Rogue
Hit Points
Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 + Constitution Modifier
Proficiences
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Overview & Creation
Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
Class Features
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Steady Aim (Optional)
At 3rd level, 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.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
Subclass Options
Thrillseeker
Karma
When you choose this archetype at 3rd level, you can bend luck to your whims. At the end of a long rest, choose one Dexterity or Charisma based skill. You gain advantage on that skill until the end of your next long rest, however, if at any point you fail a check with the chosen skill, the roll is considered a 1 and you lose advantage on the skill for the remainder of the duration.
Chain of Woe
At 3rd level, when you miss an attack roll against a creature, you can use your bonus action granted by your Cunning Action feature to impose disadvantage on that target's next attack roll. If the target rolls a 1 or 2 on their next attack, you gain advantage on your next attack roll against the target until the end of your next turn.
Spread the Luck
Starting at 9th level, if an ally within 30 ft of you that you can see fails an attack roll or an ability check, you can use your reaction to give them advantage on their next roll of the same type. This does not apply to rolls your ally chooses to fail. You may use this feature a number of times equal to your proficiency bonus. You regain all expended features after you finish a long rest.
Defy Odds
At 13th level, you may apply your Sneak Attack to attack rolls made at disadvantage. All other rules for Sneak Attack still apply.
Additionally, once per turn, you can impose disadvantage on an attack roll, if you did not already have it. If the attack still hits, it is considered a critical hit. This disadvantage cannot be negated by spells or other features and you cannot use your Stroke of Luck feature with this attack.
One Hand Tied
Starting at 17th level, your weapon attacks score a critical hit on an 18-20, but you score a critical miss on a roll of 1-3.
Cheater
Fighting Dirty
Starting at 3rd Level, you learn maneuvers that are fueled by special dice called grit dice.
- Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
- Grit Dice. You have four grit dice, which are d8s. A grit dice is expended when you use it. You regain all of your expended grit dice when you finish a short or long rest. You gain another grit die at 9th level and one more at 17th level.
- Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier.
Gaming Expert
Also at 3rd level, you gain proficiency in 1 type of gaming set and in the forgery kit.
Watch and Wait
At 9th level, your grit dice turn into d10s. At 18th level they turn into d12s.
Improved Dirty Fighting
At 13th level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn how best to use your maneuvers to your advantage. When you spend a grit die on an attack against that creature, you can choose to either roll the attack with advantage or roll the grit die a second time choosing the higher result of the 2.
Ceaseless Grit
Starting at 17th level, when you drop an enemy creature to 0 hit points or hit an enemy creature with a critical hit, you regain one spent grit die.
Maneuvers:
- Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one grit die and add the die to the roll.
- Blinding Attack. You can expend one grit dice and use a bonus action on your turn to throw sand, choosing one creature with 5ft of your as your target. You make a ranged attack roll against the target (disadvantage by default), on hit, the creature is blinded until the end of their next turn.
- Brace. When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one grit die and make one weapon attack against the creature. If the attack hits, add the grit die to the attack's damage roll.
- Crippling Attack. When you hit a creature with a weapon attack, you can expend one grit die to attempt to hobble the target. You add the grit die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target has its movement speed reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.
- Disarming Attack. When you hit a creature with a weapon attack, you can expend one grit die to attempt to disarm the target. You add the grit die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose, the object lands at its feet.
- Disrupting Strike. Wen you hit a creature with a weapon attack, you can expend one grit die to attempt to disrupt the creature's concentration. The target of this attack has disadvantage on concentration check caused by this attacks damage. You add the grit die to the attack's damage roll.
- Distracting Strike. When you hit a creature with a weapon attack, you can expend one grit die to distract the creature. You add the grit die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
- Evasive Footwork. When you move, you can expend one grit die, rolling the die and adding the number rolled to your AC until the start of your next turn.
- Exploit Weakness. When you hit a creature with a weapon attack, you can expend a grit die to cause this attack’s damage to ignore one type of damage resistance. You add the grit die to the attack’s damage roll.
- Feinting Attack. You can expend one grit die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the grit die to the attack's damage roll.
- Goading Attack. When you hit a creature with a weapon attack, you can expend one grit die to attempt to goad the target into attacking you. You add the grit die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Lunging Attack. When you make a melee weapon attack on your turn, you can expend one grit die to increase your reach for that attack by 5 feet. If you hit, you add the grit die to the attack's damage roll.
- Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one grit die to maneuver one of your comrades into a more advantageous position. You add the grit die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
- Parry. When another creature damages you with a melee attack, you can use your reaction and expend one grit die to reduce the damage by the number you roll on your grit die + your Dexterity modifier.
- Precision Attack. When you make a weapon attack roll against a creature, you can expend one grit die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one grit die to make a melee weapon attack against the creature, if you hit, you add the grit die to the attack's damage roll.
- Silver Tongue. When you make a Charisma (Deception) check or a Charisma (Persuassion) check, you can expend one grit die, and add the grit die to the ability check
- Snipe. As a bonus action, you can expend one grit die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the grit die to the attack's damage roll.
- Silver Tongue. When you make a Wisdom (Insight) check or a Intelligence (Investigation) check, you can expend one grit die, and add the grit die to the ability check
- Stunning Attack. When you hit a creature with a weapon attack, you can expend one grit die to attempt to stun the target. You add the grit die to the attack's damage roll, and if the target is Large or smaller, it must make a Constitution saving throw. On a failed save, the target is stunned until the end of its next turn.
- Trip Attack. When you hit a creature with a weapon attack, you can expend one grit die to attempt to knock the target down. You add the grit die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Chemist
Combat Toxin
Starting at 3rd level, you learn how to make unstable poisons that are fueled by special dice called toxin dice.
- Toxins. You learn three toxins of your choice, which are detailed under “Toxins” below. Many toxins enhance an attack in some way. You can only apply one toxin to a weapon at a time. You learn two additional toxins of your choice at 7th, 10th, and 15th level. Each time you learn new toxins, you can also replace one toxin you know with a different one.
- Toxin Dice. You have four toxin dice, which are d8s. A toxin dice is expended when you use the toxin it represents. You can create as many toxins as you have expended toxin dice when you finish a short or long rest during which you have access to a poisoner’s kit (or necessary materials as determined by the DM, if you are without a kit). The toxins you create in this manner are unstable, and expire after 8 hours. If, after a short or long rest, you have any unspent toxins you can either alter them to a new type of toxin or refresh the 8 hour duration of their potency. You can apply a toxin or poison to a weapon or piece of ammunition using your object interaction or a bonus action. Instead, you can grant an ally one of your toxins and they can apply it as an action. Toxins expire after a minute or upon being delivered to a creature. You gain another toxin dice at 9th level and one more at 17th level, as you learn to maintain more toxins at the same time.
- Saving Throws. Some of your toxins require your target to make a saving throw to resist the toxin’s effects. The saving throw DC is calculated as follows: Toxin save DC = 8 + your proficiency bonus + your Intelligence modifier.
Tools of the Trade
Also at 3rd level, you gain proficiency with the poisoner’s kit. If you are already proficient, you add double your proficiency to checks made with this tool.
You may as an action apply a toxin or poison to a creature or small object (such as a bottle of wine or a door handle). You extend the duration of the nondamaging effects of the toxin or poison to a number of minutes equal to you proficiency bonus. In addition, you can choose to add your sneak attack damage dice to the effects of the toxin or poison. The target does not take this damage if they make the saving throw associated with the toxin or poison.
Expanded Brews
Starting at 9th level, you’ve learned to make a variety of different toxins. When you create a toxin or poison, you may instead have it be a neurotoxin which deals psychic damage, a corrosive toxin which deals acid damage. If a creature is normally immune to the poisoned condition, it is not immune to that condition from your toxins unless it is also immune to damage type of your toxin.
Petty Alchemy
At 13th level, the toxins and poisons you create are no longer detected by magic, and you may create them to have any appearance, flavor, and smell you like (including being transparent, tasteless, and odorless).
In addition, you are able to instantly detect and identify any toxins and poisons within 30 feet of you, including those of a venomous creature or those made by another poisoner.
Mastercraft Thesis
When you reach 17th level, you bring your research on supernatural poisons to fruition. You learn two Mastercraft Toxins of your choice. Preparing a mastercraft toxin requires two toxin dice. A creature that fails a saving throw against a mastercraft toxin continues making saving throws at the end of each of its turns until it accumulates three successes, or three failures. If it successfully saves against the toxin three times, the effect ends. If it fails its saves against three times, the effect becomes permanent (a permanent effect can be removed by the spell Greater Restoration or Wish).
Toxins
The toxins are presented in alphabetical order.
