a short rest.   Furthermore, you can spend 1 minute concentrating (as if on a spell). At the end of that time, you cast the spell arcane gate.  

Master of Hidden Pathways

17th-level Farwalker feature   When you reach 17th level, your abilities have increased in a number of ways. You receive the following benefits:  
  • Your Group Travel ability can now bring any number of creatures that are within 5 feet of you instead of just one.
  • Your Travel ability now can be used at-will instead of needing to be a dash.
  • You can cast the teleport spells. Once you cast one of these spells, you must complete a long rest before you can cast either of them again.
  • Your Etherealness Spell can be used twice and can now bring one more person.
 

Gambler

Audacious are those who would entrust such weighty matters to chance, unless, of course, the hold the power to shape the very currents of destiny. Gamblers, Adept artisans of strategy and luck, deftly employ their mystical fortunes to consistently emerge victorious at both the casino table and among the frays of combat. Gamblers enjoy nothing more than high-stakes situations where they'll put everything on the line.  

Gambler's Knack

3rd-level Gambler Archetype feature   In life's games, sometimes you win, and sometimes you need to improvise. You gain proficiency with improvised weapons, playing cards, and one gaming set of your choice. Whenever you make an ability check that incorporates a gaming set you gain a bonus to your roll equal to one roll of your Trick Die.   Finally, 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 check related to the game. However, only one game or gaming set can benefit from this feature. Using it to learn a new game causes you to lose previous benefits.  

Pick a Card

3rd-level Gambler Archetype feature   Decks of cards count as improvised weapons for you. When you use them as a weapon, playing cards have the finesse, light and thrown (30/60) properties, and on hit, your playing cards deal slashing damage equal to 1d4 + your Dexterity modifier.   Once per turn, when you hit with a playing card attack the number rolled on the d4 grants your attack a bonus effect:   Roll Bonus Effect  
  1. Clubs: The target's speed is reduced by a number of feet equal to five times your Dexterity modifier until the start of your next turn.
  2. Diamonds: You add your Sneak Attack bonus to this attack even if it doesn't meet the normal requirements.
  3. Hearts: You gain temporary hit points equal to one roll of your Trick Die.
  4. Spades: You can choose to switch places in initiative order with the target, starting at the top of the initiative order in the next round of combat.
 

Gambler Tricks

3rd-level Gambler Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: quick quip, subtle con
  • 5th: soothing speech, trick shot
  • 9th: incite violence
 

Loaded Dice

3rd-level Gambler Archetype feature   You posess a font of manipulated luck that is represented by your Loaded Dice, which are pools of d6's equal to your sneak attack dice, which fuel various luck-based abilites you have, deatailed below.   When you finish a long rest, roll your loaded dice and record the numbers rolled, as some of your abilites allow you to add the rolled results to their effects. When you finish a long rest, you lose any unused Loaded Dice. Additionally as a Bonus Action, you can regain two expended Loaded Dice or reroll two Loaded Dice already in your pool, but you cant do so again until you finish a short or long rest.  
  • Dice Swap. When you roll your sneak attack dice, you can choose to replace the value of any rolled dice with the value of any of your Loaded Dice, retaining the Loaded Dice with the sneak attack dice's traded values.
 
  • Lucky Break. When you or an ally you can see within 30 feet of you fail an ability check, you can use your reaction to expend one Loaded Dice and add its value to the check, potentially turning failure into success.
 
  • Wild Card. When you hit a creature from a attack using a deck, you can expend a Loaded dice to attack again and roll 1d4 to cause an additional effect determined by the suit of card drawn or the number rolled as shown on the wild car table. If a wild card requires a saving throw, The DC equals 8 + your Proficency Bonus + your Dexterity Modifier
  Wild Card Table  
  1. Spades: The target must succeed a Constitution saving throw or be blinded until the end of its next turn
  2. Clubs: The target must succeed on a Strength saving throw or be knocked prone
  3. Hearts: You gain a number of temporary hit points equal to half the damage dealt
  4. Diamonds: The target takes additional damage equal to half the sneak attck damage rolled
 

Pocket Aces

7th-level Gambler Archetype feature   You gain two abilites that use your Loaded dice:  
  • Joker Wild. You can expend a Loaded Dice to cast misty step and gain a bonus to your AC equal to its vaule until the begining of your next turn.
 
  • Reshuffle. When you roll initiative, you can expend a Loaded Dice to add its value to your roll, or you can swap your initaitive with the initiative of one willing ally that you can see in the same combat.
 

Showstopper

13th-level Gambler Archetype feature   When a creatue within 30 feet of you makes a attack with advantage or scores a critical hit, you can expend your reaction to have the attack rolled with disadvantage instead. Untill the end of your next turn, all attacks you make against that creature has advantage.   Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Loaded Dice to use this feature again.  

Quickdraw

13th-level Gambler Archetype feature   You always make the first move. You have advantage on your initiative rolls, and if you make a playing card attack during your first turn, you can choose the effect of Pick a Card.   You also learn the quick draw Trick, but it doesn't count against your total number of Tricks Known. When you use this Trick it also works for your thrown weapon attacks.  

Jackpot

17th-level Gambler Archetype feature   You have mastered the art of exploiting chance. When you roll sneak attack damage, you can deal maximum damage, instead of rolling. Once you use this feature, you can't do so again until you finish a long rest, unless you expend 3 Loaded Dice to use this feature again.   In addition, the damage dealt by your playing card attacks increases to 2d4, and you choose which d4 result you use to determine the effect of Pick a Card for that attack.  

Mind Agent

Mind Agents are the people who usually work for organizations and specialize in neutralizing people that sometimes poke their nose where they weren't supposed to by either killing them or erasing their memories. Their powers comes from psionics and training their mind to the extent that their mind become potent enough to affect others. Mind Agents usually enjoy toying with their enemies,playing tricks with their minds and only ending it all when they feel they are done with them.  

