Roguish Archetypes: Rebalanced

by Frootbat

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Roguish Archetype:

Assassin Revised

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.

Trained Killer

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit, and can apply a poison to a weapon as a free action once per turn.

Additionally, whenever you make an attack with a dagger, it deals 1d8 piercing damage instead of 1d4. Finally, your sneak attack die becomes 1d8 instead of 1d6.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You add your proficiency bonus to any initiative roll, and 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.

Clean Getaway

Starting at 9th level, you become a master of escaping after your quick kills. Whenever you reduce a creature to zero hitpoints, you gain the benefits of the dodge action until the end of your next turn.

Assassins Tonic

Starting at 13th level, you learn to brew the most potent of poisons. When you finish a long rest, you can concoct a number of vials of assasin's tonic equal to your proficiency bonus. These can be applied by one of your weapon attacks or by consumption. Whenever a creature is affected by one of these poisons, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failure, it takes necrotic damage equal to half your total sneak attack damage die, or half as much on a success. These poisons ignore immunity to the poisoned condition.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature , you can force it to to 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. Once a creature fails this saving throw, you cannot use this feature again until you finish a short or long rest.

Roguish Archetype:

Inquisitive Revised

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 sharp eye make you well equipped to expose and end hidden evils.

Trained Eyes and Ears

When you choose this archetype at 3rd level, you train your senses for deception and secrets. You gain the following benefits:

  • 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.
  • You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you have advantage on your next attack against that creature, and it deals an additional 1d6 damage.

The additional damage increases to 2d6 at 11th level in this class, and to 3d6 at 17th level.

Steady Eye

At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Unerring Eye

At 13th level, your senses are almost impossible to foil. As an action, you can grant yourself Truesight with a range of 30 feet for 1 minute. You can use this feature a number of times equal to your proficiency bonus, and regain all uses 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. When you use your Insightful Fighting on a creature, declare an action. If the creature takes that action, you can use your reaction to make an attack against that creature. This attack deals an additional 3d6 damage, but cannot benefit from sneak attack.

Roguish Archetype:

Mastermind Revised

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.

Finally, you learn the Vicious Mockery cantrip, using Charisma as your spellcasting modifier, and you can add your Charisma modifier to the damage dealt.

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 60 feet of you, rather than 5 feet of you, if the target can see or hear you. Finally, if you don't use your sneak attack on your turn, the creature you helped with an attack can add your sneak attack damage dice to their damage roll.

Master of Misdirection

Starting at 9th level, you can use your uncanny dodge feature on any ally within 30ft of you.

Master of Manipulation

Starting at 13th level, your words gain an almost unnatural power. If you have spent at least 1 minute interacting with a creature, you can force it to make a wisdom saving throw. The DC for this ability equals (8 + your proficiency bonus + your charisma modifier ). On a failure, you can apply one of the following effects:

  • The creature is charmed by you for 1 hour or until you or one of your allies attack it
  • The Creature is frightened of you for 1 hour
  • The target has disadvantage on Wisom (Perception) and Wisdom (Insight) checks for 1 hour

When the effect ends or if the target succeeds on it's saving throw, it has no idea you tried to influence it. Once you use this feature on a target, they are immune to this effect for 24 hours.

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.

Master of Mortality

When you use your Master of Tactics feature, the target of the attack takes additional damage equal to your half of your sneak attack bonus.

Additionally, your Master of Tactics and Uncanny Dodge features can be used on any creature within 120ft of you.

Roguish Archetype:

Scout Revised

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. Starting at 5th level, you can use this movement whenever you use Uncanny Dodge.

Guerilla

When you choose this archetype at 3rd level, you learn the scrappy techniques to turn failure into success. 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.
Additionally, whenever you take the attack action on your turn and miss with an attack, you can make an additional attack as a bonus action.

Superior Mobility

At 9th level, your walking speed increases by 15 feet. Additionally, you gain a climbing and swimming speed equal to your walking speed.

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. Once per turn when you move at least 20 feet on your turn before making an attack, it deals an additional 4d6 damage.

Roguish Archetype:

Swashbuckler (Tweaked)

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. You gain the following benefits:

  • 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.
  • When you take the attack action and make an attack with a melee weapon with the finesse property, you can make an additonal attack with it as a bonus action.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache

At 9th level, your charm becomes extraordinarily beguiling. As a bonus 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 10 minutes. 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, your grace and finesse becomes almost supernatural. Once per round you can roll a d6 and add it to one of the following:

  • A Strength (Athletics) or Dexterity (Acrobatics) check
  • An attack roll with a melee finesse weapon
  • Your armor class agaisnt an attack made against you by an attacker you can see.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn your enemies failure into your success. Whenever you use Uncanny Dodge feature, you can make a melee attack against the attacking creature.

Roguish Archetype:

Thief Revised

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.
Additionally, when you deal sneak attack damage on your turn, you can apply one of the following additional effects to the creature:

  • The creatures speed is reduced by 10 feet until the start of your next turn.
  • The creature must make a Dexterity Saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failure, it has disadvantage on its next attack roll.
  • The creature takes additional damage equal to your Dexterity modifier.
  • The creature has disadvantage on any Wisdom check it makes until the start of your next turn.

Second-Story Work

When you choose this archetype at 3rd level, you gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

In addition, when you make a 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

Thief's Reflexes

When you reach 13th 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.

Currency of Life

When you reach 17th level, you learn to barter with forces unknown to ensure your enemies deaths. When you deal sneak attack damage to a creature, you can spend 100 gold to double the amount of sneak attack dice you roll. You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

 

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