- Agony. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, attacks made against the target have advantage until the end of your next turn.
- Antidote. When you are subjected to a poison, you can use your reaction and expend one toxin dice to have a bonus on your saving throw against the poison by the number you roll on the toxin dice, and reduce the poison damage by the same amount. Your antidote also fully neutralizes the effects of any toxin or poison you've created (even if it has not triggered yet), and can be given to another creature for them to imbibe.
- Clumsiness. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target drops all objects it is currently holding and if it picks up an object, it must make a Dexterity saving throw or immediately drop the object again. This effect ends at the end of your next turn.
- Debilitating. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target has the poisoned condition until the end of your next turn.
- Delirium. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target does not consider any creature its ally and must use its reaction to make an opportunity attack against any creature that provokes one, until the end of your next turn.
- Dim-Mind. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all Intelligence, Wisdom, and Charisma saving throws it makes until the end of your next turn.
- Fatigue. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target gains one level of exhaustion.
- Feebleness. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target has disadvantage on all Strength, Dexterity, and Constitution saving throws it makes until the end of your next turn.
- Fog-Sight. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target cannot see beyond 5 feet until the end of your next turn.
- Lead-Foot. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target’s speed is 0 until the end of your next turn.
- Muffle-Mouth. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target is unable to speak until the end of your next turn (this prevents them from casting spells with verbal components).
- Lingering. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target takes damage from your poison dice again at the start of its next turn.
- Sluggishness. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target can only take an action or a bonus action (not both) and cannot take reactions until the end of your next turn.
- Truth. When you deliver this toxin to a creature, the toxin must make a Wisdom saving throw. On a failed save, the target cannot tell a deliberate lie for the next 10 minutes. The affected creature knows this and can avoid speaking.
- Vertigo. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) checks and must make a DC 10 Dexterity (Acrobatics) check the first time it attempts to move or it falls prone. This effect lasts until the end of your next turn.
Mastercraft Toxins
The toxins are presented in alphabetical order.
- Calciform. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target becomes restrained. If the effect becomes permanent, the creature becomes petrified instead.
- Eternal Slumber. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target becomes unconscious. This effect ends if the creature takes damage, or someone uses an action to shake or slap the creature awake. If the effect becomes permanent, nothing except for the poisoner's antidote, Greater Restoration, or the Wish spell can wake the creature.
- Insanity. When you deliver this toxin to a creature, you add the tocin dice to the damage roll as poison damage and the target must make an Intelligence saving throw. On a failed save, the target suffers from one of the options from the short term madness table (found on pg. 259 of the DMG). If the effect becomes permanent, the short term effect becomes permanent and also rolls on the indefinite madness (found on pg. 260 of the DMG).
- Paranoia. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Charisma saving throw. On a failed save, the target becomes frightened of the first creature it sees. If the effect becomes permanent, the creature becomes frightened of all creatures it sees.
- Soul. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target becomes unable to regain hit points. If the target dies while this effect is permanent, its soul is eroded to nothingness and cannot be restored except by the Wish spell.
- Subordination. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Charisma saving throw. On a failed save, the target becomes charmed by the first creature that speaks kindly to it in a language it understands.
Goon
Strong Armed
At 3rd level you can use your uncommon muscle to stay in the fight and anything else in reach to deal the dirtiest of unexpected blows. Your hit point maximum increases by two and it increases by two again whenever you gain a level in this class.
In addition you are proficient in improvised weapons and you can use your Sneak Attack feature with all simple and improvised weapons.
No Holds Barred
Additionally at 3rd level when you take the attack action you may attack an additional time as long as one of those attacks is a grapple or an attack against a grappled creature.
In addition any creature that you successfully grapple also becomes restrained.
Hostage Taker
At 9th level whenever you successfully grapple a creature you can force a creature within 60 feet that can hear you to make a Wisdom saving throw or become frightened of you for 1 minute or until the creature you are grappling is no longer grappled. The DC for this is 8 + your Proficiency bonus + your Strength modifier. A construct or undead is immune to this effect.
In addition whenever you make a Charisma (Intimidation) check while grappling a creature and using that creature as leverage against the creature you're targeting with the check you have advantage on that check.
Seeing Stars
At 13th level when you hit a creature with your Sneak Attack feature with a weapon that deals bludgeoning damage you can have that creature make a Constitution saving throw or become stunned until the end of your next turn. The DC for this check is 8 + your Proficiency bonus + your Strength modifier.
