Assassination: A Rogue Archetype
Deadly Poisons
When you choose this archetype at 3rd level, you gain proficiency with the Poisoner's Kit and Alchemical Supplies. You can apply poisons to your weapons or a piece of ammunition as a bonus action.
Additionally, you learn how to craft two Deadly Poisons (listed at the end of this section).
When you finish a short or long rest, you can create a number of doses of poisons equal to your Proficiency bonus. These doses last until they are used or until you finish a short or long rest.
Poison DC = 8 + your proficiency bonus + your Intelligence modifier
Garrote
Also at 3rd level, you learn how to silence your
targets with brutal force. After you deal Sneak
Attack damage to a creature, you can attempt to
strangle them with a razor thin wire. As a bonus
action, make a melee weapon attack against the
creature. If the attack hits, your garrote deals
slashing damage equal to 1d4 + your Dexterity
modifier and the target must succeed on a
Constitution saving throw (Saving throw DC =
8 + your proficiency bonus + your Dexterity modifier) or become silenced until the start of your next turn.
Tricks of the Trade
At 9th level, you have learned how to craftily weave your
way through combat. If you are targeted by an attack,
you can use your reaction to swap spaces with another creature within 5 feet of you who then becomes the target
of the attack. You do not provoke attacks of opportunity
with this movement.
Once you use this feature, you cannot use it
again until you finish a short or long rest.
Master Poisoner
Beginning at 13th level, poison damage that
you deal ignores resistance to poison damage.
Additionally, you learn how to create two
more Deadly Poisons.
Envenom
At 17th level, you have learned how to
overload a mark with your toxins. As a bonus
action, you can overcoat your weapon or
ammunition with one of your Deadly
Poisons. When you deal Sneak Attack
damage to a creature using this weapon or
piece of ammunition, you deal poison damage
to the target equal to your Rogue level. The
creature also has disadvantage on any saving
throw to resist your poisons until the start of
your next turn.
You can use this ability a number of times
equal to your Dexterity modifier. You
regain all expended uses when you finish
a long rest.
Dealy Poisons
Below are a list of poisons that you can learn how to create, and their effect on other creatures. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can switch a poison that you know for one that you don't
Crippling Poison
Can be applied to a bladed weapon or piece of ammunition and lasts for a number of rounds equal to your Intelligence modifier (minimum of one). When you hit a creature, they take 1d4 poison damage and must make a Constitution saving throw. On a failure, the creature's speed is halved until the end of their next turn and they cannot take reactions. On a success, the creature's movement is unaffected but they still cannot take reactions.
Fang Venom
Can be applied to a bladed weapon or piece of ammunition and lasts a number of rounds equal to your Intelligence modifier (minimum of one). When you hit a creature with the weapon or piece of ammunition, it takes 1d6 poison damage. At the start of the targets next turn, it must succeed on a Constitution saving throw or take additional poison damage equal to your Proficiency bonus.
A creature can only take the initial damage from this poison once on your turn. If a creature is subjected to multiple doses of this poison however, they have disadvantage on their Constitution saving throw to resist it's additional damage.
Leeching Poison
Can be applied to a bladed weapon and lasts for a number of rounds equal to your Intelligence modifier (minimum of one). When you hit a creature with the coated weapon, they take an additional 1d4 necrotic damage and you regain the same number of hit points.
Mind Numbing Poison
Can be applied to a bladed weapon and lasts for 1 minute or until you hit a creature with the coated weapon. A creature effected by this poison takes poison damage equal to half your Rogue level and must succeed on a Wisdom saving throw. On a failure, the creature becomes paralyzed for a number of rounds equal to your Intelligence modifier (minimum of one). At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the poison's effect ends.
Staggering Poison
Can be applied to a bladed weapon and lasts for 1 minute or until you hit a creature with the coated weapon. A creature effected by this poison takes poison damage equal to half your Rogue level and must succeed on a Constitution saving throw. On a failure, the creature subtracts 1d4 from any attack roll or ability check they make for a number of rounds equal to your Intelligence modifier (minimum of one). At the end of each of its turns, the target can make another Constitution saving throw. On a success, the poison's effect ends.
