Rogue
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.
A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target—a notorious slaver—passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound.
Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard's belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.
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.
Skill and Precision
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
A Shady Living
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure. The majority of monks don't shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.
The Power of Subterfuge
When brute force won't get the job done, or when magic isn't available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get into and out of trouble in ways that few other characters can emulate.
Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one step ahead of the law. Others are professional killers in search of a profitable application of their talents between contracts. Some simply love the thrill of overcoming any challenge that stands in their way.
On adventures, a rogue is likely to mix an outwardly cautious approach—few rogues enjoy combat—with a ravenous hunger for loot. Most of the time, in a rogue's mind, taking up arms against a creature is not about killing the creature but about becoming the new owner of its treasure. A monk's focus on inner mastery leads many such individuals to become detached from society, more concerned with their personal experience than with happenings elsewhere. Adventuring monks are a rare breed of an already rare type of character, taking their quest for perfection beyond the walls of the monastery into the world at large.
Playing a monk character offers many intriguing opportunities to try something different. To distinguish your monk character even further, consider the options in the sections that follow.
“People forget that the entire point of venturing down into a dusty tomb is to bring back the prizes hidden away there. Fighting is for fools. Dead men can't spend their fortunes.” — Barnabas Bladecutter
Guilty Pleasures
Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are enticed away from that path by a compulsion that clouds their thinking—an irresistible need that must be satisfied, even if doing so is risky.
A rogue's guilty pleasure could be the acquisition of a physical item, something to be experienced, or a way of conducting oneself at certain times. One rogue might not be able to pass up any loot made of silver, for instance, even if said loot is hanging around the neck of a castle guard. Another one can't go through a day in the city without lifting a purse or two, just to keep in practice.
What's the one form of temptation that your rogue character can't resist when the opportunity presents itself, even if giving into it might mean trouble for you and your companions?
d6 | Pleasure |
---|---|
1 | Large gems |
2 | A smile from a pretty face |
3 | A new ring for your finger |
4 | The chance to deflate someone's ego |
5 | The finest food and drink |
6 | Adding to your collection of exotic coins |
Adversaries
Naturally, those who enforce the law are bound to come up against those who break it, and it's the rare rogue who isn't featured on at least one wanted poster. Beyond that, it's in the nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they're likely to be harder to deal with than the average member of the city watch.
If your character's backstory doesn't already include a personage of this sort, you could work with your DM to come up with a reason why an adversary has appeared in your life. Perhaps you've been the subject of scrutiny for a while from someone who wants to use you for nefarious purposes and has just now become known to you. Such an incident could be the basis for an upcoming adventure.
Does your rogue character have an adversary who also happens to be a criminal? If so, how is this relationship affecting your life?
d6 | Adversary |
---|---|
1 | The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny |
2 | A master spy to whom you unwittingly fed bad information, which led to the assassination of the wrong target |
3 | The master of the local thieves' guild, who wants you to join the organization or leave town |
4 | An art collector who uses illegal means to acquire masterpieces |
5 | A fence who uses you as a messenger to set up illicit meetings |
6 | The proprietor of an illegal pit fighting arena where you once took bets |
Bennifactor
Few rogues make it far in life before needing someone's help, which means thereafter owing that benefactor a significant debt.
If your character's backstory doesn't already include a personage of this sort, you could work with your DM to determine why a benefactor has appeared in your life. Perhaps you benefited from something your benefactor did for you without realizing who was responsible, and that person has now just become known to you. Who helped you in the past, whether or not you knew it at the time, and what do you owe that person as recompense?
