Subclasses: Rogue

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Rogue

Rogue Subclasses
Roguish Archetype Description
Bandit Uses brute force, rather than finesse, in combat
Con Artist Expertly lies, cheats, and manipulates
Gambler Wins games and battles with skill, but mostly luck
Fencer Assails with a bevy of fencing techniques
Marauder Notoriously robs highways or seaways
Poisoner Crafts poisons to apply to weapons or envenom enemies
Rascal Fights and moves with highly animated, wacky antics learned from the Feywild
Smuggler Knows the best way to conceal weapons and get around patrols
Taffer An expert in stealthily knocking a creature out (Inspired by the Thief series)
Vigilante Dons a mask to better fight enemies and archenemies
Villainous Class Option: Psychopath Intimidates and entices those around them
A Song of Ice and Fire: Faceless Man A combination of Assassin rogue and College of Whispers bard

Bandit

Although their kin may deftly attack from the shadows, a Bandit’s style relies more on their brute strength in an upfront confrontation. A good rogue can pick a pocket without ever being noticed, but a Bandit would rather just take it through force.

Bonus Proficiencies

3rd-level Bandit feature

You gain proficiency in medium armor and martial weapons.

Bruiser

3rd-level Bandit feature

You learn how to apply more force behind your subtle strikes. You may still apply Sneak Attack damage when using a weapon that is not finesse or ranged by taking disadvantage on the attack roll, provided that the attack would have granted Sneak Attack damage without the disadvantage.

Also, you have advantage on an attack roll against a creature if you dealt Sneak Attack damage to it with a weapon attack using Strength since the start of your last turn, and when you hit with a weapon that is not finesse or ranged using Strength, your Sneak Attack dice for the damage are d8s instead of d6s.

Bully

9th-level Bandit feature

You can use the bonus action granted by your Cunning Action to make make a single shove or grapple attack.

Brute Force

13th-level Bandit feature

You can use your muscular strength to give yourself finer control over your body. When you make a Dexterity check or saving throw, you may add a bonus equal to twice your Strength modifier to the result. You can choose to use this feature after you roll the die, but before the outcome is determined.

Once you use this feature, you must finish a short or long rest before you can use it again.

Improved Bruiser

17th-level Bandit feature

You can now apply Sneak Attack damage while using any weapon. All other requirements of Sneak Attack are still in effect.

Con Artist

A Con Artist is the rogue who asks: why steal valuables, when you can just get the owners to willingly give them to you? Experts in talking and specifically lying, a Con Artist can use their charm and way with words to trick foes and gain confidence with people.

Bonus Proficiencies

3rd-level Con Artist feature

You gain proficiency with the disguise kit, the forgery kit, and two of the gaming sets of your choice.

Trustworthy

3rd-level Con Artist feature

You give off an aura of trustworthiness, and creatures have an intrinsic desire to assist you. Any creature that would start off as hostile to you is instead indifferent, and any creature that would start off indifferent to you is instead friendly.

Additionally, if your passive Charisma (Deception) score (10 + any modifiers that normally apply to the check) is greater by 5 or more than a creature's passive Wisdom (Insight) score (10 + any modifiers that normally apply to the check), it is at disadvantage with any Wisdom (Insight) check against you or any Wisdom (Perception) check contesting a Dexterity (Sleight of Hand) check of yours. Also, it would be susceptible to a surprise attack by you even if it has noticed you; your natural trustworthiness presenting yourself as incapable of doing harm.

These benefits no longer apply if the creature has been attacked by you or has been made aware of your duplicitousness within the last 60 days. After which enough time has passed that you have smoothed things over.

The Mark

9th-level Con Artist feature

You can learn a creature’s weaknesses through careful observation. If you spend 1 hour studying a creature without it noticing you studying it, you gain advantage with attack rolls and Charisma checks made against it.

You lose these advantages against the creature if you begin to study a new creature or if 24 hours has passed since you first began studying it.