Intrusive thoughts

3rd-level Mind Agent Archetype feature   Starting at 3rd level, you have realised that fear and doubt can sometimes hurt more than a dagger's point.   As a bonus action, you can implant a thought into the mind of another humanoid you can see within 60 feet of you; that creature must make a Wisdom saving throw, which it can choose to fail. If it fails, for 1 minute it is affected by Thought Implant that you choose. A creature can only have one Thought Implant at a time, and must repeat its saving throw at the end of each of its turns, ending the effect on a success; if it chose to fail the initial save, the effect only ends if it fails the save. On a success the creature knows you attempted to manipulate its mind.   Additionally, at the discretion of the DM or player controlling the targeted character, the humanoids actions and disposition may change after it is subject to a Thought Implant.   Emotional save modifier = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

Thought Implants

 

Sadness

Target's speed is reduced by 10ft.  

Anger

Target has disadvantage on attacks made against any target except target friendly creature of your choice(you count as a friendly creature).  

Paranoia

Target keeps at least 10ft space between itself and its allies.  

Sympathy

You have advantage on all Charisma(Deception) and Charisma(Persuasion) checks against that creature.  

Fear

Target creature becomes frightened of you.  

Confidence

Target goes to wherevever are the most enemies and attacks the strongest looking enemy.  

Joy

Target's speed is increased by 10ft  

Pride

Target creature gains Temporary Hit Points equal to your Intelligence modifier + Half your Rogue level.  

Envy

Target gains advantage on attack rolls against a creature of your choice.  

Disgust

Target has advantage on Charisma Saving throws against another target creature.  

Courage

Target becomes immune to frightened condition.  

Informed Dealings

3rd-level Mind Agent Archetype feature   You may use Intilligence, rather than Charisma for Deception and Persuasion skill checks.  

Mindstealing Magic

3rd-level Mind Agent Archetype feature   Mind Agents are trained in magic that them adpet at espionage and infiltration. Your Spellcastiing for these spells is Intelligence  
  • Thought Strand. You learn the encose thoughts cantrip and can extend it to last until it is dispelled.
 
  • Illusionary Disguise. Can cast Disguise self spell once per short or long rest.
 

Mind Agent Tricks

3rd-level Mind Agent Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: Cunning Instinct, Scholarly Recall
  • 5th: Crippling Strike, Martial Focus
  • 9th: Forgotten Knowledge
 

Mind Devourer

7th-level Mind Agent Archetype feature   At 7th level, you have learned the forbidden art of consuming others memories and converting them into life force. As an action, you can make a melee spell attack against a creature within your reach. On a hit, roll your Sneak Attack dice. The creature you hit loses a number of minutes of its most recent memories, and you regain hit points, both equal to the result.   Once you use this feature, you must finish a long rest before being able to do so again.  

Pilfered Plans

7th-level Mind Agent Archetype feature   Also at 7th level, you learn to reach into the minds of unaware creatures. If you are hidden by a creature or they are fooled by the Disguise self spell, you can cast the detect thoughts spell as an action without it requring components. While Probing deeper into the creature's mind, you can cast encode thoughts as a bonus action targeting that creature, and you can choose to have the creature forget the memory, idea, or message. Doing so casuses the detect thoughts spell to end.   You can cast Detect thoughts using this feature a number of times equal to your proficency bonus, you regain all uses after finishing a long rest.  

Psychic infiltration

13th-level Mind Agent Archetype feature   At 13th level, you learn that, at times, hiding in others thoughts can be just as useful as trying to be forgotten.   As an action, you can force a humanoid you can see within 60ft. to make an Intelligence saving throw. Once it succeeds on any saving throw against this feature, the creature is immune to your infiltrations for 24 hours; creatures immune to possession are immune to this feature. On a failed save, you discorporate and enter the creature's mind; while inhabiting its mind, you have full cover, are invisible, and creatures can't interact with you. If you were hidden from the creature when you infiltrated it, you can remain within it for 1 hour. If it was aware of your presence, you can only infiltrate it for 1 minute. While infiltrating you can't take any normal actions   As an action while infiltrating a creature's mind, you can force the creature to make another Intelligence saving throw. On a failed save, it takes psychic damage equal to your sneak attack. Once the creature is damaged by this feature, it is aware of your presence and can start forcing you out of its mind.   At the end of each of its turns, the infiltrated creature can repeat its saving throw, expelling you from it on a success. You are expelled, if the creature dies, or as a bonus action on your turn while infiltrating, you appear in an unoccupied space of your choice within 5 feet of the creature.   You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses upon completing a long rest.  

Telepathic Transmisson

13th-level Mind Agent Archetype feature   You are able to psychically send the information you have gathered over long distances. you can cast the Sending spell without it requring components. When you do so with this feature, you can send a thought strand with you spell, regardless of the type or information held within the thought strand.   You can cast the Sending spell using this feature a number of times equal to your proficency bonus, you regain all uses after finishing a long rest.  

Subjugate Mind

17th-level Mind Agent Archetype feature   At 17th level, you have mastered the ways of mental infiltration. While you are infiltrating a creature's mind, you can cast dominate person on it at will, without expending a spell slot and ignoring its components. A creature with immunity to the charmed condition only has advantage on its saving throws against the spell. When you cast dominate person using this feature, the spell's duration equals the duration of your infiltration. Once you use this ability, you regain its use after a long rest.  

Ripper

There's something about a ripper that defies all logic. They cause death and fear so brazenly, indiscriminately, yet are never really caught. When pursued by the law, their presence washes away in the rain, like they never existed in the first place. People will often pass them over on the street and not think a second thought about the bloodied hands they just shook. A dark magic lies at the core of rippers, allowing them to cause acts of great brutality in highly populated areas without so much as a shrug from the populace. It is a power rumoredly granted by Death himself. The nature of ripper crimes are bloody and visible, with the occasional act of thievery, though it is often a trophy that means nothing to everyone but the Ripper themselves; perhaps an organ or a body part. This makes them slightly more dangerous than assassins or mercenaries which have a more monetary background. Rippers are hunters at nature, whether their aims are practical or not, and they want others to see their results.  