Wound Poison
Can be applied to a bladed weapon or piece of ammunition and lasts for a number of rounds equal to your Intelligence modifier (minimum of one). When you hit a creature, they take 1d6 poison damage. If the creature receives healing before the start of your next turn, that healing is reduced by an amount equal to your Proficiency Bonus.
Outlaw: A Rogue Archetype
Versatile Cutthroat
When you choose this archetype at 3rd level, you gain a keen understanding of firearms. You gain proficiency with firearms and tinkerers tools. As long as you are wielding a pistol, you may ignore the loading property of that weapon. Additionally, you can attempt to unjam a firearm as a cunning action.
Roll the Bones
Starting at 3rd level, you may call upon the Pirate Queen to grant you a temporary boon. You have a pool of d6s that you can spend to bargain for luck or power. The number of dice in the pool equals your rogue level.
As a bonus action, you can spend a number of dice up to half of your rogue level and roll them on the Roll the Bones table below. The effects you gain from the table remain active for a number of turns equal to the number of dice rolled or until you expend dice to roll on the table again.
You regain all expended dice when you complete a long rest.
Roll the Bones
d6 | Effect |
---|---|
1 | Buried Treasure: Your movement speed increases by 10 feet and you ignore difficult terrain. |
2 | Broadsides: Your attacks deal additional damage equal to your proficiency bonus. |
3 | Grand Melee: When you deal sneak attack damage, you gain temporary hit points equal to the number of dice rolled. |
4 | Shark Infested Waters: You score a critical hit on a roll of 19 or 20 on the attack roll. |
5 | True Bearing: You gain an additional bonus action that may only be used for your cunning actions. |
6 | Jolly Roger: Once on your turn when you miss with an attack roll, you can choose to roll with advantage. |
Between the Eyes
At 9th level, you have learned how to focus your aim in order to cause extreme disruption in your foes.
When you hit a creature with an attack from a pistol, you can deal additional damage equal to your rogue level and force the creature to make a Constitution saving throw (Saving throw DC is equal to 8 + your proficiency bonus + your Dexterity modifier). On a failure, the creature is stunned until the end of your next turn.
Once you use this feature, you must finish a short or long rest before using it again.
Riposte
Starting at 13th level, you have become a both quick and deadly with your weapons. Whenever a creature within 5 feet of you hits you with an attack, that creature takes 1d4 bludgeoning, piercing, or slashing damage (depending on what melee weapon you are currently wielding).
Adrenaline Rush
Beginning at 17th level, you have learned how to heighten all of your senses and quicken your reflexes. As a bonus action, you enter an Adrenaline Rush for 1 minute or until to you end it using a bonus action. While under the effects of Adrenaline Rush, you gain the following benefits:
- Your Armor Class increases by 2.
- You gain one additional action on your turn. This action can be used to make one attack, dash, disengage, hide, or use an item.
- When you Roll the Bones, you roll one additional d6 and you may reroll one of the dice.
- Your Sneak Attack damage increases by 3d6.
Once you use this feature, you can't do so again until you finish a long rest.
Subtlety: A Rogue Archetype
Nightstalker
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Additionally, you become even more difficult to track in the dark. You can use your action to cast the pass without trace spell. Once you cast this spell, you cannot do so again until you finish a short or long rest.
Gloomblade
Also at 3rd level, you are able to infuse your attacks with darkness itself. Once per turn when you hit a creature with an attack, it deals an additional 1d6 necrotic damage.
Additionally, when you roll sneak attack damage, you can reroll 1s and 2s on the damage dice. You must use the new result.
Cheat Death
Beginning at 9th level, you have learned how to shrug off even the heaviest of blows. If you are reduced to 0 hit points but not killed outright, you are instead reduced to 1 hit point and gain resistance to all damage you would take until the start of your next turn.
Once you use this feature, you cannot use it again until you finish a long rest.
Finality
At 13th level, you have learned how to warp and twist the shadows around your foes even more. While in dim light or darkness, or benefiting from your pass without trace or shadow of moil spells, you can use your bonus action to mark a creature you can see within 30 feet for death. The mark lasts for 1 minute or until you deal sneak attack damage to the creature.