d6 | Master |
---|---|
1 | Your master was a tyrant whom you had to defeat in single combat to complete your instruction. |
2 | Your master was kindly and taught you to pursue the cause of peace. |
3 | Your master was merciless in pushing you to your limits. You nearly lost an eye during one especially brutal practice session. |
4 | Your master seemed goodhearted while tutoring you, but betrayed your monastery in the end. |
5 | Your master was cold and distant. You suspect that the two of you might be related. |
6 | Your master was kind and generous, never critical of your progress. Nevertheless, you feel you never fully lived up to the expectations placed on you. |
The Rogue
Level | Proficiency Bonus | Features | Tricks Known | Trick Dice | Sneak Attack | Rogue Talents |
---|---|---|---|---|---|---|
1st | +2 | Expertise, Fighting Style, Sneak Attack, Thieves' Cant | - | - | 1d6 | - |
2nd | +2 | Cunning Action, Jack of All Trades, Martial Talents, Roguish Tricks | 3 | 3 | 1d6 | 2 |
3rd | +2 | Roguish Archetype, Steady Aim | 3 | 3 | 2d6 | 2 |
4th | +2 | Ability Score Improvement, Martial Versatility | 3 | 3 | 2d6 | 2 |
5th | +3 | Uncanny Dodge, Power Attack | 3 | 3 | 3d6 | 3 |
6th | +3 | Expertise | 4 | 4 | 3d6 | 3 |
7th | +3 | Evasion | 4 | 4 | 4d6 | 3 |
8th | +3 | Ability Score Improvement | 4 | 4 | 4d6 | 4 |
9th | +4 | Roguish Archetype Feature | 4 | 4 | 5d6 | 4 |
10th | +4 | Ability Score Improvement | 5 | 5 | 5d6 | 4 |
11th | +4 | Reliable Talent | 5 | 5 | 6d6 | 5 |
12th | +4 | Ability Score Improvement | 5 | 5 | 6d6 | 5 |
13th | +5 | Roguish Archetype Feature | 5 | 5 | 7d6 | 5 |
14th | +5 | Blindsense | 6 | 6 | 7d6 | 6 |
15th | +5 | Slippery Mind | 6 | 6 | 8d6 | 6 |
16th | +5 | Ability Score Improvement | 6 | 6 | 8d6 | 6 |
17th | +6 | Roguish Archetype Feature | 6 | 6 | 9d6 | 7 |
18th | +6 | Elusive | 6 | 6 | 9d6 | 7 |
19th | +6 | Ability Score Improvement | 6 | 6 | 10d6 | 7 |
20th | +6 | Master Rogue, Stroke of Luck | 6 | 6 | 10d6 | 8 |
Multiclassing
Ability Score Minimum: Dexterity 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor
Tools: thieves' tools
Skills: Choose 1 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
Creating a Rogue
As you create your rogue character, consider the character's relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves' guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?
What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.
Quick Build
You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.
Class Features
- Hit dice: 1d8 per Rogue level.
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st.
Proficiencies
Armor: light armor
Weapons: Simple Weapons, Shortswords, Rapiers, Hand Crossbows
Tools: thieves' tools, two of your choice.
Saving Throws: Dexterity, Intelligence
Skills: Any six of your choice.
Starting Equipment
You start with the following items, plus anything provided 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) a dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.
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.
Fighting Style
Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
Superior Technique
You learn one maneuver of your choice from among those available to the Fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one maneuver die, which is a d6 (this die is added to any maneuver dice you have from another source). This die is used to fuel your maneuvers. A maneuver die is expended when you use it. You regain your expended maneuver dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Roguish Tricks
At 2nd level, you learn three Roguish Tricks from the list below and gain three d6 dice to use with these Tricks called Trick Dice. Some tricks are a passive benefit, while others are active abilities meant to enhance your prowess as a Rogue. You gain an additional Trick Die and Trick at 6th, 10th, and 14th level.
You regain all expended Trick Dice when you finish a Short or Long Rest.
Charming Presence
When you make a Charisma (Deception) or a Charisma (Persuasion) check, you can expend one trick die and add the trick die to the ability check.
Create Distraction
As an action, you can spend a trick die to distract a creature. Choose a creature within 15 feet of you that can see or hear you, and make a Charisma (Deception) skill check and add the trick die to the result. The creature must make a contested Wisdom (Insight) skill check.The creature automatically wins the contest if it has an intelligence of 4 or lower. If it fails, the creature has disadvantage on attacks against targets other than you on its next turn.
Cunning Climber
When you make a Strength (Athletics) or a Dexterity (Acrobatics) check to scale a vertical surface, you can expend one trick die and add the trick die to the ability check. If you have a climbing speed or the Second-Story Work feature from the Thief Subclass, you instead gain 10 additional feet of climbing speed.
Cunning Detection
When you make a Wisdom (Perception) or an Intelligence (Investigation) Skill Check to determine if there are creatures beyond a door or other, similar thin barrier, you can expend one trick die and add the trick die to the ability check.
Additionally, when you make an attack against an invisible creature that you can hear, you make that attack with advantage if you can't see the creature.
Display of Deadliness
When you reduce a creature to 0 hit points, you may use your reaction to expend a trick die. If you do, make a Charisma (Intimidation) skill check and add the touch die to the result. Every creature within 15 feet of you of your choice must make a Wisdom (Insight) Skill Check against your Charisma (Intimidation) Skill Check, becoming Frightened until the start of your next turn on a failure.