Ripper Tricks

3rd-level Ripper Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: Eloquent Speech, Precision Strike
  • 5th: Crippling Strike, Soothing Speech
  • 9th: Bewildering Blow
 

M.O. (Modus Operandi)

3rd-level Ripper Archetype feature   Though atypical for a rogue, you prefer to use weapons that suit your personal tastes. When you choose this archetype at 3rd level you can choose one type of weapon to be your M.O. weapon. You gain proficiency with this weapon if you don't already have it. You can perform sneak attacks with this weapon, even if it lacks the finesse property. When you reach 9th and 17th level in this archetype, you can choose another type of weapon.   Your Ripper level determines the weapons you can choose as M.O. weapons, as shown in the M.O. weapons table.   M.O. Weapons  
  • 3rd: No heavy, reach, or two-handed | War Pick
  • 9th: No reach | Greatsword
  • 17th: - | Pike
  You also have learned how to use certain tools to inflict pain as a means of getting people to spill information and secrets. When you pick this archetype at 3rd level, you gain proficiency with Whip, Poisoner’s Kit, and Torturer’s Tools.   Torturer’s Tools- This foldable leather bag contains several scalpels differing in size, a pair of pliers, a bloodletting kit, brass knuckles, and handcuffs.   History: You have extensive knowledge of different torture tools and how they are operated.   Medicine: You’re able to accurately determine if a humanoid creature was tortured to death and what manner they were tortured in.   With this set of tools, you’re able to make a creature spill information by harming them physically and psychologically. The DC of obtaining information is determined by your DM.  

Murder on a Misty Night

3rd-level Ripper Archetype feature   Starting at 3rd level you create opportunities to strike, using natural phenomena to hide your approach. As an action, you create a 20-foot-radius sphere of fog, dust, or smoke (you choose) centered on a point within 120 feet of yourself. This sphere spreads around corners and heavily obscurs the area it fills, however your vision is completely unobscured by the effects of this feature. The sphere lasts for 1 hour, until you dismiss it, or until a wind of at least 10 miles per hour blows it away. You can use this feature a number of times up to your proficiency bonus. Expended uses of this ability are restored over a long rest   The radius of this sphere increases by 20 feet at 9th level and again at 17th level.  

Playing With Your Food

9th-level Ripper Archetype feature   At 9th level, you have become such a cold-hearted abuser when it comes to hurting your prey, you actively look for ways to crush their morale by stripping them of options. When you land a sneak attack, you can choose to sacrifice one sneak attack die (up to five) to apply one of the following effects:   You lacerate your victim’s tendons, reducing their movement by 5ft per die spent for one turn.   You strike your victim with great force that you disorientate their vision giving them a penalty to their attack rolls and ability checks equal to twice the amount of dice sacrificed until the end of their turn.   You viciously slash their flesh open causing them to bleed for one minute. The target takes damage at the start of their turn equal to the amount of dice sacrificed. The damage caused by this feature can stack, but the duration does not extend.   All of these effects end early if the creature receives any healing.  

Unassuming Eloquence

9th-level Ripper Archetype feature   Using refined speech and beguiling charm you've become adept at lulling those around you into a sense of security. At 9th level you have advantage on charisma (persuasion) checks towards creatures who aren't hostile to you and havent seen you intentionally damage another creature.  

The Spider's Web

13th-level Ripper Archetype feature   Starting at 13th level you attentively observe your target to hone in on their idiosyncrasies and flaws. If you spend at least 10 minutes interacting or 3 rounds in combat with a creature you can choose to add you Intelligence modifier (minimum of 1) to your armor class against attacks from that creature. You can only gain this benefit against one creature at a time.  

Information Erasure

17th-level Ripper Archetype feature   Starting at 17th level you learn to expunge all information of yourself after an encounter. After you end contact with a creature(s) you can choose to have all knowledge pertaining to your name, appearance, and abilities from the last 12 hours erased unless you specifically allow it to remain. Memories and/or relayed knowledge of you are completely erased from the minds of those who possess them. Written accounts and recordings are magically altered to exclude you. All that remains is physical proof of your presence such as broken objects or inflicted wounds. Once you use this feature you cannot use it again until you finish a long rest  

Blood Lust

17th-level Ripper Archetype feature   At 17th level, your mind has become so concentrated on harming others, that death doesn’t stop you. When you drop to 0 hp, you can choose to remain standing. You can only move and make the attack action. You must make death saving throws as normal. You remain standing until you finish rolling death saving throws. If you stabilize, you automatically heal to 1 hp, otherwise, you drop dead. This feature fails if the attack kills you outright.   You can only use this feature once per long rest  

Ruffian

Not all Rogues rely on cunning and subterfuge to thwart their foes. Ruffians prefer to face enemies directly with devastating blows and their ruthless style of combat. Often employed as hired muscle for thieves' guilds, gangs, and other groups that don't shy away from the use of violence, Ruffian Rogues can be found in any settlement or city where crime holds sway.  

Ruffian Tricks

3rd-level Ruffian Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: streetwise, sweeping strike
  • 5th: dirty hit, grasp of night
  • 9th: recruit informant
 

Enforcer

3rd-level Ruffian Archetype feature   You use brute force not often employed by Rogues in combat. Your unorthodox fighting style grants you the benefits below:  
  • You gain proficiency with improvised weapons.
  • Your unarmed strikes deal bludgeoning damage equal to one roll of your Trick Die + your Strength modifier.
  • You can apply your Sneak Attack bonus to your attacks with improvised weapons, unarmed strikes, and simple melee weapons. All other Sneak Attack rules still apply.
  • You can use the bonus action granted by your Cunning Action to attempt a grapple or shove attack.
  • You can use your Constitution, instead of Dexterity, to calculate your Armor Class in light and medium armor.
 

Shake Down

3rd-level Ruffian Archetype feature   Your work requires skills that you have become particularly reliable in employing. You gain proficiency in Intimidation, and whenever you make a Strength (Athletics), or a Strength (Intimidation) check, you can treat a roll of 7 or lower on the d20 as an 8.  

Intimidating Blow

7th-level Ruffian Archetype feature   Your ruthless style of fighting inspires fear in your enemies. When you hit a creature with a melee attack that adds your Sneak Attack bonus, you can use Cunning Strike to reduce the bonus by 2d6 and force the target of your attack or one creature that can see you within 30 feet to make a Wisdom saving throw against your Trick save DC. On a failed save, it is frightened of you until the end of your next turn.  