The next time you deal sneak attack damage to the marked creature and roll a 6 (or 8 while under the effects of your Shadow Dance feature) on a damage die, reroll that die and add it to the damage of sneak attack. Each die can only be rerolled once.
Once you mark a creature, you cannot do so again until you finish a short or long rest.
Shadow Dance
At 17th level, you have learned how to manipulate the darkness to great effect, but at a cost. You can use your action to cast the shadow of moil spell without material components. When you cast this spell, your hit point maximum and current hit points are reduced by an amount equal to your rogue level until you finish a short or long rest.
While under the effects of this spell, your sneak attack damage dice become d8s.
Once you cast this spell, you cannot do so again until you finish a long rest.
Talents
Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.
Shadowstep
Prerequisite: 5th level
As a bonus action, you can teleport up to 30 feet to a space you can see that is within 5 feet of a creature. Until the end of your turn, the next attack you make against the creature scores a critical hit on a roll of 19 or 20.
You can use this talent a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Venomous Wounds
Prerequisite: 5th level, Assassination
Whenever you hit a creature with an attack, they gain Venomous Wounds. Venomous Wounds last until the end of your next turn. Creatures with Venomous Wounds have a -1 penalty to saving throws made against your poisons.
Loaded Dice
Prerequisite: 5th level, Outlaw
When you Roll the Bones, you can reroll up to 2 dice. You must use the new rolls. When you use this talent, the effects of Roll the Bones last for 1 additional round.
Once you use this talent, you can't use it again until you finish a short or long rest.
Veiltouched
Prerequisite: 5th level, Subtlety
Creatures benefiting your pass without trace spell can roll 1d6 and add it to attack rolls and stealth checks they make while under the effects of the spell.
Cloak of Shadows
Prerequisite: 10th level
You fade out of view for a short time when dodging out of the way of chaotic magical effects. As a reaction when you succeed on a Dexterity saving throw and benefit from your Evasion feature, you become invisible until the end of your next turn or until you make an attack, or cause a creature to make a saving throw.
Once you use this talent, you cannot use it again until you finish a short or long rest.
Poison Bomb
Prerequisite: 10th level, Assassination
As an action, You can expend two uses of your Deadly Poisons and throw an explosive vial filled with one of your poisons at a point you can see within 30 feet. Creatures within 10 feet of the point must make a Constitution saving throw or take poison damage equal to your rogue level and be affected by the chosen poison. A creature takes half as much damage on a success and is not poisoned.
Ace Up Your Sleeve
Prerequisite: 10th level, Outlaw
When you use your Between the Eyes feature, you can use your bonus action and expend one of your Roll the Bones dice. Roll that die and add it to the damage of Between the Eyes and subtract the same amount from the target's Constitution saving throw.
Additionally, once per turn, when a creature within 5 feet of you becomes stunned, you gain back one expended die from your Roll the Bones die pool.
Night Terrors
Prerequisite: 10th level, Subtlety
When you deal sneak attack damage to a creature, you can strike terror in its mind. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take psychic damage equal to your rogue level and become frightened of you until the end of their next turn.
Once you use this talent, you cannot use it again until you finish a short or long rest.
Find Weakness
Prerequisite: 15th level
When you deal Sneak Attack damage to a creature, you can cause it to weaken the targets defenses. Until the start of your next turn, attacks against the target deal additional damage equal to your proficiency bonus.
Once you use this talent, you cannot use it again until you finish a short or long rest.
Dragon Tempered Blades
Prerequisite: 15th level, Assassination
You can now apply up to 2 poisons to your weapons when you use your bonus action to apply poisons. Additionally, you learn 1 more Deadly Poison.
Count the Odds
Prerequisite: 15th level, Outlaw
As a bonus action, you can expend one die from your Roll the Bones dice pool. Roll the die and then choose a number of options from the Roll the Bones table equal to 1 plus the number rolled. These effects last for 1 minute.
Once you use this talent, you cannot use it again until you finish a long rest.
Deepening Shadows
Prerequisite: 15th level, Subtlety
Shadows lurk around a creature when you mark it for death. Marked creatures have disadvantage on the next Intelligence, Wisdom, or Charisma saving throw they make after you mark them and must roll 1d6 and subtract it from any ability check or attack roll they make before the start of your next turn.