Deflect Strike
If a creature within 5 feet of you is the target of a weapon attack, you can roll a trick die and add your Dexterity modifier to the result, reducing the damage of the attack by the amount rolled. If you reduce the damage to 0, you have advantage on your next attack roll against the creature that made the attack.
Devious Fortitude
When you make a Constitution saving throw, you can use your reaction to roll your trick die and add the result to the saving throw, potentially turning a failure into a success.
Iron Will
When you make a Wisdom saving throw, you can use your reaction to roll your trick die and add the result to the saving throw, potentially turning a failure into a success.
Linguistic Mimic
You can expend a trick die to perfectly mimic a creature's voice. Until you stop mimicking that creature's voice, you cannot use any of your trick dice for any other tricks.
Potent Poisoner
By expending a trick die when you poison food, drink, or a weapon, you can add the result to the DC of the poison when a creature is affected by that dose of the poison.
Quick Reaction
When you roll Initiative, you can expend a trick die and add the result to your initiative roll. If you were surprised, you may instead spend a trick die to not be surprised.
Quickfooted
When you would be knocked prone, you can use your reaction to expend a trick die to avoid being knocked prone.
Taunt
As an action, you can expend a trick die to target a creature. Make a Charisma (Deception) Skill Check and add the trick die to the result. The target creature must make a contested Wisdom (Insight) Skill Check. On a failure, the creature must use its next turn to move towards you and, if possible, attack you. This attack is made with disadvantage.
Trap Sense
You have advantage on saving throws against traps, and traps have disadvantage on their attack rolls against you. If you take damage from a trap, you can roll a trick die and add your Dexterity modifier to the result, reducing the damage by the amount rolled.
Tumble
When you are the target of an opportunity attack, you can spend a trick die to roll that die and add it to your AC against that attack, potentially turning a hit into a miss.
Unassuming
When a creature makes a melee attack against you while there is another creature hostile to it within its reach, you can use your reaction to roll a trick die and add the roll to your AC against that attack, potentially turning a hit into a miss.
Unflappable
When you have disadvantage on a Charisma (Deception) or a Charisma (Persuasion) Skill Check, you can spend a trick die to cancel that disadvantage.
Vanish
When you take the Hide action, you can expend your trick die to move up to half of your movement speed as part of the Hide action.
Martial Talents
Also at 2nd level, you gain access to Martial Talents. Refer to the list on page 23 for a list of options. At 2nd level, you learn 2 Martial Talents. You learn an additional Martial Talent at 5th, 8th, 11th, 14th, 17th, and 20th level.
When you gain a level in this class, you may substitute one Martial Talent for a different one for which you meet the prerequisites.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Steady Aim
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
You cannot use the Steady Aim and Power Attack features on the same attack.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
If your DM allows the use of feats, you may instead take a feat.
Martial Versatility
At 4th level and again whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do the following, as you shift the focus of your martial practice:
- Replace a fighting style you know with another fighting style available to rogues.
- You can replace one battle maneuver or martial strike you know with a different maneuver or strike.
- If you have any Arcane Shot options from the Arcane Marksman Fighter archetype, you can replace one of those options with a different one.
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.
Power Attack
Once per Turn when you make an attack, you can take a penalty equal to your proficiency bonus to that attack. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus.
Evasion
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.
Master Rogue
Also at 20th level, your Dexterity and Constitution or Intelligence (your choice) scores are increased by 2. Your maximum for these scores is now 22.
Arcane Trickster
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
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.
Spells Known. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard 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.
You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long Rest.
Arcane Trickster Spellcasting Table
Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
1st | — | — | — | — | — | — |
2nd | — | — | — | — | — | — |
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 12 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Assassin
You focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
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.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
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 mannerism.
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 that you have observed for three minutes or more just before making the attack, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature dies or is reduced to 1 HP and paralyzed (your choice). On a successful save, the target takes double damage.
You must finish a short or long rest to use this ability again.
Inquisitive
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
Ear for Deceit
When you choose this archetype at 3rd level, you develop a talent 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 can 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.
Reliable Eye
Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) checks you make.
Unerring Eye
Beginning 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 Proficiency Bonus, 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.
Mastermind
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
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 within 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
- Skill Proficiencies (if any)
- 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 succeeding on 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.
Phantom
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?
Whispers of the Dead
At 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, 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
Starting 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
Starting 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
Beginning 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's Friend
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 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.