Master Forger

13th-level Con Artist feature

You have an innate ability to replicate any object and have it pass as the genuine thing by spending time and cost of materials (as determined by your DM). It can be of anything you've seen within 10 feet once or a general item. Regardless of the tools used, you use your forgery kit proficiency bonus for the check. A creature can tell it's a forgery with a successful Intelligence (Investigation) check versus your forgery kit check. The creature has disadvantage on this check if your Trustworthy feature applies to it.

This check is only to have it look like the genuine item; if you wish to make the item functional a different check is required.

Implanted Memory

17th-level Con Artist feature

Your ability to lie is so powerful it can affect a creature’s memory of events. As an action, you may replicate the effects of casting the modify memory spell at 7th level on a creature (DC equal to 8 + your proficiency bonus + your Charisma modifier). A creature's memory affected in this way cannot be restored by a remove curse or greater restoration spell.

Once you use this feature, you must finish a long rest before you can use it again.

Gambler

You are naturally lucky, but more importantly you have learned how to make your own luck. Over your time as a Gambler, you have accrued a variety of skills you can use to leverage favor in various situations. But even the ability to properly read an opponent or draw out an opponent with a bluff can never really compete with when fortune simply smiles upon you.

Bonus Proficiencies

3rd-level Gambler feature

You gain proficiency in dice set, card set, and three-dragon ante set.

Lucky Number

3rd-level Gambler feature

You have been gifted with the ability to score a lucky hit. When you roll Sneak Attack damage, you may roll a d6 as a lucky number die and add it to the damage of the roll. Regardless of the number rolled on the lucky number die, it is treated as a 6, as are any Sneak Attack die that equal the number rolled for your lucky number die. For example, if you roll a 2 and a 4 for your Sneak Attack and a 4 for your lucky number die, both the 4s rolled become 6s. If you roll a 6 on your lucky number die, you may reroll any Sneak Attack die you wish.

You have one use of this feature, and you regain uses when you finish a short or long rest. When you reach 13th level in this class, you gain an additional use of this feature increasing it to two uses between rests.

Reversal of Fortune

9th-level Gambler feature

You can change the luck of a situation. If a creature you can see has disadvantage on a roll, you can take away the disadvantage and grant it advantage instead. Alternatively, if a creature you can see has advantage on a roll, you can take away the advantage and grant it disadvantage instead.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Professional Gambler

13th-level Gambler feature

Your luck can aid your everyday challenges particularly in games of chance. When you make an ability check, you can expend a use of your Lucky Number feature, rolling the die, and adding it to the total of the check. You can choose to do this after you roll the d20, but before the outcome is determined.

Also, you double your proficiency bonus when making checks involving your dice set, card set, or three-dragon ante set.

Increased Luck

17th-level Gambler feature

Your weapon attacks score a critical hit on a roll of 19 or 20.

Fencer

The art of fencing utilizes the speed and flexibility of finesse weapons to allow Fencers to perform elegant and quick maneuvers, as a contrast to heavily armored and heavily weaponized martial contests. It is the standard form in certain societies for settling disputes of honor and is oft perceived as a sport of the aristocracy. Many schools exist throughout the land to teach these techniques, emphasizing footwork, patience, and reading your opponent.

Challenge

3rd-level Fencer feature

You can challenge someone to a duel. As a bonus action, you may replicate the effects of casting the compelled duel spell (DC equal to 8 + your proficiency bonus + your Charisma modifier).

Once you use this feature, you can't use it again until you finish a short or long rest.

Gaining the Upper Hand

3rd-level Fencer feature

You gain one of the following features of your choice:

Feint. As a bonus action on your turn, choose a creature within 5 feet of you. Make a Charisma (Performance) or Dexterity (Sleight of Hand) check (your choice) contested by the target's Wisdom (Perception) check. On a success, you gain advantage on the next melee weapon attack roll against the target you make this turn.

First Blood. When you deal damage with a melee weapon attack to a creature that is at its maximum hit points, you deal additional damage equal to your rogue level.

High Ground. You don't need advantage on your attack roll to use your Sneak Attack if you are elevated at least 1 foot higher than your target, you are making a melee weapon attack, and you don’t have disadvantage on the attack roll.

Reengage. When a creature makes an opportunity attack against you, you gain advantage on the next melee weapon attack roll against that creature you make this turn.