Nerves of Steel

7th-level Ruffian Archetype feature   Fear is a weapon that only works against cowards and the weak-willed. You gain immunity to the frightened condition.   In addition, you have advantage on any weapon attacks you make against a creature that is currently frightened of you.  

Criminal Connections

13th-level Ruffian Archetype feature   You have a knack for finding criminal connections in any city. You learn the Clandestine Source Trick, but it doesn't count against your total number of Tricks Known.  

Dodge & Counter

13th-level Ruffian Archetype feature   You can use your enemies' momentum against them. When a creature that is one size larger than you or smaller misses you with a melee attack, you can use your reaction to force it to make a Dexterity saving throw against your Trick Save DC. On a failed save, it suffers one of the following effects:  
  • It falls prone and its speed is 0 for the rest of that turn.
  • If you have a free hand, you can automatically grapple it.
  • You can make one unarmed strike attack against it.
 

Ruthless Strike

17th-level Ruffian Archetype feature   You strike with at those who fear you with ruthless intent. When you add your Sneak Attack bonus to a melee weapon attack against a creature that is frightened of you, you can choose for your attack to become an automatic critical hit.   Once you use this feature you must finish a short or long rest before you can use it again.  

Saboteur

Some Rogues combine their various skills with an interest in alchemy to produce explosive effects. Known as Saboteurs, these strange alchemists have many specialties; demolition, siege warfare, and entertainment. No matter their focus, they all delight in violent destruction, and due to the rarity of their talents, Saboteurs are invaluable allies and dangerous foes.  

Saboteur Tricks

3rd-level Saboteur Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: alchemical adept, smoke bomb
  • 5th: alchemical oil, flash bomb
  • 9th: bewildering blow
 

Destructive Strikes

3rd-level Saboteur Archetype feature   Your work has given you a knack for identifying structural weak points. When you hit a non-magical structure with a melee weapon attack or damage it with a Devious Trick or an Explosive, it is considered an automatic critical hit.   Moreover, when you attack a construct, your attacks score a critical hit on an attack roll of 19 or 20 on the d20.  

Explosives

3rd-level Saboteur Archetype feature   You gain proficiency in alchemist's supplies, along with the knowledge of synthesizing the powerful Explosives below:   Explosives Known. You learn to craft two Explosives, a Hand Bomb and one other Explosive of your choice from the list of Saboteur Explosives as the end of this Archetype. In order to learn an Explosive you must meet any prerequisites it may have. You can learn an Explosive at the same time you meet its Rogue level prerequisite.   Whenever you would learn a new Devious Trick you can choose to learn a new Explosive instead.   Crafting Explosives. At the end of each long rest, you can use alchemist's supplies to craft individual Tiny objects that contain one copy of each Saboteur Explosive you know, without expending an Trick Die. Any Explosives you craft lose their potency and become unusable at the end of your next long rest.   As an action, you can use your alchemist's supplies to craft another copy of a Saboteur Explosive you know by expending the number of Trick Dice listed in its description.   Using Explosives. A creature can take the Use an Object action to throw one of your Saboteur Explosives at a point it can see within 60 feet of it. It explodes on impact, generating the effects in its description centered on the point of impact.   Explosive save DC. When an Explosive forces a target to make a saving throw, it does so against your Trick Save DC.  

Advanced Alchemy

7th-level Saboteur Archetype feature   Your increased knowledge and mastery of alchemy allows you to alter the Explosives you make in the following ways:   Appearance. You can alter the outward appearance of an explosive. When they are unlit, creatures must succeed on an Intelligence (Investigation) check against your Trick Save DC in order to recognize the object as an unlit Explosive.   Color. You alter the color of the Explosive itself, the color of the explosion, and the color of the smoke it produces.   Damage Type. You alter the damage type of any Explosive you craft to deal magical bludgeoning, piercing, fire, thunder, or lightning damage in place of its normal damage type.  

Quick Chemistry

7th-level Saboteur Archetype feature   Your skill allows you to formulate and use your Explosives quickly. You can use a bonus action on your turn to expend Trick Dice to craft a Saboteur Explosive you know.   You also learn one Saboteur Explosive of your choice.  

Sabotage

13th-level Saboteur Archetype feature   You are adept at exploiting creatures who are unaware. Any creature that is surprised or has not yet acted during the first round of combat has disadvantage on its initial saving throw against any Saboteur Explosives thrown by you.   In addition, whenever you roll initiative, you can craft a Hand Bomb without expending an Trick Die, or craft one Explosive you know, expending Trick Dice as normal.   You also learn one Saboteur Explosive of your choice.  

Hair Trigger

17th-level Saboteur Archetype feature   You have modified your Explosives so you can detonate them from afar. When you craft an Explosive, you can incorporate a rudimentary arcane remote to trigger the Explosive from afar.   As an action, you can trigger one Explosive that is crafted with a remote trigger, so long as you are within 200 feet of it.   Lastly, you learn a final Saboteur Explosive of your choice.  

Saboteur Explosives

Here is the list of Explosives available for Saboteurs to learn. If a Saboteur Explosive has a prerequisite level, you can learn it at the same time that you meet its prerequisite level.  

Glittering Dust

Prerequisite: 3rd-level Rogue, Cost: 1 Trick Die   On impact, reflective particles cover a 20-foot cube, forcing creatures in that area to make a Dexterity saving throw. On a failed save, creatures are covered in these particles, and any attack roll made against them is made with advantage.   A creature can use its action to scrape all these reflective particles off of it, ending the effects of this Explosive.  

Hand Bomb

Prerequisite: 3rd-level Rogue, Cost: 1 Trick Die   On impact, this simple, yet effective explosive detonates and forces targets within 5 feet to make a Dexterity saving throw. They take fire damage equal to your Sneak Attack bonus on a failed save, and half as much fire damage on a success.  

Seismic Charge

Prerequisite: 3rd-level Rogue, Cost: 1 Trick Die   On impact, this bomb disrupts the earth, forcing creatures within 10 feet to make a Strength saving throw. On a failure, they take thunder damage equal to half your Sneak Attack bonus, and any Large or smaller creatures fall prone. On a success, they take half as much damage and don't fall.   Any non-magical structure crafted from wood, earth, or stone takes the maximum damage from this Explosive.   If the area within this explosion is loose dirt or stone it becomes difficult terrain. A creature can use an action on its turn to clear a 5-foot square of this difficult terrain.  