Scout
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.
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.
At 13th level, you can move your full speed instead.
Survivalist
Also 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 20 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. This speed increase grows by another 5 feet at 13th and again at 17th level.
Additionally, you can pass through a space occupied by another creature if it is at least one size larger than you.
Finally, if you avoid all damage from a spell or other effect with your Evasion class feature, you can move up to 15 feet away from the creature that forced you to make that saving throw.
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. This attack cannot benefit from Steady Aim or Power Attack.
Soulknife
Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
Psionic Power
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
Starting 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
Beginning 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
Starting 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
At 17th level, you can sweep your Psychic Blades 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.
Swashbuckler
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
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.
Also at 3rd level, you gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use 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. Once per Turn, if you miss with an attack roll, you can roll it again with advantage.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all uses at the end of a Long rest.
Thief
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
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.
Rogue Martial Talents
Arcane Greed
Prerequisites(s): 3rd level, Arcane Trickster Archetype
You can cast identify at will, without expending a spell slot.
Arcane Sight
Prerequisites(s): Proficient in the Arcana skill
You can cast detect magic at will, without expending a spell slot.
Blademaster
Prerequisites(s): 5th level, Proficiency with at least one Martial Weapon.
Select one type of martial weapon with which you are proficient. While you are wielding this weapon, it counts as magical for the purpose of piercing resistance and immunity.
Carnie
Prerequisites(s): Thrown Weapon Fighting Fighting Style
The ranges of any weapon you use with the Thrown property are doubled when you throw that weapon.
Deadly Dance
Prerequisites(s): 3rd Level, Swashbuckler Archetype.
Once per Turn, if you deal damage to a creature, you can instantly move up to half your movement speed. This movement does not provoke attacks of opportunity.
Deathstroke
Prerequisites(s): 3rd Level, Assassin Archetype.
You treat a roll of a 1 on any Sneak Attack Dice you roll as a 2 instead.
Duel of Honor
Prerequisites(s): Proficient in the Deception or Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast compelled duel at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Elemental Protection
Prerequisites(s): 5th level, Constitution 18 or higher.
You can cast absorb elements at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest.
Expert
Prerequisites(s): N/A
You choose one Skill or Tool with which you gained proficiency from this Class. You add double your profociency bonus when you make an ability check using this skill or tool. This talent can be taken up to two times, and you must choose a different skill or tool to benefit from this Talent for each.
Giantslayer
Prerequisites(s): N/A
You gain a climbing speed equal to your walking speed if you don't already have one. If you already have a climbing speed, your movement is increased by 30 feet while using it. You can use your climbing speed to scale creatures that are at least one size larger than you. At the start of each of your turns while you are climbing this creature, you must make a Strength (Athletics) skill check contested by a Strength (Athletics) skill check from the creature you are climbing.
While you are climbing a creature in this way, you have advantage on your melee attack rolls against it while that creature has disadvantage on attacks against you. The creature you are climbing has advantage on a Strength (Athletics) Skill Check made to grapple you while you are climbing it.
Hard Landing
Prerequisite(s): Constitution 14 or higher.
You halve any falling damage you take. At 10th level, you reduce any damage you would take from falling to 0.
Mighty Blows
Prerequisites(s): 10th level, Strength or Dexterity 18
Once per turn, when you deal damage with a Melee Weapon Attack or Unarmed Strike, you can deal extra damage equal to your Proficiency Bonus.
Mythical Charm
Prerequisites(s): Proficient in the Persuasion Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast charm person at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Pincer Strike
Prerequisites(s): 10th level, Strength OR Dexterity 18 or higher, Two-Weapon Fighting Fighting Style, Twin Strikes Martial talent
When you engage in two-weapon fighting using two of the same type of weapon and make a Power Attack with the weapon in your primary hand, you can use your Reaction to strike with your offhand weapon as if it gained the bonus from Power Attack. You must finish a Long Rest to use this talent again.
Poison Blade Strike
Prerequisites(s): 3rd level, Mastermind Archetype
When you deal damage with a Melee Weapon with the Light property that has poison applied to it, the damage you deal is increased by 1d6 of the weapon's damage type.
You can expend a Trick Die when you use this feature to force the creature to make its saving throw against the poison with disadvantage and add the Trick Die's roll in poison damage to the damage you deal with your attack.