You may use this feature a number of times equal to your Strength modifier and you regain all expended uses of this feature after a long rest.
Choke Hold
At 17th level your hold itself is enough to render your marks unconscious. Whenever creatures you're grappling ends its turn being grappled by you, if that creature needs to breathe, you cause it make a Constitution saving throw. On a failure that creature becomes unconscious for the next 8 hours. The DC for this is 8 + your Proficiency bonus + your Strength modifier.
Revived
Tokens of Past Lives
Starting at 3rd level, you remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest.
Revived Nature
When you choose this archetype at 3rd level, your newfound connection to death gives you the following benefits:
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
- You don't need to eat, drink, or breathe
- You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.
Bolts from the Grave
Starting at 3rd level, you have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn.
Connect with the Dead
At 9th level, you can create a link with a spirit through their corpse. When you do so, you cast the Speak with Dead spell, without using a spell slot or material components. Intelligence is your spellcasting ability for this spell.
Speaking with the dead in this way temporarily gives you a capability from a past life-you're unsure whether its from your past life or the spirit's. When the spell ends, you gain one random benefit from the Revived Capabilities table. These benefits last until you finish a short or long rest.
d4 Capability
1 You learn how to speak, read, and write one language of your choice.
2 You gain one skill or tool proficiency of your choice.
3 You gain proficiency with one saving throw of your choice.
After you cast the spell with this feature, you can't do so again until you finish a short or long rest.
4 Reroll
Audience with Death
By 13th level, when at death's door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with "yes," "no," or "unknown." The entity answers truthfully, using the knowledge of all those who have died.
In addition, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw.
Ethereal Jaunt
When you reach 17th level, like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.
Wild Card
Tricks Up the Sleeve
Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the Guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action.
Wild Card’s Gambit
Also at 3rd level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set.
The gaming set you choose grants you a Wild Card’s Gambit, as detailed below. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class.
- Loaded Dice: You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. (Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on.) When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.
- Dragonchess: Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.
- Dragon: Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class.
- Griffon: Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. These benefits last until the start of your next turn.
- Sylph: You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws until the start of your next turn.
- Playing Cards: You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below. You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.
Wild Card Suit Table
Damage die (d4) Suit
- Blade: Roll your Sneak Attack damage and add it to your razor card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.
- Shackle: Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
- Heart: Roll your Sneak Attack damage and add it to your razor card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points.
- Wild Ace: This card morphs suits depending on the dealer’s wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the suit’s respective effect.
Shifting the Odds
Starting at 9th level, you are acutely aware of how to quit when you’re ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 force damage on a failed save or half as much on a successful one.
You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest.
Twist of Fate
At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.
Joker Wild
At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:
- You regain expended power for your Wild Card’s Gambit feature:
- Cards. You regain all spent uses of that feature.
- Dragonchess. You regain all spent uses of that feature.
- Dice. You regain all spent dice.
- Your movement speed is doubled.
- You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
- You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.
This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.
Thief
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Thief's Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
Swashbuckler
Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Elegant Maneuver
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Master Duelist
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Soul Knife
Psionic Power
Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
- Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
- Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.
Psychic Blades
Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Soul Blades
Starting at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
- Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
- Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Psychic Veil
At 13th level, You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
Rend Mind
When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.
Scout
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Ambush Master
Starting at 13th level, you excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Phantom
Whispers of the Dead
When you choose this archetype at 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
Wails from the Grave
At 3rd level, as you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tokens of the Departed
At 9th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.
You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.
You can use soul trinkets in the following ways:
- While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
- When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
- As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
Ghost Walk
At 13th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.
Death Knell
At 17th level, your association with death has become so close that you gain the following benefits:
When you use your Wails from the Grave, you can now deal the necrotic damage to both the first and the second creature.
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.
Mastermind
Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Class levels (if any)
At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
Misdirection
Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
Soul of Deceit
Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by 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.