Tangleroot

Prerequisite: 3rd-level Rogue, Cost: 1 Trick Die   On impact, synthetic vines burst forth, and creatures within 5 feet must make a Dexterity saving throw. On a failure, they are restrained by the vines for up to 1 minute. As an action, a restrained creature can make a Strength or Dexterity check (its choice) against your Exploit save DC. On a success, they escape from the effect of the restraining vines.  

Thunder Pulse

Prerequisite: 3rd-level Rogue, Cost: 1 Trick Die   On impact, a wave of thunderous force bursts forth, audible out to a distance of 300 feet, forcing creatures in a 15-foot cube to make a Constitution saving throw. On a failure, they take thunder damage equal to half your Sneak Attack bonus and are pushed 10 feet away from the point of impact. On a success, they take half as much damage and are not moved.   Any unsecured objects within the area are automatically pushed 10 feet away from the Explosive's point of impact.  

Alchemical Webbing

Prerequisite: 7th-level Rogue, Cost: 2 Trick Dice   On impact, sticky alchemical webbing covers a 20-foot cube creating difficult terrain and lightly obscuring the area of the cube. If there aren't any vertical surfaces, walls, or ceilings to support the webbing, it collapses and instantly dissolves.   Any creature that starts its turn in the webbing, or enters the area during its turn must succeed on a Dexterity saving throw or become restrained by the webbing.   As an action, a restrained creature can make a Strength or Dexterity check (its choice) against your Trick save DC. On a success, it is no longer restrained by the webbing.   The alchemical webbing remains for 1 minute. If it takes any fire damage all the webbing is instantly dissolved.  

Incendiary Bomb

Prerequisite: 7th-level Rogue, Cost: 2 Trick Dice   On impact, a ball of fire rushes outward in a 30-foot radius, forcing creatures within the area to make a Dexterity saving throw. Creatures take fire damage equal to your Sneak Attack bonus on a failed save, and half as much on a success.   Moreover, any flammable objects in this area are ignited.  

Noxious Gas

Prerequisite: 7th-level Rogue, Cost: 2 Trick Dice   On impact, a cloud of putrid yellow gas spreads outward in a 20-foot radius sphere. It spreads around corners and heavily obscures the area for 1 minute. Any creature that starts its turn within the cloud must succeed on a Constitution saving throw or spend its turn gagging a reeling from the gas. Any creature that is immune to poison or doesn't need to breathe automatically succeeds on its Constitution saving throw.  

Greater Seismic Charge

Prerequisite: 13th-level Rogue, Cost: 3 Trick Die   On impact, this bomb disrupts the earth, forcing creatures within 30 feet to make a Strength saving throw. On a failure, they take thunder damage equal to your Sneak Attack bonus and any Huge or smaller creatures fall prone. On a success, they take half as much damage and do not fall prone.   Any non-magical structure crafted from wood, earth, or stone takes the maximum damage from this Explosive.   If the area within this explosion is loose dirt or stone it becomes difficult terrain. A creature can use an action on its turn to clear a 5-foot square of this difficult terrain.  

Vitriolic Charge

Prerequisite: 13th-level Rogue, Cost: 3 Trick Dice   On impact, a wave of acidic chemicals explodes outward in a 30-foot radius forcing any creatures in that area to make a Dexterity saving throw. On a failure, they take acid damage equal to your Sneak Attack bonus, and acid damage equal to half your Sneak Attack bonus at the start of their next turn.  

Astral Vortex

Prerequisite: 17th-level Rogue, Cost: 4 Trick Dice   On impact, a rift to the Astral Plane opens and creatures within 5 feet must succeed on a Charisma saving throw or be sucked through the rift and remain there for 1 minute. After which, the rift to the Astral Plan disappears.   At the end of each of its turns, any creature that has been banished through the rift to the Astral Plan can repeat this saving throw, returning to its original space on a success.  

Seeker

Many Rogues use their larcenous talents to plunder forgotten temples and dusty tombs, and sometimes they uncover elder magic. Known as Seekers, these arcane explorers are known for collecting ancient secrets and fragments of eldritch power to augment their considerable skills with strange abilities.  

Relic Hunter

3rd-level Seeker Archetype feature   You have spent many long nights learning about civilizations long forgotten by most mortals. You learn to speak, read, and write two additional languages of your choice. Often, Seekers choose to learn archaic, ancient, or exotic languages.   You also gain proficiency in History, and if you spend at least 10 minutes touching and examining an object, you can ascertain its civilization of origin and its approximate age.  

Relic Magic

3rd-level Seeker Archetype feature   You have cobbled together an eclectic assortment of magical objects and trinkets that grant you the following benefits:   Relics. Relics are Tiny objects imbued with strange and ancient magics, and they often resemble the origin or type of magic within them. You have a number of Relics equal to 1 + your Intelligence modifier. When your Intelligence modifier increases, you gain additional Relics of your choice. These may be Relics that you already had in your possession, but had yet to unlock the arcane secrets they contained.   Relic Spells. Each of your Relics is imbued with a single Relic Spell that cannot be changed. A Relic Spell is a cantrip or ritual spell of 2nd-level or lower, from any spell list. While you have a Relic on your person, you can cast the cantrip or the ritual version of the spell imbued within it.   Saving Throws. Your ability to use the magic of Relics is based on your understanding of their ancient workings. If a Relic requires a spellcasting modifier you use Intelligence:   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

Seeker Tricks

3rd-level Seeker Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: modify device, scholarly recall
  • 5th: exposing strike, survey dungeon
  • 9th: forgotten knowledge
 

Elder Relics

7th-level Seeker Archetype feature   In your strange travels and adventures you have unearthed, bartered for, or cobbled together Elder Relics which contain esoteric, eldritch, and even divine powers. You gain an Elder Relic, which contains one of the following spells or abilities:   Channel Divinity. This Elder Relic contains the rites and prayers for a Channel Divinity from a Cleric Divine Domain of your choice. If the Channel Divinity requires a Cleric level or spellcasting modifier, you use your Rogue level and Relic spellcasting modifier. Once you use the Channel Divinity you must finish a short or long rest before you can use it again.   Eldritch Invocation. This Elder Relic contains sinister or forgotten eldritch power. You learn one Eldritch Invocation of your choice from those available to the Warlock class. If the Invocation has a prerequisite Warlock level, you can learn it if your Rogue level meets that level prerequisite.   Greater Ritual. This Elder Relic contains one ritual spell of your choice of 5th-level or lower from any class spell list. Like the other Relic Spells, you can cast this spell as a ritual as long as you have this Elder Relic on your person.  