Movement

9th-level Fencer feature

You gain one of the following features of your choice:

Flèche. While you are taking the Dash action, another creature's space does not count as difficult terrain for you, you may move through a hostile creature's space regardless of its size, and you may stand up from prone without it costing any movement.

Footwork. When you are subjected to an opportunity attack, you may use your reaction to make a Dexterity (Acrobatics) check. If the number is higher than your AC, it replaces your AC until the end of your turn. You must decide to do this before you know whether the opportunity attack hit or not.

Lunge. Once per attack, you may expend 5 feet of your movement to give a melee attack an additional 5 foot reach.

Side-step. When you are targeted with a melee weapon attack with a heavy weapon or from a creature of size Huge or larger, you may use your reaction to move 5 feet causing the attack to miss. This movement does not provoke opportunity attacks.

Tactics

13th-level Fencer feature

You gain one of the following features of your choice:

Disarm. Choose a creature within 5 feet of you. As an action, make a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a success, the target drops one object of your choice it is holding and you may push the object 10 feet in any direction you choose. It has advantage on a Strength (Athletics) check if it is holding the object with both hands.

Main-Gauche. When you wield two light weapons and do not attack with both on your turn, you gain a +1 bonus to your AC until the start of your next turn.

Positioning. As an action, you make up to four quick melee weapon attacks against a single creature. On a successful hit, you do no damage and instead push the creature 5 feet away from you and must immediately move within melee with the creature.

Remise. When you miss with a melee weapon attack on your turn, you may make one melee weapon attack against the same target as a bonus action.

Defensive Attacks

17th-level Fencer feature

You gain one of the following features of your choice:

Counter-Attack. When a creature makes a melee weapon attack against you, you may use your reaction to sacrifice defense for an attack. The creature makes its attack with advantage, and then you make a melee attack against it with advantage.

En Garde. You can take the Dodge action as a bonus action.

Parry and Riposte. You can take advantage of diminishing a foe’s attack to quickly strike. After you use Uncanny Dodge, you then reduce the damage by an amount equal to a roll of your weapon's damage die and plus your Dexterity modifier (if you are wielding multiple weapons, you choose which weapon die to roll). If you reduce the damage to 0, you may make an attack against the creature as a part of the reaction.

Point-in-Line. As reaction, when a creature not in melee with you begins to move, you may put up your weapon defensively. The creature has disadvantage on the first melee attack it makes against you before the end of its turn, and if the creature moves within your reach, you may make one melee attack against it.

Marauder

Either on the open seas on galleons or caravels or on land on horseback and carriages, Marauders take gold and treasure from travelers through force, intimidation, and sometimes charm. While most Marauders are looting to fill their own pockets, some are authorized or enlisted by the crown or other agencies as a means of warfare against an enemy, while others are beneficent rogues looking to aid the poor by taking from the rich. On the seas, Marauders are known as pirates, corsairs, buccaneers, and privateers. On the land, they are known as brigands, highwaymen, road agents, or bushrangers. Freebooter is a name that can be applied to both land and sea.

Bonus Proficiencies

3rd-level Marauder feature

You gain proficiency with vehicles (land and water) and Animal Handling.

Deadly Passenger

3rd-level Marauder feature

You 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 attacking whilst on a vehicle (land or water) or while mounted, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Sure Footing

3rd-level Marauder feature

Your experience on vehicles and mounts allows to keep your foes off balance while keeping your own. You have advantage on any saving throw or check that would push, pull, or knock you prone while you are on a vehicle (land or water) or mounted.

Additionally, when you succeed on an attack against a creature that is on a vehicle (land or water) or is mounted, you may have the target make a Strength saving throw (DC equal to 8 + your proficiency + your Dexterity modifier). The creature has disadvantage on this save if it is not proficient in the vehicle type it is on or is not proficient in Animal Handling while mounted. On a failure, it falls prone or is pushed up to 5 feet away from you (your choice).

Pilfer

9th-level Marauder feature

You may attempt to steal an object from a creature within 5 feet if you have a free hand. As a bonus action, make a Strength (Athletics) or Dexterity (Acrobatics) check (your choice) contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). On a success, you now possess the object.

Plunder and Booty

13th-level Marauder feature

You can squeeze more gold from your targets. When you loot or rob a creature, you gain an additional amount of gold equal to 10d10 times the challenge rating of the creature. Certain creatures may never possess money, but will instead have the equivalent gold worth in easily sold valuable goods (such as ivory, hides, or organs).

Dread Marauder

17th-level Marauder feature

Your notoriety precedes you, and your name can strike fear into people. If you deal Sneak Attack damage to a creature, it must make a Wisdom saving throw (DC equal to half the Sneak Attack damage dealt). On a failure, it is frightened of you until the end of your next turn. If a creature succeeds its saving throw, it is immune to being frightened in this way for 24 hours.

Poisoner

Poisons can have a wide variety of applications. Some poisons simply kill while others can paralyze a creature in its tracks or prevent it from lying. Either placed on a blade or in a tankard of ale, poisons have been utilized by rogues of every type, but its the Poisoner that is especially trained in the creation and application of such poisons.

Bonus Proficiencies

3rd-level Poisoner feature

You gain proficiency with the herbalism kit and the poisoner's kit.

Venomous Strikes

3rd-level Poisoner feature

You can apply a poison as a bonus action. If you have advantage on the attack roll with a poisoned weapon, the target has disadvantage on any saving throw involving the poison. If you hit with a poisoned weapon, you can make the Sneak Attack damage you deal be poison damage.

Superior Poison Making

9th-level Poisoner feature

Any poison you craft will have a minimum DC equal to 8 + your proficiency bonus + your Intelligence modifier. Also, you can spend 1 hour with an already crafted poison to make the poison's DC equal to 8 + your proficiency bonus plus + your Intelligence modifier.

Building Up Resistance

13th-level Poisoner feature

You have advantage on saving throws against poison, and you have resistance against poison damage. Additionally, antitoxin you make removes the poisoned condition when applied and grants resistance to poison damage for 1 hour.

Deadly Poison

17th-level Poisoner feature

You can use poison already in a creature's system to kill them quicker. If you successfully hit a creature that is poisoned or under the effects of a poison, you may have the attack be an automatic critical.

Once you use this feature, you must finish a short or long rest before using it again.

Rascal

Your path as a rogue is epitomized by shenanigans and making fools of your foes, as such you have sought to learn from the masters of such craft. Certain fey, usually taking the form of anthropomorphic woodland beasts, love to best their opponents through elaborate gags and tricks. Not merely hurting them, but humiliating them as well. Either apprenticing from the fey directly or through some other form of study, you have harnessed the fey tricks they use.

Animated Character

3rd-level Rascal feature

Your movements become impossibly lively and things affecting you become comically visual. Your proportions squash and stretch as you move. While sneaking, your walk may become an exaggerated tip-toe. When an attack misses you, it may be because you literally grabbed part of your body and moved it out of the way. When unconscious your pupils may become X's. When you become charmed your heart may beat through your chest, or when you become frightened your eyes may enlarge and pop out of your skull and your mouth enlarges to impossible proportions as you scream. When promising to do good a halo may appear above your head, while devil horns manifest when you break that promise.

Rail Thin

3rd-level Rascal feature

You learn how contort your body to impossible dimensions to hide. If you are behind an object or structure that is wider than you, you may still take the Hide action, becoming as thin as the object or structure and gaining total cover from it in the process. The object or structure must not be worn or carried by a creature and must still be at least 2 inches thick and equal to your height.

Zany Antics

3rd-level Rascal feature

You can use a bonus action on your turn to fluster and provoke the wrath of a creature within 5 feet of you that can see or hear you. You do something cheeky to the target like blow a raspberry in its face or attach a piece of parchment to them reading, “Kick me!”