Inquisitive
Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Steady Eye
At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Unerring Eye
At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Assassin
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Arcane Trickster
Arcane Trickster Spellcasting Spell Slots per Spell Level
Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th
3rd | Mage Hand + 2 | 3 | 2 | - | - | -
4th | Mage Hand + 2 | 4 | 3 | - | - | -
5th | Mage Hand + 2 | 4 | 3 | - | - | -
6th | Mage Hand + 2 | 4 | 3 | - | - | -
7th | Mage Hand + 2 | 5 | 4 | 2 | - | -
8th | Mage Hand + 2 | 6 | 4 | 2 | - | -
9th | Mage Hand + 2 | 6 | 4 | 2 | - | -
10th | Mage Hand + 3 | 7 | 4 | 3 | - | -
11th | Mage Hand + 3 | 8 | 4 | 3 | - | -
12th | Mage Hand + 3 | 8 | 4 | 3 | - | -
13th | Mage Hand + 3 | 9 | 4 | 3 | 2 | -
14th | Mage Hand + 3 | 10 | 4 | 3 | 2 | -
15th | Mage Hand + 3 | 10 | 4 | 3 | 2 | -
16th | Mage Hand + 3 | 11 | 4 | 3 | 3 | -
17th | Mage Hand + 3 | 11 | 4 | 3 | 3 | -
18th | Mage Hand + 3 | 11 | 4 | 3 | 3 | -
19th | Mage Hand + 3 | 12 | 4 | 3 | 3 | 1
20th | Mage Hand + 3 | 13 | 4 | 3 | 3 | 1
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard 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 expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Mage Hand Legerdemain
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves' tools to pick locks and disarm traps at range.
- You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Versatile Trickster
At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest.
Daredevil
Aerialist
When you leap through the air you appear to be flying to all but the most potent observers. Starting at 3rd level, you have a climbing speed equal to your movement speed. In addition, you use your reflexes and acrobatic skill to propel yourself through the air. When you make a running or standing long or high jump, you use your Dexterity score, in place of Strength, to calculate the distance of your jump.
Death From Above
When you adopt this archetype at 3rd level, you can use your maneuverability and momentum to turn your airborne body into a projectile. 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 creature to make a Strength saving throw. The save DC is equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, it is knocked prone and takes 2d6 bludgeoning damage.
This special attack can apply your Sneak Attack damage, even if it doesn't meet the requirements for Sneak Attack.
Jumping in 5th Edition
As a Daredevil, your jump distance is determined by your Dexterity score. When making a long or high jump, you can jump a number of feet equal to your Dexterity score, so long as you have a 10 foot running start. The distance of the jump is deducted from your remaining movement speed.
If you do not have a 10 foot running start when attempting a long or high jump, you can only jump a number of feet equal to half your Dexterity score.
Slow Fall
Beginning at 9th level, your experience falling from heights has made you an expert in landing without hurting yourself. As a reaction while falling, you can reduce any falling damage you take by an amount equal to five times your rogue level.
If you manage to land on something soft that breaks your fall, like a wagon full of hay, you take no damage from the fall.
Defy Death
Your Daredevil lifestyle has been cause for many near-death experiences, any you've gained an unfortunate familiarity with death. Starting at 13th level, you have advantage on death saving throws.
Airborne Strikes
Starting at 17th level, you can maneuver yourself while airborne to strike at your enemies in unexpected ways. You have advantage on any attack roll you make while you are in the air, and at least 5 feet off the ground.
Duelist
Bonus Proficiencies
You have trained to utilize the armaments of war. At 3rd level, you gain proficiency with medium armor and all martial weapons that lack the heavy or two-handed properties.
Duelist's Superiority
You have studied and learned various advanced martial techniques. At 3rd level, you gain the following features:
- Maneuvers. You learn two maneuvers of your choice from the list at the end of this archetype description. You can use only one maneuver per attack. When you gain a level, you can replace one maneuver you know with another of your choice.
- Superiority Dice. You have three superiority dice, which are d6s for you. You must expend a superiority die to use once of your maneuvers. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Masterful Technique
At 9th level, you gain an additional superiority die, and all your superiority dice become d8s. You also learn two additional maneuvers from the list of Duelist Maneuvers.
At 17th level, your skills increase even further. You gain another superiority die, and your superiority dice become d10s. You also learn two more maneuvers of your choice.
Sharp Reflexes
Your martial training has honed your reflexes to a fine point. Starting when you reach 9th level in this class, you can add your proficiency bonus to your initiative rolls.
Counterattack
Your skills as a duelist allow you to strike back at those who dare to strike you. Beginning at 13th level, when a creature within 5 feet of you hits you with an attack, you can use your reaction to immediately make a melee weapon attack against that creature, with advantage on your attack roll.
Duelist Maneuvers
The maneuvers listed below are available to Duelist rogues, who focus on overcoming their foes with skill and technique.
- Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it is currently holding. You add the superiority die to the damage roll of your attack, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your Armor Class until the end of your current turn.
- Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If the attack hits, add the superiority die to the attack's damage roll.
- Parry. As a reaction, when you are targeted by a melee attack, you can expend one superiority die, adding the superiority die roll to your Armor Class against the attack.
- Precision Attack. When you make a melee weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this maneuver before or after making the attack roll, but before you know if your attack hits.
- Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Justicar
Spellcasting
At 3rd level, your conviction allows you to cast spells the same way a paladin does. See the Player's Handbook for the general rules for spellcasting and the paladin spell list.
Spell Slots. The Justicar 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 expended spell slots when you finish a long rest. For example, if you know the wrathful smite spell and have both a 1st and a 2nd-level spell slot, you can cast wrathful smite using either spell slot.
Spells Known of 1st-Level and Higher. You know three 1st-level paladin spells of your choice. The Spells Known column of the Justicar Spellcasting table shows when you learn more paladin spells. Each spell must be of a level for which you have spell slots. For instance, when you reach 5th level, you can learn a spell of 1st or 2nd-level.
When you gain a level in this class, you can choose a paladin spell you know and replace it with another paladin spell, which must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your paladin spells, as your power comes from your belief. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier
Spell attack modifier = your proficiency bonus
+ your Charisma modifier
Justicar Spellcasting
Rogue Level | Spells Known | 1st | 2nd | 3rd | 4th
3rd | 3 | 2 | — | — | —
4th | 4 | 3 | — | — | —
5th | 4 | 3 | ─ | — | —
6th | 4 | 3 | ─ | — | —
7th | 5 | 4 | 2 | — | —
8th | 6 | 4 | 2 | — | —
9th | 6 | 4 | 2 | — | —
10th | 7 | 4 | 3 | — | —
11th | 8 | 4 | 3 | — | —
12th | 8 | 4 | 3 | — | —
13th | 9 | 4 | 3 | 2 | —
14th | 10 | 4 | 3 | 2 | —
15th | 10 | 4 | 3 | 2 | —
16th | 11 | 4 | 3 | 3 | —
17th | 11 | 4 | 3 | 3 | —
18th | 11 | 4 | 3 | 3 | —
19th | 12 | 4 | 3 | 3 | 1
20th | 13 | 4 | 3 | 3 | 1
Channel Divinity
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with one such effect, detailed below:
Shroud of Faith. As an action, you grip your holy symbol and invoke the protection of your god. You, and anything you are wearing or carrying, becomes invisible for up to 1 minute. This effect ends early if you attack or cast a spell.
Once you use your Channel Divinity, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice between short or long rest.
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like music in your ears. Starting when you adopt this archetype at 3rd level, you can use a bonus action on your turn to open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not shielded from divination magic. You know the creature type of any being whose presence you sense, but not its specific identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Once you use this feature you must finish a short or long rest before you can use it again, unless you expend a spell slot of 1st-level or higher to use this feature again.
Consecrated Strike
Your god has blessed your weapon strikes. Beginning at 9th level, when you hit a creature with a weapon attack that includes your bonus Sneak Attack damage, you can expend
a spell slot of 1st-level or higher to empower your strike.
The additional damage from your Sneak Attack becomes radiant damage, and if you roll a 1 or 2 on any of damage dice for this attack, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2.
Divine Judgment
You pour out divine wrath on those you mark as blasphemers or heretics. Starting at 13th level, you can use a bonus action to mark a creature you can see within 30 feet as a foe of your god. While marked in this way, your attacks targeting this creature score a critical hit on a roll of 19 or 20 on the d20.
This feature lasts for 1 minute, and ends early if you are incapacitated. Once you use this feature you must finish a short or long rest before you can use it again, unless you expend a spell slot of 3rd-level or higher to use it again.
Anointed Inquisitor
Starting at 17th level, the power of your belief grants you a boon of protection against any magic that would hinder you from carrying the will of your god. Whenever you are forced to make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (minimum of 1).
Ruffian
Enforcer
You have adopted tricks not often employed by rogues. Starting at 3rd level, you gain the following features:
- You can use your Sneak Attack with any weapon in which you are proficient, including unarmed strikes, so long as it does not have the heavy or two-handed properties.
- You can use your Cunning Action to make a grapple attack or an unarmed strike as a bonus action on your turn.