Expert Archaeologist

7th-level Seeker Archetype feature   Your time in deadly tombs and dungeons has given you an uncanny ability to avoid traps and the other dangers within. You gain the following benefits:  
  • You have advantage on any saving throw you are forced to make against traps of any kind.
  • You can use modify device at will, without spending an Trick Die, so long as you have the correct tools.
  • You have advantage on thieves' tools or tinker's tools checks you make to investigate or disarm a trap.
 

Greater Lore

13th-level Seeker Archetype feature   You have added many esoteric and forgotten secrets to your collection. You gain three additional Elder Relics of your choice. Or, you can choose to gain two Relics in place of one or more of the Elder Relics you would gain.   When you cast a Relic cantrip you add your Intelligence modifier to the damage roll, so long as you do not already add your spellcasting modifier to the damage roll.  

Ancient Lore

17th-level Seeker Archetype feature   You understand the magic of the ancient world in a way that few living mortals do. You have advantage on saving throws you make to resist the effects of spells.   Finally, over the course of 1 hour, which can be during a short or long rest, you can perform a special ritual on one of your Relics or Elder Relics, changing its effect out for another possible Relic or Elder Relic effect of your choice.  

Shinobi

Whether taken in as an apprentice by a lone master or trained as an agent by a secret organization, you have grown to be an adept of the shinobi arts. The shadows welcome you until it's time to strike; then, the world becomes your playground. Armed with an array of exotic tools and your uncanny agility, you move from wall to wall, striking quick and unseen. Even when your foe finally think they caught up to you, they find nothing but smoke where your figure stood until a moment ago.  

Ninja Training

3rd-level Shinobi feature   You are an adept infiltrator, capable of getting through both physical and social barriers. You have a climbing speed equal to your walking speed. You can use your Dexterity instead of Strength to determine your jump distance, and you can always make a Dexterity (Acrobatics) check in place of any other ability check, if it's related to jumping or landing.   Additionally, you gain proficiency with the Disguise Kit.  

Shinobi Techniques

3rd-level Shinobi feature   Using combinations of smoke bombs, firecrackers and small throwing weapons, you control the battlefield and navigate it as you please, confounding enemies and undermining them with sudden dashes and surprise attacks. When you use your Cunning Action feature you can use one of the following Shinobi Tricks, depending on the action you take:  
  • Smoke Bomb (Hide): You quickly throw a smoke bomb on your position. The 5-foot square you occupy when you drop the bomb becomes heavily obscured until the end of your turn. Right after you drop the bomb, you can attempt to hide in it and move up to half your movement speed as part of the same bonus action. Until the end of this movement, creatures you are hidden from can't see you even if you move through unobscured or uncovered spaces. When you end this movement, the normal rules for hiding start applying again. You can't use this shinobi trick if you're inside the reach of a hostile creature's melee attacks.
 
  • Darts (Dash): You shoot a throwing weapon, such as a throwing star, while sprinting. You can make a single attack with a thrown weapon.
 
  • Firecrackers (Disengage): You throw a smattering of firecrackers to blind and confuse your enemies before stepping away. Creatures of your choice within 5 feet of you must make a Constitution saving throw. On a fail, they make all attacks with disadvantage until the end of their next turn.
  Shinobi Techniques Save DC = 8 + your proficiency bonus + your Intelligence modifier   You can't use this feature if you don't have thieves tools with you.  

Shinobi Tricks

3rd-level Shinobi Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: Lightstep, Oil Bomb
  • 5th: Craft Minor Poison, Flash Bomb
  • 9th: Craft Greater Poison
 

Jump Attack

7th-level Shinobi feature   You are a master acrobat, and are able to apply your climbing skills to combat, striking down foes from above with devastating blows. While you are climbing, you can jump off the surface you are climbing, and you only start taking fall damage if you fall more than 30 feet.   Additionally, if you fall more than 10 feet and hit a creature that is within 5 feet of where you land with a melee attack, the attack is a sneak attack, and it deals 1d6 bonus damage for each 10 feet you've fallen. You're still limited to one sneak attack per turn.  

Vanishing Riposte

13th-level Shinobi feature   Your proficiency of shinobi techniques allows you to evade attacks and respond with swift counters. When you are hit by an attack, you can use your reaction to drop a smoke bomb. The 5-foot square you occupy when you drop the bomb becomes heavily obscured until the end of the current turn. You gain +5 to your AC, potentially causing the attack to miss, and can immediately move up to half your movement speed without provoking opportunity attacks. If the attack missed, you are invisible to the creature that attacked you until the end of the turn or until you attack them. Regardless of whether the attack hit you or missed you, you can immediately make a thrown weapon attack against the creature that attacked you.   You can use this feature a number of times up to your proficiency bonus, and regain all expended uses when you finish a long rest. You can't use this feature if you don't have thieves tools with you.  

Master Shinobi

17th-level Shinobi feature   You have reached maximum expertise in pyrotechnics. When you use your Shinobi Tricks or Vanishing Riposte features, you can choose to apply one of the following additional benefits depending on the option you chose:  
  • Smoke Bomb/Firecrackers: You can make your bombs and firecrackers explode in a burst of fire. Creatures in a 10-foot cone originating from you must make a Dexterity saving throw against your Shinobi Tricks save DC, taking 6d6 fire damage on a failed save or half as much damage on a successful one.
 
  • Smoke Bomb: You combine your pyrotechnic distractions with feats of uncanny agility. When you choose this shinobi Technique, you can teleport to an unoccupied space within 30 feet of you instead of moving half your movement speed.
 
  • Firecrackers: Your firecrackers hold more explosive power, further hindering your opponents actions. Creatures that fail their Constitution saving throw against this shinobi trick are stunned until the end of their next turn.
  Additionally, when you hit a creature with a thrown weapon attack, the attack is a sneak attack unless you had disadvantage on the attack roll. You're still limited to one sneak attack per turn.   You can only use the options from this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.  

Skinchanger

The ancient magics of Druidic Circles are jealously guarded secrets, only taught to those deemed worthy. Skinchangers are Rogues that have been granted (or have stolen), a portion of this ancient magic, and use this primal power to enhance their other skills. Often found in the service of powerful Fey or Archdruids, Skinchangers take on the shapes of animals to infiltrate places that no other Rogue could possibly go.  

Skinchanger Tricks

3rd-level Skinchanger Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: aerial maneuver, cunning instinct
  • 5th: crippling strike, improvised skill
  • 9th: survey settlement
 

Druidic Secrets

3rd-level Skinchanger Archetype feature   You learn to speak, read, and write Druidic, the language of Druids. You can use this language to leave hidden messages. Those who know Druidic always notice such messages, but others must succeed on an Intelligence (Investigation) check against your Trick save DC to decipher it without magic.   You also count as a Rogue and a Druid for the purposes of attuning to magic items and using spell scrolls.  

Limited Wild Shape

3rd-level Skinchanger Archetype feature   The druidic magic you have acquired allows you to steal the forms of beasts. You start with knowledge of three different Beast Forms of CR 1/4 or lower that do not have a flying or swimming speed. You can learn additional Beast Forms by touching a living Beast within the restrictions for your Rogue level on the Skinchanger Beast Forms table below.   At certain Rogue levels, you are able to learn Beast Forms of a higher CR or Forms with swimming or flying speeds, as indicated in the Skinchanger Beast Forms table below.   As a bonus action, you can magically transform into the shape of one Beast Form you know, following all the rules of Wild Shape found with the Druid in the Player's Handbook.   You can stay in Beast Form for up to one hour, at which point you revert to your normal form. You can revert to your normal form earlier if you use a bonus action to do so, if you fall unconscious, if you drop to 0 hit points, or if you die.   Once you use your Wild Shape feature you must finish a short or long rest before you can Wild Shape again.   Finally, you can add your Sneak Attack bonus to natural weapon attacks while you are in Beast Form. However, all other rules of your Sneak Attack feature still apply.   Skinchanger Beast Forms   Level | Max CR | Limitations | Example  
  • 3rd | 1/4 | No Flying or Swimming Speed | Panther
  • 7th | 1/2 | No Flying | Speed Reef | Shark
  • 13th | 1 | — | Giant Eagle
  • 17th | 2 | — | Cave Bear
 

Instinctual Strikes

7th-level Skinchanger Archetype feature   Druidic magic suffuses your Wild Shapes. While you are in Beast Form your attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.   In addition, you can use Wild Shape to transform into one of your Beast Forms twice between each short or long rest.  

Bestial Physique

13th-level Skinchanger Archetype feature   Your time spent in Beast Shapes has enhanced the abilities of your normal form. When you make an ability check based on your sense of sight, hearing, or smell, you gain a bonus to your roll equal to one roll of your Trick Die.   Also, your unarmed strikes gain the finesse property and deal slashing damage equal to one roll of your Trick Die.  

Druidic Mastery

17th-level Skinchanger Archetype feature   You have mastered the primal magic of the Druids. You can remain in your Beast Form transformations indefinitely. Also, when you have no uses of your Wild Shape remaining, you can expend one Trick Die to use Wild Shape again.  

Surgeon

When an adventurer is maimed by a monster or a soldier is wounded in battle, and the luxury of magical healing is not an option, Surgeons step in to fill the void. Using their intimate understanding of anatomy and biology, Surgeons can analyze any ailment, and, when pressed, they can turn their medical knowledge onto their foes, crippling them with precise cuts.  

Anatomical Studies

3rd-level Surgeon Archetype feature   You have spent years studying the science of medicine in order to improve your surgical skills. You gain proficiency in both Medicine and Nature, and whenever you make a Wisdom (Medicine) check you can add your Intelligence modifier (minimum of +1) to your roll.   Finally, you can use the bonus action granted by your Cunning Action to use a Healer's Kit, make a Wisdom (Medicine) check, or to administer a potion to a creature.  

Surgeon Tricks

3rd-level Surgeon Archetype feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: arresting strike, first aid
  • 5th: crippling strike, ringing strike
  • 9th: craft greater poison
 

Surgical Skill

3rd-level Surgeon Archetype feature   You weaponize your knowledge of anatomy to cripple your foes in combat. Your weapon attack rolls against humanoids, beasts, giants, monstrosities, and undead creatures score a critical hit on a roll of 19 or 20 on the d20.   Also, you can use each Surgeon Trick you know once between short or long rest without spending Trick Dice.  

Cultivated Immunity

7th-level Surgeon Archetype feature   Your time as a Surgeon has improved your immune system. Whenever you take acid, necrotic, or poison damage, you can reduce the damage you take by an amount equal to one roll of your Trick Die + your Intelligence modifier (minimum of 1).   Additionally, you have advantage on saving throws to resist the effects of poisons, diseases, and any other toxins.  

Surgical Strikes

13th-level Surgeon Archetype feature   You have learned much about the anatomy of the creatures of the multiverse. Your weapon attack rolls against all creatures except for constructs, oozes, and plants score a critical hit on a roll of 18 through 20 on the d20.  

Expert Surgeon

17th-level Surgeon Archetype feature   Whenever you make a Wisdom (Medicine) check, you can choose to use your Rogue level in place of your d20 roll.   Your surgical abilities also rival the most powerful healing magic. As an action, you can touch a creature and impart the effects of either the contagion or regenerate spell as if your Intelligence were your spellcasting ability. Once you recreate the effect of either of these spells you must finish a short or long rest before you can recreate either spell again.  

Time Bandit

Time flies when you're having fun - and what's more fun than stealing time from others to do with as you will? Rob fragments of time from your foes and use them for your own ends - strike in a flash, run faster than they can see, save your friends from danger - or rewind time itself. Nothing can stop you now!  

Steal Time

3rd-level Time Bandit feature   Starting at 3rd level, when you deal sneak attack damage to a target you can force the target to make a Charisma saving throw against your Steal Time save DC. If the target fails, it can't take reactions until the start of your next turn.   Steal Time save DC = 8 + your proficiency bonus + your Charisma modifier  

Time Bandit Tricks

3rd-level Time Bandit feature   You learn certain Tricks at the Rogue levels noted in the table below. These don't count against your total number of Tricks Known and can't be switched upon gaining a level.   Rogue Level Trick  
  • 3rd: Arresting Strike, Reliable Skill
  • 5th: Crippling Strike, Redirect
  • 9th: Forgotten Knowledge
 

Temporal Manipulation

3rd-level Time Bandit feature   When you choose this archetype at 3rd level, you learn 3 temporal manipulations of your choice from the list below.   You learn an additional manipulation at 6th level, 9th level, and 13th level. When you do, you can also replace one manupulation you know with a different one.   You can use your Temporal Manipulations a number of times equal to twice your proficency bonus, and regain all uses after finishing a long rest.  

Manipulations

 

Burst of Speed

You can slightly alter the flow of time around you. Whenever you take the dash action, you can expend a temporal manipulation to move an addititional 15 feet as a part of your action  

Remake the Broken

As an action, you can expend a temporal manipulation to roll a hot dice and regain a number of hit points equal to the number rolled plus the constitution modifier or cast the mending cantrip. Charisma is your spellcasting ability for your spell.  

Temporal Stagnation

You can alter the temporal field around a creature. As a bonus action, you can expend a temporal manipulation to choose a creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw or its speed is reduced by half for one minute or until you lose concentration (Like concentrating on a spell).  

Head Start

When you roll initative, you can expend a temporal manipulation to add 1d6 to your check.  

Glimpse the Future

Whenever you hit a creature with your sneak attack, you can expend a temporal manipulation to steal a glimpse of the future. Roll a d20 and note the result. Untill you end of your next turn you can replace any attack rool, ability check or saving throw you make with tha number. You must choose to do so before rolling.  

Time Cushion

As a reaction, you can expend a temporal manipulation to cast feather fall (self only) requring only verbal components. Charisma is your spellcasting ability for your spell.  

Pocket Dimension

As an action, you can expend a temporal manipulation and choose one weapon or item you are holding that wieghs less then 10 pounds. That item dissapers into a extradimensional space. For one hour, you can use a bonus action to summon or dismiss the item. After one hour, or if you die, the item reappears back in your hand. You can only have one item in your Pocket Dimension at a time.  

Rewind

At the end of each of your turns, you can expend a temporal manipulation and use your reavtion to return to the same place your turn began in. You cannot return to thaht space if it is occupied or is on a another plane of existance.  

Temporal Errasure

7th-level Time Bandit feature   Begining at 9th level, you have learned to alter your personal temporal field, so divination magic cannot perceive you. You cannot be located by magicl means, as if you were under the effects of the Nondetection spell and divination magic cannot perdict your future actions. for example if a wizard cast augury to see if someone would break in to their house, it would not reveal if you had plans to.  

Premonition

7th-level Time Bandit feature   Your manipulation of time gives you a sense of the immediate future, helping you react to danger and avoid a critical misstep. Starting at 7th level, as long as you have at least Temporal Manipulation and are not incapacitated, you have advantage on Dexterity (Acrobatics) checks and saves against traps.   These benefits improve at 13th level.  

Improved Premonitions

13th-level Time Bandit feature   At 13th level, when your Premonition ability is active it also gives you advantage on initiative rolls and you cannot be surprised.  

Wrinkle in Time

13th-level Time Bandit feature   You can manipulate the quantam field around yourself, allowing you to teleport short distances. You can use your Bonus Action to teleport up to half your speed to a unnocupied space you can see.  

Do-Over

17th-level Time Bandit feature   Your skill with manipulating time now allows you to avoid disaster by taking a small step into the past. If you have at least 1 tempus die and are not incapacitated, you can use a reaction to reverse time for yourself for 1 round.   You disappear from your current space and reappear in the space you occupied at the start of your previous turn; if that space is occupied, you appear in the closest available space that you previously occupied. If you took damage since the start of your last turn, those hit points are restored. Any effects, positive or negative, that began since the start of your last turn no longer affect you. However, you do not replenish temporary hit points you lost, consumables you used (including charges from magic items), or abilities with limited uses (including spell slots, if applicable).   You can activate this ability in response to an attack, spell, or other hostile action and you may do so after you see whether the hostile action succeeds or fails, but before its effects resolve.   Using this ability comes with a steep price. You expend all your current tempus dice and cannot gain more or use this ability again until you finish a long rest. Additionally, you gain a level of exhaustion. (Even though you cannot gain tempus dice, you may still use the other effects of Steal Time.)
LevelProficiency BonusFeaturesSneak AttackTricks KnownTrick DieTrick Dice
1st+2Expertise, Sneak Attack, Secret Ciphers1d6
2nd+2Cunning Action, Devious Tricks1d62d42
3rd+2Roguish Archetype, Steady Aim2d62d42
4th+2Ability Score Improvement2d62d42
5th+3Cunning Strike, Uncanny Dodge, Power Attack3d63d63
6th+3Expertise3d63d63
7th+3Archetype Feature4d64d63
8th+3Ability Score Improvement4d64d63
9th+4Evasion5d65d63
10th+4Reliable Talent, Fleet Footed5d65d63
11th+4Expertise, Ruthless6d66d84
12th+4Ability Score Improvement6d66d84
13th+5Archetype Feature7d67d84
14th+5Blindsense (10 feet)7d67d84
15th+5Expertise, Slippery Mind, Anticipation8d67d84
16th+5Ability Score Improvement8d67d84
17th+6Archetype Feature9d68d105
18th+6Elusive, Peerless Cunning9d68d105
19th+6Ability Score Improvement10d68d105
20th+6Blindsense (30 feet), Expertise, Stroke of Luck, Master Rogue10d68d105

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DragonOye.

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