Until the end of its next turn, the target has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) if it attempts to move to a space that is further away from where it saw you last.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Quick Change (of Heart)

9th-level Rascal feature

You become proficient in the disguise kit. You may also now craft and don a disguise that involves moderate changes to your appearance as an action. If a creature was hostile to you and didn't see you change, it is indifferent to you in the disguise but makes a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) at the end of its first turn after clearly seeing you in the disguise. On a success, it realizes it is a disguise. On a failure, it is fooled by the disguise but may make further examinations to the disguise if it interacts with you and has reason to be suspicious. If a creature sees through this disguise, it immediately sees through any of your disguises crafted and donned as an action for 24 hours.

Also when you don a disguise, you can make the disguise alluring to one creature of your choice. Upon seeing you in your disguise, the creature makes a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, it is charmed by you for 1 minute. While charmed by you in this way, it is completely enamored with you, will disregard whatever current responsibilities it has to be with you, and will take your requests or actions in the most favorable way it can. This charm ends early if you or your companions do anything harmful to it.

Once you use this ability of the feature, you can't use it again until you finish a long rest.

That's Gotta Hurt

13th-level Rascal feature

You can make the damage you sustain seem extraordinary, but still something you can recover from. When you take damage, you may choose to become vulnerable to all the damage you take for that instance of damage. At the start of your next turn if you have at least one hit point, you regain a number of hit points equal to the damage you took for that instance of damage.

Once you use this feature, you can't use it again until you finish a short or long rest.

Explosive Gift

17th-level Rascal feature

You can produce a fey explosive seemingly from nowhere. As an action, you present a wrapped gift to a creature within 5 feet of you. If the creature has the physical means of accepting the object, it does so, dropping anything that would prevent it from doing so. At the end of your turn, the gift explodes. Each creature within 10 feet of the gift must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). A creature takes 10d10 fire damage on a failure, or half as much damage on a success.

Once you use this feature, you can't use it again until you finish a short or long rest.

Smuggler

Through moving contraband under the watchful eyes of city guards and port authorities, you have developed the ability to bypass prying eyes and to deal with those you can't. You know how to stay hidden through clever pathing and spotting the unguarded areas and know how to keep objects hidden through deft finger work and ingenious concealment devices.

Hidden Objects and Creatures

3rd-level Smuggler feature

You are an adept smuggler. As a bonus action, you can make a Dexterity (Sleight of Hand) check to attempt to hide an object on a creature, vehicle, or other larger object. Another bonus action is required to withdraw an object you have already hidden in this way. You also have advantage on Intelligence (Investigation) checks to find hidden objects or secret compartments.

Additionally, when you take the Hide action, you may attempt to also hide another willing creature one size larger than you or smaller. The creature uses the same (Dexterity) Stealth check as you for as long as it remains within 30 feet of you, but can still reveal itself with its actions. If the creature would be at disadvantage for its Dexterity (Stealth) check, you make your check with disadvantage as well.

Hidden Routes

9th-level Smuggler feature

You know the hidden highways and byways to move sneakily about outside in cities and towns or while traveling the roads. Traveling in this manner grants a +10 bonus to Dexterity (Stealth) checks made by you and anyone in your group, but the time to travel is doubled.

Money Talks

13th-level Smuggler feature

Your work has given you a keen sense in how to exploit guards, officials, and the average citizen. If an attempt at a Charisma (Persuasion) or Charisma (Deception) check has failed, you know if the creature is susceptible to a bribe and about how much coin is required to bribe them.

Concealed Weapons

17th-level Smuggler feature

When you draw a weapon you have successfully hidden, you have advantage on the first attack roll you make with it before the end of the turn.

Taffer

Part professional thief, part arcane agent, Taffers are rogues who have made themselves useful by performing jobs ranging from robbing manses to securing rare artifacts from haunted graveyards. They are known for being independent of politics, seeing a job through despite impossible odds, and being skilled with a variety of tools both mundane and magical. But most importantly Taffers have a reputation of getting in and out of places without being seen and with no casualties, at least when the job requires it.

Non-Lethal Takedown

3rd-level Taffer feature

You can attempt to knock-out a creature you are hidden from using a club, which now has the finesse property for you, as a type of blackjack or sap. The creature must be size Large or smaller and must not be in combat. On a hit, the attack is a Sneak Attack, you deal an extra number of d6s equal to your rogue level on the attack, and, instead of rolling, you use the highest number possible for each die. You do not deal this result as damage, but if the result is higher than the creature's current hit points, the creature is unconscious for 1d4 hours. If the result is not greater than the total hit points of the creature, the creature is instead stunned until the start of your next turn.