- You don't need advantage on your attack roll to use your Sneak Attack if you are targeting a creature that is currently grappled or restrained by you.
Shake Down
Your work requires certain skills, skills that you have become particularly reliable in employing. Starting at 3rd level, when you make a Charisma (Intimidation) check, or a Strength (Athletics) check to grapple, maintain a grapple, or shove a creature, you treat a roll of 7 or lower on the d20 as an 8.
Imposing Glance
You can strike fear into the hearts of the weak willed. Starting at 9th level, you can use a bonus action to make a Charisma (Intimidation) check against a target within 30 feet of you, contested by the target's Wisdom (Insight) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against that target before the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
Nerves of Steel
Fear is a weapon to be used against cowards and the weak willed, and you are not so easily intimidated. Beginning at 9th level, you are immune to the frightened condition.
Dodge and Counter
You can twist the force of your enemies' blows against them. Starting at 13th level, when a Large or smaller creature within your reach misses you with a melee attack, you can use your reaction to force them to make a Dexterity saving throw. The save DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
On a failed save, you choose weather the creature is knocked prone or grappled by you. You must have at least one free hand in order to grapple a creature with this feature.
Ruthless Strike
You can draw upon a creature's fear of you to strike with ruthless efficiency. Beginning at 17th level, when you hit a creature that is frightened of you with a weapon attack, you can choose to treat the attack as an automatic critical hit.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
Saboteur
Destructive Strikes
Your work has given you a knack for identifying structural weak points. Starting at 3rd level, when you hit a non-magical structure with a weapon attack or one of your explosives, it is considered an automatic critical hit. Also, when you attack a construct, you score a critical hit on an attack roll of 19 or 20.
Explosives
Whether through happenstance or study, you have discovered the formula for the creation of explosive black powder. When you adopt this archetype at 3rd level, you gain proficiency with alchemist's tools, along with the following features:
- Black Powder Charges. At the end of each long rest, so long as you have access to your alchemist's supplies, you produce a number of Black Powder Charges equal to your Intelligence modifier + your proficiency bonus. These Charges are used to craft explosives, and expire and become inert if not used by the end of your next long rest.
- Explosives Known. You learn how to make three types of explosives; a hand bomb, and two other explosives of your choice from the list at the end of this archetype description. When you gain a level, you can replace one explosive you know with another explosive of your choice.
You learn to craft two additional explosives of your choice when you reach 9th, 13th, and 17th in this class.
Explosive Save DC. Some of your explosives require your target to make a saving throw to resist the explosives's effects. Your Explosive Save DC is calculated as follows:
Explosive Save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Advanced Alchemy
Upon reaching 9th level, your mastery of alchemical explosives allows you to alter them in the following ways:
- Appearance. You alter the outward appearance of an explosive. When unlit, a creature must succeed on a successful Intelligence (Investigation) against your Explosive Save DC in order to recognize the object as an explosive.
- Color. You alter the color of both 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 bludgeoning, piercing, fire, thunder, or lightning.
Sabotage
You have mastered the art of traps and hidden explosive devices. Starting at 13th level, enemy creatures have disadvantage on saving throws against your Explosives
if they are surprised or cannot see the explosive.
Hair Trigger
You have learned to detonate your Explosives from afar. Beginning at 17th level, when you craft an Explosive, you can create a rudimentary arcane remote to trigger the Explosive from afar. As an action, you can trigger the Explosive as long as you are within 100 feet.
Saboteur Explosives
The following Explosives are available for a Saboteur rogue to learn. As an action, you can craft an explosive, using the amount of Black Powder Charges detailed in the description. Any explosives become inert at the end of your next long rest.
- Hand Bomb (1 Charge). As an action you can ignite the explosive and throw it at a creature you can see within 60 feet. They must make a Dexterity saving throw. On a failed save, they take 2d6 fire damage, and half as much on a success. You can add your Sneak Attack bonus to the fire damage even if you don't meet the normal requirements.
- Arcane Explosives. The Arcane Explosives table below details additional spell effects you can create with your Explosives. Each time you learn a new Explosive, you can choose one spell effect from the list below to learn.
Arcane Explosives
Charges Spell Effects
1 earth tremor, fog cloud, grease
3 blindness/deafness, pyrotechnics, web
5 erupting earth, fireball, stinking cloud
7 banishment, sickening radiance, vitriolic sphere
Skinchanger
Limited Wild Shape
The druidic magic you have acquired allows you to steal the forms of natural creatures familiar to you. Starting at 3rd level, you can use bonus action on your turn to magically assume the form of a beast that you have physically touched before. Your rogue level determines the beasts you can transform into, as shown in the Beast Shapes table below.