Precision Shot
Prerequisites(s): Archery Fighting Style
When you use your Power Attack feature with a weapon that benefits from the Archery fighting style, you can take a penalty to damage equal to your proficiency bonus to gain a bonus to your attack roll equal to your proficiency bonus instead of the normal penalty and bonus, and you score a critical hit on a 19 or 20.
Psychic Surge
Prerequisites(s): 3rd level, Soulknife Archetype
If you roll the maximum value on a Psionic Energy die, you do not expend that die. You may use this talent a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.
Reliable Tricks
Prerequisites(s): 2nd level
If you roll a 1 on your trick die, you may re-roll that die once and must take the new result.
Scathing Words
Prerequisites(s): Proficient in the Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast silvery barbs (SCoC) at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent). You cannot give the advantage granted by this spell to yourself.
Scout's Mark
Prerequisites(s): 3rd level, Scout Archetype
You can cast hunter's mark spell at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest.
Silent Hands
Prerequisites(s): 3rd level, Thief Archetype
When you make a Skill Check that benefits from your Fast Hands feature, you have advantage on that Skill Check.
Superhuman Leap
Prerequisites(s): Proficient in the Athletics skill.
Your jumping distance and height are tripled, and if you would land within 5 feet of a creature you can force that creature to make a Dexterity saving throw against 8 + your Strength modifier + your proficiency bonus or take 1d6 Bludgeoning damage for every 10 feet you fell vertically onto them.
Superhuman Strength
Prerequisites(s): Proficient in the Athletics skill.
The amount of weight you can carry, push, pull, and lift is doubled.
Superhuman Swimmer
Prerequisites(s): Proficient in the Athletics skill.
You can hold your breath for three times as long, and you gain a swimming speed equal to your walking speed if you do not already have one.
The Talking Dead
Prerequisites(s): 3rd level, Phantom Archetype
You can cast speak with dead at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest.
Thrown Weapon Mastery
Prerequisites(s): 10th level, 18 Strength or Dexterity, Thrown Weapon Fighting Fighting Style, Carnie talent
When you throw a weapon with the Thrown property, you can throw a Dagger at the same creature as a reaction provided you have one on your person.
Tricky Skills
Prerequisites(s): 2nd Level
Whenever you make a Skill Check, you can expend a Trick Die to roll that die and add the amount rolled to the result, potentially turning a failure into a success. If a Trick would grant you the same benefit, you must choose this talent or that trick; the two dice do not stack, and you cannot expend two dice on the same Skill Check.
Twin Strikes
Prerequisites(s): Two-Weapon Fighting Fighting Style
When you engage in two-weapon fighting using two of the same type of weapon, you deal +1 damage with both weapons. For example, if you were wielding two Shortswords, you would gain this bonus but if you were wielding a Shortsword and a Dagger you would not.
Unarmored Defense
Prerequisite(s): Do not have the Spellcasting or Pact Magic features.
When not wearing armor, your AC is calculated as 10 + your Dexterity Modifier + your Intelligence modifier. You do not benefit from this talent if you are wearing a shield.
Unerring Ear
Prerequisite(s): 3rd Level, Inquisitive Archetype
You have advantage on Wisdom (Insight) Skill Checks that benefit from your Ear for Deceit Feature.
By expending a Trick Die, you can instead automatically know if a creature tells a lie to you (though you do not know the nature of the lie or what they have said that is the lie, only that they have lied to you).
Worldly Warrior
Prerequisite(s): Intelligence 14 or higher.
You can speak, read and write two additional languages of your choice.
Credits
Art (In Order)
- yukako_(toyoyuki)
- lizchief (Dead Source)
- Houtengeki
- hella p
- drogod
- 烏撒Utharr
- val (escc4347)
- ふ
- CGlas
- muju
- less
- popopoka
Other
Changes: Me, SmugCoffeeMan
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Changelog
1.01
- Power Attack now scales with Proficiency Bonus.
- Power Attack can now be used with Steady Aim.
1.02
- Added a new feature at 2nd level - Roguish Tricks.
- Added a list of Roguish Tricks.
1.02.1
- Fixed a language conflict within the descriptive text of Skill Tricks.
- Elaborated when new Skill Tricks and Trick Dice are earned.
- Power Attack has been improved. It is now -Prof Bonus/+ (Prof bonus x 2).
1.03
- Added Martial Talents to Rogue.
- Updated formatting.
1.04
- You can now pick any six Skills from the available options you want instead of four from a list.
- You also gain two additional Tool Proficiencies of your choice.
1.05
- New Feature - Master Rogue
- New Feature - Martial Versatility
- One new fighting style