This attack does not automatically give away your location, though a creature will still notice you if it is able.

Out of the Shadows

3rd-level Taffer feature

You are so sneaky that creatures do not have enough time to see you coming. If you are hidden, you may move up your movement speed in the open without revealing yourself before making an attack.

Mission Gear

9th-level Taffer feature

You have made contact with an exclusive merchant that can send you special items on a weekly basis. Every 7 days at dawn, you magically receive an order form which you can send back as an action with the gold required. One minute later, the items magically appear in an open space within 15 feet of you.

The Items for Sale table provides a list of the items available. There is a limit for the total gold worth of items you are allowed to buy during each transaction equal to 1,000 times your rogue level.

There is also a limit to how many of each item you can have at a time. If you are at the maximum limit, the item must be used before you are able to purchase more (some items on the table can be found through other sources in the game; owning items coming from other sources does not count toward the limit of the items here).

Remain Unseen

13th-level Taffer feature

You can create a small grace period between when a creature thinks it detects you and when it knows it detects you.

When you roll initiative and you are not surprised, you may use your reaction to move up to your movement speed and take the Hide action.

You may also use this reaction on a turn a creature detects you if you are traveling alone at a stealthy pace. After which if you successfully remain undetected for 3 rounds, the creature or creatures who had previously detected you will dismiss whatever it sensed as nothing important, merely the wind, rats, or the shadows playing tricks.

Once a creature, has dismissed sensing you in this way, it won't do so again for 24 hours.

Deadly Shadows

17th-level Taffer feature

You gain additional benefits from your unseen attacks. If you are hidden, you may move up to twice your movement speed in the open without revealing yourself before making an attack. Also, if you are hidden when making an attack, you deal an extra 2d6 damage on the attack.

Items for Sale
Item Price Weight Limit Description
Water arrow or bolt 10 gp 1/4 lb. 15 When you hit a torch, campfire, or other fire in a 5 foot cube, the fire goes out. Deals an extra 4d6 damage to creatures with water susceptibility.
Fire arrow or bolt 250 gp 1/2 lb 5 Deals an extra 3d8 fire damage on a successful hit and ignites flammable objects that aren't being worn or carried.
Moss arrow or bolt 100 gp 1/4 lb. 10 When fired, choose a point within range. A 40-foot square area of moss sprouts centered around the point and lasts for 10 minutes before disappearing. The area silences all footfalls or other impact sounds with ground.
Vine arrow or bolt 150 gp 1/4 lb. 5 When fired at a wooden surface in range, 60 feet of vine able to be very easily climbed falls down from the point and lasts for 10 minutes before disappearing.
Noise maker arrow or bolt 50 gp 1 lb. 10 When fired, choose a point within range. A loud sound emanates from the point that is able to heard from up to 300 feet away.
Gas arrow or bolt 700 gp 1/2 lb. 2 When fired, choose a point within range. Creatures in a 5-foot radius sphere centered around the point must make a DC 16 Constitution saving throw. On a failure, a creature is unconscious for 1 hour. The creature wakes up if it takes damage or if another creature uses an action to shake it awake.
Flash bomb 300 gp 1/2 lb. 5 As an action, throw the flash bomb to a point within 60 feet of you. Each creature in a 10-foot radius sphere centered around the point must succeed a DC 19 Constitution saving throw or are blinded and deafened until the end of your next turn.
Scouting orb 500 gp 2 lb. 2 As an action, you may activate the scouting orb and throw it to a point within 90 feet of you. While activated, the scouting orb is invisible, and you may use an action to see through the orb as if you were in its space. You are blind to your own surroundings during this time. You may switch to your own sight as an action. The scouting orb lasts for 10 minutes before disappearing.
Sunburst explosive 10,000 gp 25 1b. 1 As an action, you may activate the device which detonates at the start of your next turn. Each creature in a 10 foot radius of the device must make a DC 21 Dexterity saving throw taking 5d10 fire and 5d10 force damage on a failure and half as much on a success. Deals double damage to structures and objects.
Holy water (flask) 25 gp 1 lb. 15 See page 151 of the Player's Handbook for a description of holy water.
Healing potion 50 gp 1/2 lb. 10 See page 187 of the Dungeon Master's Guide for a description of potion of healing.
Slow-fall potion 100 gp 1/4 lb. 10 When you drink this potion, you are under the effects of the feather fall spell for 1 minute. The potion's sky blue liquid is light and effervescent.
Breath potion 100 gp 1/2 lb. 5 See page 188 of the Dungeon Master's Guide for a description of potion of water breathing.
Speed potion 10,000 gp 1/2 lb. 1 See page 188 of the Dungeon Master's Guide for a description of potion of speed.
Invisibility potion 10,000 gp 1/2 lb. 1 See page 188 of the Dungeon Master's Guide for a description of potion of invisibility.

Vigilante

A Vigilante works outside the law of the land to achieve their goals. Sometimes this is because the laws are unjust and cruel. Sometimes it's because a Vigilante's own sense of justice is cruel. In order to do their work, they create an alter ego to hide their true identity from the guards and other law officers. This identity to mask a Vigilante's face allows them to reveal their true self.

Persona

3rd-level Vigilante feature

You have developed a persona for your deeds that is a representation of your mission and symbol of your struggles. This can be of any theme you choose, perhaps a specific creature, profession, philosophical concept, deity, or historical figure. In addition you craft a mask, cowl, or hood. This allows you to conceal your identity while you would be in defiance of the laws.

If you are in a crowded area, you can make a Dexterity (Stealth) check as an action by either donning or doffing your persona.

Nemesis

3rd-level Vigilante feature

You can focus your vigilantism against specific creatures. Over the course of 1 minute, you can designate a creature to be your nemesis if you know its name (or a known alias, pseudonym, title, or nickname), if you have seen it or know its description, if it has harmed someone you know well, or if you have interacted with it in some way.

Once you designate a nemesis, you must finish a long rest before you can do so again.

You may have a number of nemeses equal to your proficiency bonus. A creature stops being a nemesis if it dies (through you witnessing or hearing of it) or you make peace with a nemesis, in which case it cannot be designated to be your nemesis again unless the creature harms you or someone you know well.

You have advantage on Intelligence (Investigation) or Wisdom (Insight) checks involving your nemesis or its schemes.

Enemies and Archenemies

3rd-level Vigilante feature

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 your nemesis or a creature you have previously been in combat with in the last 7 days, if you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Fear the Mask

9th-level Vigilante feature

Your foes have begun to fear your persona. While in your persona, you have advantage on Charisma (Intimidation) checks. Also if an enemy is surprised by you while you are in your persona, it becomes frightened of you for 1 minute.

It may make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) at the end of each of its turns. On a success, it is no longer frightened in this way.

Allies in the People

13th-level Vigilante feature

Your persona is notorious, and you have many potential allies in strangers in populated areas. By looking for 5 minutes, you might find someone willing to hide you temporarily. By looking for 1 hour, you might find someone willing to supply you (food, water, some gold and silver, gear, or a horse). By looking for 1 to 5 days, you might find someone able to give you the answer to a question you have.

Heroic Stand

17th-level Vigilante feature

Your mission can allow you to dodge death. When you would be reduced to 0 hit points while in your persona and don’t die outright, you can make a DC 10 Dexterity saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Villainous Class Options

This subclass is from a series of subclasses based on the Villainous Class Options on pg. 96 of the Dungeon Master's Guide.

You can find more Villainous Class Options here.

Villainous Class Option: Psychopath

You've honed your abilities to strike fear in weak and strong alike. Characterized by a severe lack of empathy and willingness to disregard laws and mores, the Psychopath can be seen as having a mental affliction as much as having a deliberate method of terror. It is this complete disregard for society and the people in it that makes Psychopaths so feared, even among other evil creatures.

Unnerving

3rd-level Psychopath feature

You give off a general feeling of dread and instability which you can channel against a creature. As an action, you may have a creature within 30 feet of you that can see you make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, it is frightened of you for 1 hour.

If the creature succeeds on its saving throw, it cannot be frightened in this way for 24 hours.

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 the creature is frightened and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Threatening

9th-level Psychopath feature

Someone can be so scared of you they become devoted to you, lest they incur your wrath. If a humanoid who is frightened of you has a challenge rating or level that is lower than your rogue level, is within 30 feet of you, and can see you, you may attempt to charm it. As an action, you have the humanoid make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, it is charmed by you for as long as it is frightened of you. On a success, it cannot be charmed in this way for 24 hours.

While a humanoid is charmed in this way, you may issue commands to it as a bonus action. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the humanoid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. It may move closer to you, if you allow it or order it.

You may also specify a more complex course of action, such as “Find the captain of the guard. Kill him. Take the silver orb from his body. Bring it back to me.” If you do, the humanoid may make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, it follows your instructions as best as it can. On a success, it is no longer charmed by you and cannot be charmed in this way for 24 hours.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Fearless

13th-level Psychopath feature

Your recklessness and own projection of fear has inoculated you to dangers and made your confederates less likely to be scared of things that aren't you. You are immune to the frightened condition, and allies of your choice within 60 feet of you have advantage on saving throws to resist being frightened.

Terrifying

17th-level Psychopath feature

Your horrifying nature is more menacing up close. You can use your Unnerving feature as a bonus action, rather than as an action, against a creature within 5 feet of you.

A Song of Ice and Fire Subclasses

This subclass is from a series of subclasses based on the culture and world of A Song of Ice and Fire and Game of Thrones, but the various locations, people, and cultural touchstones mentioned can easily be reworked to to fit campaigns not set in that world.

You can find more subclasses inspired by A Song of Ice and Fire here.

A Song of Ice and Fire: Faceless Man

Valar morghulis. All men must die. Valar dohaeris. All men must serve.

These are the mantras of the Faceless Men, worshipers of the Many-Faced God and hired assassins from the House of Black and White in the Free City of Braavos. They are highly trained in the ways of poison, combat, and deception, but their greatest skill is the ability to instantly transform their appearance to look like a different person. This is done through the collection of faces taken from the dead which are enhanced with arcane glamours and traditional disguise techniques.

As a religious order as well as assassins, Faceless Men are very devout and discard any sense of personal identity to become "no one". They are perfect actors maintaining their disguise while remaining steadfast agents of their hired mission. Although, some have learned the ways of the Faceless Man while ultimately rejecting the the tenets of the order.

Bonus Proficiencies

3rd-level Faceless Man feature

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Valar Morghulis

3rd-level Faceless Man feature

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.

No One

9th-level Faceless Man feature

You gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its face as a mask using your reaction. You retain this mask until you use it or you finish a long rest.

You can don the mask as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a mask with this feature, you can’t capture another one with it until you finish a short or long rest.

Valar Dohaeris

13th-level Faceless Man feature

You may maintain some of your masks indefinitely. You may have a number of permanent masks equal to your Intelligence modifier (minimum of 1) which you may use at any time. When using a permanent mask, the disguise lasts until you end it. When you choose to make a permanent mask no longer permanent or its magic is rendered inert such as through the dispel magic spell, the mask instantly decays and turns to dust.

Also, you gain a thirteen coins identifying yourself as a Faceless Man and gain an additional coin each time you gain a level in this class. If you present one of these coins to someone and say "valar morghulis" and the recipient responds with "valar dohaeris", the recipient has agreed to perform a favor for you. This favor must be fairly simple and reasonable for the recipient to accomplish such as requesting free passage on a ship to its normal destination from a captain, access to a restricted tome from a librarian, or a place to hide from the law from a random citizen. Though they may risk retribution for their favor, they will not risk their lives or livelihoods for you.

Upon the recipient of the coin accepting the favor and attempting to complete it in good faith, you can never attack the recipient or any of its compatriots who aided with the favor or target them with a harmful ability or magical effect. This effect ends if they attack you or target you with a harmful ability or magical effect.

Death Strike

17th-level Faceless Man feature

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.