Debilitate
3rd-level rogue optional feature
Your attacks can hinder your foes, as well as harm them.
Debilitations. You learn two debilitations, which are listed below. If a debilitation has prerequisites, you must meet them to learn it. You learn another debilitation at 7th, 11th and 15th level. When you gain a level in this class, you can replace a debilitation you know with another that you could learn at that level.
Using a Debilitation. When you use Sneak Attack against a creature, you can expend one or more of your Sneak Attack dice, removing it from the extra damage, to apply a debilitation. You must expend Sneak Attack dice in this way before you roll the extra damage, and you can only use one debilitation per attack.
Saving Throws. Some of your debilitations require a saving throw. The DC for this saving throw is calculated as follows:
Debilitation save DC
Debilitations
The debilitations are presented in order of level prerequisite. A level prerequisite refers to your rogue level.
Deny Reaction
You can expend 1 Sneak Attack die to prevent the target from reacting quickly. The target must make a Constitution saving
throw or be unable to take reactions until the end of your next turn.
Disarm
You can expend 1 Sneak Attack die to attempt to disarm the target. The target must make a Strength saving throw or drop one item of your choice that it's holding.
Hamstring
You can expend 1 Sneak Attack die to hamper the target's movement, reducing its walking speed by 10 feet until the start of your next turn.
Sweep the Leg
If the target is Large or smaller, you can expend 1 Sneak Attack die to trip the target over. The target must make a Dexterity saving throw or fall prone.
Pin
Prerequisite: 7th level
You can expend 2 Sneak Attack dice to attempt to grapple the target. You can make Dexterity (Acrobatics) checks instead of Strength (Athletics) checks for this grapple.
Silencing Strike
Prerequisite: 7th level
You can expend 2 Sneak Attack dice to strike at the target's vocal cords or similar parts. The target must make a Constitution saving throw or be unable to speak or supply the vocal components of spells until the start of your next turn.
Bleed Out
Prerequisite: 11th level
You can expend 3 Sneak Attack dice to open a wound on the target. The target takes 2d6 necrotic damage at the start of each of its turns. Regaining any number of hit points ends the wound, as does using an action to staunch the wound or using this debilitation again against the target.
Staggering Strike
Prerequisite: 11th level
You can expend 3 Sneak Attack dice to deliver a dazzling blow. The target must make a Constitution saving throw or be staggered until the end of its next turn. A staggered creature has disadvantage on attack rolls and ability checks, and can't take reactions.
Concuss
Prerequisite: 15th level
You can expend 4 Sneak Attack dice to disorient the target with a well-placed blow. The target must make a Constitution saving throw or choose whether it gets a move, an action or a bonus action on its next turn; it only gets one of the three.
Immobilise
Prerequisite: 15th level
You can expend 4 Sneak Attack dice to completely cripple the target's movement. All of the target's speeds are reduced to
10 feet until the start of your next turn, unless they're already lower.
Archetype Debilitations
Your choice of Roguish Archetype also grants you access to more specialised debilitations, which are added to the list of debilitations you can learn.
Arcane Trickster
The following debilitations are available for you to learn.
Undercut Resistance
You can expend 1 Sneak Attack die to cause the attack's damage to bypass any damage resistance the target has.
Sabotage Defenses
Prerequisite: 7th level
You can expend 2 Sneak Attack dice to cripple the target's magical defenses. The next time it makes a saving throw against a spell you cast before the end of your next turn, it must roll a d6 and subtract the result from the save.
Dispelling Strike
Prerequisite: 11th level
You can expend 3 Sneak Attack dice to subject the target to the effects of the dispel magic spell, treating your spellcasting ability as Intelligence.
Steal Mana
Prerequisite: 15th level
If the target is a spellcaster, you can expend 4
Sneak Attack dice to force the target to make a
saving throw with its spellcasting ability modifier.
On a failure, the target loses its highest level spell
slot that is no higher than 3rd level, and you regain an expended spell slot of that level or lower.
Assassin
The following debilitations are available for you to learn.
Persistent Wound
You can expend 1 Sneak Attack die to leave a festering wound on the target. Damage from the attack can't be healed by any means other than a short or long rest.
Mark For Death
Prerequisite: 7th level
You can expend 2 Sneak Attack dice to render the target more vulnerable to weapon attacks. Until the start of your next turn, whenever the target takes damage from a weapon attack, it takes an additional 1d4 damage.
Poisoned Strike
Prerequisite: 11th level
You can expend 3 Sneak Attack dice to apply a lingering poison. The target must make a Constitution saving throw. On a failed save, it takes 3d6 poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, reducing the poison damage by 1d6 on a successful save. The debilitation ends when the damage is reduced to 0 or when you use it again against the target.
Killing Stroke
Prerequisite: 15th level
You can expend 4 Sneak Attack dice to attempt to instantly kill the target. Roll 10d6; if the target has that many hit points or fewer after taking the attack's damage, it dies.
Inquisitive
The following debilitations are available for you to learn.
Deduce
If the target is under the effects of your Insightful Fighting feature, you can expend 1 Sneak Attack die to learn one of the following facts about the target (your choice):
- Its damage immunities
- Its damage resistances
- Its damage vulnerabilities
- Its condition immunities
- One of its defining traits and its mechanical effects (such as a hydra's Multiple Heads trait)
- One of its defining actions and its mechanical effects (such as a dragon's Breath Weapon)
Expose
Prerequisite: 7th level
You can expend 2 Sneak Attack dice to give away the target's location. Until the end of your next turn, the target can't hide
from you, and if it's invisible, it gains
no benefit from that condition against you.
Create Vulnerability
Prerequisite: 11th level
You can expend 3 Sneak Attack dice to expose a weak point on the target until the end of your next turn. The next time the target is hit by a weapon attack, it is vulnerable to the weapon's damage (excluding additional damage like Divine Smite and Sneak Attack), and the debilitation ends.
Predict Turn
Prerequisite: 15th level
If the target is under the effects of your Insightful Fighting feature, you can expend 4 Sneak Attack dice to learn exactly what the target plans to do on its next turn. During the target's turn, you have advantage on any ablity check or saving throw the target forces you to make, and the target has disadvantage on all attack rolls against you.
Mastermind
The following debilitations are available for you to learn.
Probe Thoughts
You can expend 1 Sneak Attack die to learn the target's current surface thoughts, as per the spell detect thoughts.
Incite Paranoia
Prerequisite: 7th level
You can expend 2 Sneak Attack dice to plant confusion and paranoia in the target's mind. The target must make an Intelligence saving throw or use its reaction to make a melee weapon attack against a creature of your choice within its range.
Discombobulate
Prerequisite: 11th level
You can expend 3 Sneak Attack dice to disorient the target. The target must make a Wisdom saving throw or be unable to attack you or target you with harmful abilities and magical effects until the start of your next turn.
Setup
Prerequisite: 15th level
You can expend 4 Sneak Attack dice to force the target to make an Intelligence saving throw. On a failure, it automatically fails the first saving throw it makes against the next debilitation you apply to it before the end of your next turn.
Phantom
The following debilitations are available for you to learn.
Scars of the Grave
You can expend 1 Sneak Attack die to prevent the target from regaining hit points until the start of your next turn.
Siphon Vitality
Prerequisite: 7th level
You can expend 2 Sneak Attack dice to shear off some of the target's life force to shield your own, gaining 2d6 temporary hit points.
Dreadful Strike
Prerequisite: 11th level
You can expend 3 Sneak Attack dice to fill the target with the fear of death. The target must make a Wisdom saving throw or be frightened of you until the start of your next turn.
Inscribe Soul
Prerequisite: 15th level
You can expend 4 Sneak Attack dice to force the target to make a Charisma saving throw. On a failure, you bind the target's soul to a soul trinket in your possession. As an action, you can destroy this soul trinket to deal 10d10 necrotic damage to the target, as long as it's on the same plane of existence as you. A remove curse spell or similar magic ends this effect, as does using this debilitation again.
Scout
The following debilitations are available for you to learn.
Tracking Strike
You can expend 1 Sneak Attack die to mark the target until the end of your next turn. Whille a creature is marked, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find it, and you can't have disadvantage on weapon attacks against it.
Distract
Prerequisite: 7th level
You can expend 2 Sneak Attack dice to set the target up for a subsequent attack. The next time a weapon attack is made against the target before the start of your next turn, its AC against that attack is reduced by 3.
Outmaneuver
Prerequisite: 11th level
You can expend 3 Sneak Attack dice to gain a +3 bonus to your AC against attacks made by the target and the benefits of the Disengage action until the start of your next turn.
Blindside
Prerequisite: 15th level
If it's currently the first round of a combat, you can expend 4 Sneak Attack dice to strike the target with blinding speed. The target takes additional damage equal to your initiative score, and you can move it to the bottom of the initiative order for the remainder of this combat.
Soulknife
The following debilitations are available for you to learn.
Plant Delusion
You can expend 1 Sneak Attack die to create a phantom image or sound, as per the minor illusion spell, that only the target can see or hear. The delusion lasts until the start of your next turn, or until it uses its action to see through the delusion with a successful Intelligence (Investigation) check against your debilitation save DC.
Psychic Haze
Prerequisite: 7th level
You can expend 2 Sneak Attack dice to cloud the target's mind with a static haze. The target must make an Intelligence saving throw. On a failure, you are invisible to the target until the start of your next turn or until you deal damage to the target.
Unravel Soul
Prerequisite: 11th level
You can expend 3 Sneak Attack dice to expose the target's soul to your psychic attacks. The next time you attack the target with your Psychic Blades before the end of your next turn, you can treat its AC as 10 + its Dexterity modifier.
Rend Soul
Prerequisite: 15th level
If this attack was made with your Psychic Blades, you can expend 4 Sneak Attack dice to strike directly at the target's soul. The target must make a Charisma saving throw. On a failed save, its Charisma score is decreased by 2 until it takes a long rest. If a creature's Charisma score is reduced to 0 in this way, it dies. Constructs and undead aren't affected by this debilitation.
Swashbuckler
The following debilitations are available for you to learn.
Goad
You can expend 1 Sneak Attack die to provoke the target into attacking you. The target must make a Wisdom saving throw or have disadvantage on attack rolls against creatures other than you until the start of your next turn. The debilitation ends early if you attack or harm another creature or if a creature other than you attacks or harms the target.
Duelist's Feint
Prerequisite: 7th level
You can expend 2 Sneak Attack dice to gain advantage on the next weapon attack you make against the target before the end of your next turn.
Instant Counter
Prerequisite: 11th level
You can expend 3 Sneak Attack dice to prepare to parry the target's attack with your own. If the target makes a melee weapon attack against you before your next turn, you can use your reaction to make a melee weapon attack against it at the same time. If your attack roll surpasses that of the target's, the target's attack misses.
Masterful Maneuver
Prerequisite: 15th level
You can expend 4 Sneak Attack dice to use your acrobatic skill to either dodge the target's attack or aid your own. Make a Dexterity (Acrobatics) check and record the result. If either you or the target makes a weapon attack against the other before the end of your next turn, you can replace your AC or attack roll with the recorded result for that attack. You can do this after the attack roll is made but before any of its effects are applied. The debilitation ends after you replace your AC or attack roll in this way once.
Thief
The following debilitations are available for you to learn.
Slice and Swipe
You can expend 1 Sneak Attack die to make a Dexterity (Sleight of Hand) check against the target's passive Wisdom (Perception) score. On a success, you steal an object from the target that can fit in one hand and weighs no more than 1 pound. The object must be accessible such that the target can draw it with an object interaction.
Thief's Evasion
Prerequisite: 7th level
You can expend 2 Sneak Attack dice to impose disadvantage on the next attack the target makes against you before the start of your next turn.
Unseen Strike
Prerequisite: 11th level
If you are hidden from the target, you can expend 3 Sneak Attack dice to make a Dexterity (Stealth) check against the target's passive Wisdom (Perception) score. On a success, you remain hidden from the target.
Lightning Hands
Prerequisite: 15th level
You can expend 4 Sneak Attack dice to immediately use your bonus action to activate a magic item that takes 1 action to use. If the magic item targets any creatures, you must include the target in its effects.
Art Credits
- 'Murder' by Tyler Jacobson
- 'Knight Watch' by Matt Stewart
- 'Rogue' by Sabin Boykinov
- 'Rogue Class' by Veronique Meignaud
Changelog
1.1
- Added Disarm, Immobilise and Siphon Vitality.
- Removed Dazing Blow, Stay Down and Necrosis.
- Sweep the Leg: Added Large or smaller size restriction.
- Pin: Now specifies Dexterity (Acrobatics) checks can be made for maintaining the grapple as well as initiating it.
- Silencing Strike: Cost increased to 2 dice from 1.
- Bleed Out: Cost increased to 3 dice from 2. No longer requires a successful Wisdom (Medicine) check to end the wound, and no longer stacks on the same creature.
- Staggering Strike: Cost decreased to 3 dice from 4.
- Concuss: Cost increased to 4 dice from 3. Saving throw changed to Constitution from Wisdom.
- Killing Stroke: Hit point threshold increased to 10d6 from 8d6.
- Discombobulate: Tweaked wording to divorce the effect from the charmed condition.
- Outmaneuver: Now grants an AC bonus and free disengage against the target instead of moving it to the bottom of the initiative order.
- Blindside: Now moves target to the bottom of the initiative order instead of knocking it prone.
- Rend Soul: Can now reduce Charisma to 0, killing the target at that point. Constructs and undead are now immune to the effect.
- Goad: Tweaked wording to be more understandable, and added clause for the effect ending early as per compelled duel.
- Instant Counter: Reaction attack can now benefit from Sneak Attack.
1.0
- Initial release