Beast Shapes
Level | Max CR | Limitations | Example
3rd | 0 | No Flying or Swimming Speed | Badger
9th | 1/4 | No Flying Speed | Octopus
13th | 1/2 | — | Hawk
17th | 1 | — | Giant Eagle
You can stay in your Wild Shape for up to one hour, at which point you revert to your normal form. You can revert to your normal form earlier as a bonus action. You automatically revert back to your normal form if you fall unconscious, drop to 0 hit points, or die.
While you are Wild Shaped, the following rules apply:
- Your statistics are replaced by those of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.
- When you transform, you assume the beast's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as moonbeam that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground or merges into your new form. Equipment that merges with the form has no effect until you leave the form.
Once you use your Wild Shape you must complete a short or long rest before you can use it again, unless you expend a Skinchanger spell slot of 1st-level or higher to use it again.
Spellcasting
At 3rd level, you gain the ability to cast spells that draw upon and manipulate the natural world, much as druids do.
See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 11 for the druid spell list.
Spell Slots. The Skinchanger Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of the druid spells you know, you must expend a slot equal to the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice from the druid spell list. The Spells Known column of the Skinchanger Spellcasting table shows when you learn more druid spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd-level.
Additionally, when you gain a level, you can choose one of the spells you know and replace it with druid spell of your choice of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your acquired magic relies on you connection to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. You use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus
+ your Wisdom modifier
Spell attack modifier = your proficiency bonus
+ your Wisdom modifier
Skinchanger Spellcasting
Rogue Level | Spells Known | 1st | 2nd | 3rd | 4th
3rd | 3 | 2 | — | — | —
4th | 4 | 3 | — | — | —
5th | 4 | 3 | ─ | — | —
6th | 4 | 3 | ─ | — | —
7th | 5 | 4 | 2 | — | —
8th | 6 | 4 | 2 | — | —
9th | 6 | 4 | 2 | — | —
10th | 7 | 4 | 3 | — | —
11th | 8 | 4 | 3 | — | —
12th | 8 | 4 | 3 | — | —
13th | 9 | 4 | 3 | 2 | —
14th | 10 | 4 | 3 | 2 | —
15th | 10 | 4 | 3 | 2 | —
16th | 11 | 4 | 3 | 3 | —
17th | 11 | 4 | 3 | 3 | —
18th | 11 | 4 | 3 | 3 | —
19th | 12 | 4 | 3 | 3 | 1
20th | 13 | 4 | 3 | 3 | 1
Instinctual Strike
Druidic magic suffuses your body when you Wild Shape. Starting at 9th level, your attacks while you are Wild Shaped count as magical for the purposes of overcoming resistances and immunity to non-magical damage.
In addition, your familiarity with both druidic magic and the animal shapes you employ grants you an additional way to use your Sneak Attack. Your natural weapon attacks while you are transformed with Wild Shape can apply your Sneak Attack, even if you don't have advantage on your attack roll.
Circle Secrets
The magic of nature has altered your being, granting you additional insights into secretive druidc arts. At 13th level, you learn to speak, read, and write Druidic, the secret language of druids. You can use this language to leave hidden messages, and you and others who know this language always notice such messages. You also count as a druid for the purposes of attuning to magic items.
In addition, your time spent in the shape of other animals has enhanced the senses of your normal form. You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks that rely on your sense of hearing or smell.
Thousand Forms
Upon reaching 17th level, your mastery over the use of nature magic allows you to alter your original physical form in subtle ways. You learn the alter self spell if you do not know it already. It counts as a druid spell for you, but doesn't count against your number of Spells Known. You can cast it at will, targeting only yourself, without expending a spell slot.
Level | Proficiency Bonus | Sneak Attack | Features |
---|
1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
2nd | +2 | 1d6 | Cunning Action |
3rd | +2 | 2d6 | Roguish Archetype, Steady Aim (Optional) |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Uncanny Dodge |
6th | +3 | 3d6 | Expertise |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Roguish Archetype feature |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Reliable Talent |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Roguish Archetype feature |
14th | +5 | 7d6 | Blindsense |
15th | +5 | 8d6 | Slippery Mind |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Roguish Archetype feature |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |