Alternate Rogue

by laserllama

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Alternate Rogue

The Rogue

The small urchin placed a stone in
the pouch of his slingshot as he fled
the inn he'd been casing. Despite the
dirt that covered his ratty clothes he
managed to infiltrate the inn and make
his way to the hidden basement. What
he discovered shocked him, and he fled
the scene to alert his guild. As the inn-
-keeper chased him down an alley, his
previously hidden snakelike eyes and fangs
glinted in the moonlight. The urchin let loose
his slingshot and felled the serpentine man.

A dwarven professor surveyed the room
around her as the dust cleared. After years,
she had finally unearthed the lost tomb of
Emperor Durin IV. Despite her age, she had overcome
a number of deadly traps to reach the burial chamber of
the long-dead dwarven Emperor. After a short pause, the treasure hunter began to assess the value of the tomb.

After a lifetime of searching, a disheveled half-elf finally stood in front of the Count who had murdered his father. For the past thirty years, the half-elf had done nothing but study swordplay, all for this moment. He drew his rapier, whispered the name of his long-dead father, and lunged forward to cross swords with the villainous Count who had ruined his life.

The three characters described above are examples of the exceptional experts known as Rogues. Using nothing but their mastery of skill and subterfuge, they are able to achieve any goals, overcome any challenges, and outwit any enemies.

Wondrous Skill

Despite their infamous reputation, the true mark of a Rogue is their finely honed skills. Whether they be a master burglar, an exceptional swordsman, or a deadly assassin, a Rogue is relentless in pursuit of perfection in their chosen field. What they lack in brute force or arcane talent they can make up for with their near-supernatural skills and signature ingenuity.

When nobles, archmages, or guilds need a job completed without fail they turn to a Rogue with a suitable set of skills. The right Rogue can open any lock, eliminate any target, and infiltrate any tomb, no matter how many traps are in the way.

Deadly Precision

Where other warriors overwhelm their foes with brutal force or flurries of strikes, Rogues leverage their cunning and exact aim to land single devastating blows on their foes. They will wait for the right moment, a foe distracted by a powerful ally or a monster caught in the throes of a spell, and when that opportunity arises, a Rogue can make a single strike count.

Some Rogues prefer to lurk in the shadows, stabbing their foes in the back while they are unaware, and others work to draw their adversary into single combat, deftly avoiding its attacks until a deadly opportunity presents itself to them.

This mindset of precision carries over into all facets of a Rogue's life. When using their thieves' tools to disarm a trap
in an ancient dungeon, they will make only the most precise movements. When stalking a mark, a Rogue will often follow them for days, learning their every routine before they make
    their move, taking their target for all they are worth.

Creating
Your Rogue

When creating your Rogue, there are a few things to consider. What skills have they chosen to master? Are they a criminal who can infiltrate even the most secure vault? Or, are they a master manipulator with a silver tongue? Or, has your Rogue combined minor magics with their talents for subterfuge?

You should also consider where your Rogue gained their exceptional skills. Were they an urchin living on the streets, forced to steal food in order to survive? Were they taken in by a thieves' guild and taught everything the guild knew? Or, are they the scion of a noble house, raised from birth as a master of political intrigue, artful swordplay, and public speaking?

Multiclassing and the Rogue

If your group uses the optional multiclassing rule, here is what you need to know when you choose to take your first level in the Rogue class.

Ability Score Minimum. As a multiclass character, you must have a minimum Dexterity score of 13 to take your first level as a Rogue, or to take a level in another class if you are already a Rogue.

Proficiencies. If Rogue isn't your initial class, here are the proficiencies you gain when you take your first level as a Rogue: light armor, one skill from the Rogue class skill list, and one set of tools.

Exploits. If you learn Exploits from more than one of your class, subclass, or other features, follow the rules and table linked below to determine the total number and size of your Exploit Dice, and the total number of Exploits Known from each feature that grants you Exploits: Alternate Martial Multiclassing.

The Rogue
Level   PB   Features Sneak
Attack
Exploits
Known
Exploit
Die
Exploit
Dice
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action, Devious Exploits 1d6 2 d4 2
3rd +2 Roguish Archetype 2d6 2 d4 2
4th +2 Ability Score Improvement 2d6 2 d4 2
5th +3 Cunning Strike, Uncanny Dodge 3d6 3 d6 3
6th +3 Cunning Action Improvement, Expertise 3d6 3 d6 3
7th +3 Archetype Feature 4d6 4 d6 3
8th +3 Ability Score Improvement 4d6 4 d6 3
9th +4 Evasion 5d6 5 d6 3
10th +4 Reliable Talent 5d6 5 d6 3
11th +4 Expertise, Ruthless 6d6 6 d8 4
12th +4 Ability Score Improvement 6d6 6 d8 4
13th +5 Archetype Feature 7d6 7 d8 4
14th +5 Blindsense (10 feet) 7d6 7 d8 4
15th +5 Expertise, Slippery Mind 8d6 7 d8 4
16th +5 Ability Score Improvement 8d6 7 d8 4
17th +6 Archetype Feature 9d6 8 d10 5
18th +6 Elusive 9d6 8 d10 5
19th +6 Ability Score Improvement 10d6 8 d10 5
20th +6 Blindsense (30 feet), Expertise, Stroke of Luck 10d6 8 d10 5

Class Features

Hit Points


  • 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, blowguns, hand crossbows, scimitars, shortswords, rapiers, and whips
  • Tools: One set of tools of your choice

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

As a Rogue, you start with the following equipment:

  • (a) a rapier, (b) a scimitar, or (c) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack or (b) a dungeoneer's pack
  • Leather armor, two daggers, and a tool set of your choice

Quick Build

You can make a Rogue quickly by using these suggestions. First, make Dexterity your highest ability score, followed by
     Charisma. Second, choose the Charlatan background.

Expertise

You master a signature set of skills and abilities. At 1st level, choose any two skill proficiencies, any two tool proficiencies, or one skill and one tool proficiency. If you were not already proficient, you gain proficiency with the two chosen skills or tools. If you were already proficient in those skills or tools, you can add double your proficiency bonus to any check you make with the chosen skills or tools.

As you gain levels in this class, you are able to specialize with additional skills. Another skill or tool proficiency of your choice gains this benefit at 6th, 11th, 15th, and 20th level.

If you already add double your proficiency bonus to a skill or tool, you cannot select it again for this feature.

Sneak Attack

Beginning at 1st level, you learn to exploit the weak points of your enemies. Once per turn when you hit a creature with an attack with a finesse or ranged weapon, you can deal a bonus 1d6 damage, so long as one of the conditions below are met:

  • You have advantage on your attack roll.
  • An enemy of your target (other than you) is within 5 feet
    of your target, and the other enemy isn’t incapacitated.

You don't gain the benefits feature if you have disadvantage on your attack roll, even if the other conditions are met.

The bonus damage of your Sneak Attack increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table above.

Thieves' Cant

Also at 1st level, you learn to speak, understand, and leave messages in Thieves' Cant, the secret jargon of the criminal underworld. You can use this secret mix of doublespeak and code words to hide messages in normal conversation which can only be understood by those who know Thieves' Cant.

You can also use your knowledge of Thieves' Cant to write and understand secret signs and symbols that convey short, simple messages. For example, you may use these symbols to mark an area as the territory of your thieves' guild, or to mark an inn as a haven for outlaws or a place to sell illegal wares.

Alternate Feature: Secret Ciphers

If your Rogue isn't a member of a thieves' guild or someone who associates with the criminal elements of your society, consider replacing Thieves' Cant with the ability to create ciphers from the Linguist Feat in the Player's Handbook.

Cunning Action

Your sharp reflexes allow you to move and adapt quicker than most. At 2nd level, choose two of the following actions: Dash, Disengage, Hide, or Use an Object. You can use one of these chosen actions as a bonus action on each of your turns.

When you reach 6th level in this class, you can use any of the four actions listed above as a bonus action on each turn.

Devious Exploits

At 2nd level, you learn to utilize various tricks that enhance your particular set of skills, both on and off the field of battle.

Exploit Dice

The Rogue table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or long rest.

Your Exploit Dice begin as d4s, and increase in size as you
       gain levels in this class, as indicated in the Rogue table.

Exploits Known

At 2nd level, you know two
Exploits of your choice from the
list at the end of this class. The
Exploits Known column of the Rogue table shows when you learn more Exploits of your choice. In order to learn an Exploit you must meet any prerequisites it may have.

When you gain a Rogue level, you can replace one Devious Exploit you know with another Exploit of your choice.

Saving Throws

If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:

Exploit save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Roguish Archetype

At 3rd level, you choose the Archetype that best reflects your skills: Arcane Trickster, Assassin, Swashbuckler, or Thief.

Also included at the end of this class description are Roguish Archetypes inspired by the official Rogue options: Inquisitive, Mastermind, Phantom, Scout, and Soul Knife.

Your Archetype grants you features at 3rd level, and again when you reach 7th, 13th, and 17th level in this class.

Archetype Exploits

Some Roguish Archetypes include a list of Exploits that all Rogues of the Archetype learn at the levels in its description. These Exploits don't count against your number of Exploits Known, and they can't be replaced when you gain a level. If you don't meet the prerequisites, you learn them regardless.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

Cunning Strike

You can exploit even the smallest weaknesses to great
effect. Beginning at 5th level, when you add your Sneak
Attack bonus to a damage roll, you can forgo some of
the bonus to use a Devious Exploit you know without
expending an Exploit Die, with the following rules:

  • It must be a Devious Exploit that you know that
    can be used as part of a weapon attack.
  • You reduce your Sneak Attack bonus damage by
    a number of d6s equal to the degree of the Exploit
  • If the Exploit normally deals additional damage, it does
    not deal any additional damage when used in this way.

For example, if you were to use this feature to use
dirty hit as part of a Sneak Attack, you would reduce
your Sneak Attack bonus damage by 2d6 since dirty
hit
is a 2nd-degree Exploit, and dirty hit would not
deal any additional damage to your target.

Uncanny Dodge

Also starting at 5th level, your precisely honed reflexes
allow you to quickly dodge, deflect, or otherwise absorb
the damage of blows that would devastate others. When
a creature that you can see hits you with an attack, you
can use a reaction to halve the damage you would take.

Evasion

Starting at 9th level, your agility lets you dodge out of the
way of certain area effects, like a dragon's fire breath or
or a lightning bolt. When an effect allows you to make a
Dexterity saving throw to take only half damage, you take
no damage on a success, and half damage on a failure.

Reliable Talent

Your skills are beyond reproach. Starting at 10th level, when you make an ability check that uses a skill or tool that you are proficient with, or an ability check that adds an Exploit Die to the result, you treat a roll of 9 or lower on the d20 as a 10.

Ruthless

Beginning at 11th level, you can use Cunning Strike to reduce your Sneak Attack bonus damage by an additional number of d6s equal to the degree of the Exploit you are using and force your target to make its saving throw with disadvantage.

For example, if you used Cunning Strike to use dirty hit, you would reduce your Sneak Attack bonus by an additional 2d6 to impose disadvantage on the Constitution saving throw.

Blindsense

Your senses have been honed to supernatural levels. Starting at 14th level, if you can hear, you are aware of the location of any invisible or hidden creature within 10 feet of you.

At 20th level, the radius of this feature becomes 30 feet.

Slippery Mind

You have acquired immense mental strength. Beginning at 15th level, whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to your
    roll equal to one roll of your Exploit Die.

Elusive

It is nearly impossible for your foes to gain the upper hand. Beginning at 18th level, so long as you are not incapacitated, no attack rolls against you can be made with advantage.

Stroke of Luck

You have a supernatural knack for finding success when you need it most. Upon reaching 20th level, when you roll a d20 for an ability check, attack roll, or saving throw, you can treat the result as a 20 on the d20. You can do so after you know the result of your roll and whether you succeed or fail.

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

Roguish Archetypes

Choose the Archetype that best reflects the skill set of your Rogue: Arcane Trickster, Assassin, Swashbuckler, or Thief.

Arcane Trickster

Where most Rogues rely solely on their exquisite set of skills, you have chosen to compliment yours with magic. Enhancing your skills and subterfuge with arcane spells, you are able to achieve wondrous feats of trickery. Most Rogues who walk the path of the Arcane Trickster tend to become pranksters, burglars, infiltrators, pickpockets, and even adventurers.

Spellcasting

3rd-level Arcane Trickster Archetype feature
When you adopt the Arcane Trickster Archetype you learn to enhance your skills and talents with minor arcane spells:

Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the Arcane Trickster spell list. You learn another cantrip of your choice at 10th level.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your 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 of your expended spell slots each time you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level Arcane Trickster spells. The Spells Known column of your Spellcasting table shows when you learn more spells of 1st-level or higher, of a level for which you have spell slots.

When you gain a level, you can replace one of your Spells Known with a spell from the Arcane Trickster spell list. The spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Arcane Trickster spells. You use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for an Arcane Trickster spell.

Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier

Spell attack modifier = your proficiency bonus
+ your Intelligence modifier

Mage Hand Adept

3rd-level Arcane Trickster Archetype feature
You have mastered your limited knowledge of the arcane. When you cast mage hand, it gains the following benefits:

  • You can choose for the spectral mage hand to be invisible.
  • You can control your mage hand with a bonus action.
  • It can stow or retrieve an object from a container worn
    or carried by another creature within range.
  • It can use any set of tools that you are proficient with.

You can perform one of these tasks without being noticed
if you make a successful Dexterity (Sleight of Hand) check against your target's Wisdom (Perception) check.

Arcane Trickster Spellcasting
Rogue
Level
Spells
Known
1st
Level
2nd
Level
3rd
Level
4th
Level
3rd 3 2
4th 4 3
5th 5 3
6th 5 3
7th 6 4 2
8th 6 4 2
9th 7 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 9 4 3 2
15th 10 4 3 2
16th 10 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 12 4 3 3 1

Trickster's Ambush

7th-level Arcane Trickster Archetype feature
You can use subterfuge to enhance the power of your spells. If you target a creature with an Arcane Trickster spell while you are hidden from it, that creature
has disadvantage on its
initial saving throw to
resist the effects of
that spell.

Arcane Distraction

13th-level Arcane Trickster Archetype feature
You use your magic to create openings in your foes' defenses. When you end your mage hand's movement within 5 feet of a creature, you can cause it to distract that creature until you use it for another purpose. While a creature is distracted by your mage hand, you have advantage on any weapon or spell attack rolls you make against that creature.

Spell Thief

17th-level Arcane Trickster Archetype feature
Rather than learn magic on your own, you can steal arcane power from others. When a creature casts a spell that targets you or includes you in its area, you can use your reaction to force it to make a saving throw against your Spell Save DC using its spellcasting ability. On a failed save, you negate the spell's effects on you and cause one of the following effects:

  • You instantly regain a combined level of expended spell
    slots equal to the level of the spell that you negated.
  • You gain the knowledge of that spell, so long as it is of a level that you can cast. You can cast that spell using your spell slots until the end of your next long rest. As part of your next long rest, you can permanently replace one of your Spells Known with the stolen spell.

Once you use this feature you must finish a long rest before you can use it again. If you have no uses left, you can expend
    a spell slot of 3rd-level or higher to use this feature again.

Arcane Trickster Spell List

Here's the list of spells you consult when you learn an Arcane Trickster spell, they are organized by spell level, not character level. The spells are from the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.

Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.

Cantrips (0-Level)

acid splash LL
booming blade LL
dancing lights
fire bolt
friends
frostbite
green-flame blade LL
gust *
light
mage hand
magic stone*
message
minor illusion
poison spray LL
prestidigitation
ray of frost
shocking grasp

1st-Level

alarm
bane
catapult *
cause fear*
charm person
color spray
comprehend languages
detect magic
detect poison & disease
disguise self
dissonant whispers
faerie fire
feather fall
find familiar
floating disk
fog cloud
grease
hideous laughter
identify
illusory script
jump
longstrider
silent image
sleep
snare *
unseen servant

2nd-Level

blindness/deafness
blur
calm emotions
crown of madness
darkness
darkvision
enlarge/reduce
hold person
invisibility
levitate
lock/unlock LL
magic aura
magic mouth
mind whip **
mirror image
misty step
phantasmal force
rope trick
see invisibility
shadow blade *
silence
spider climb
suggestion

3rd-Level

blink
counterspell LL
dispel magic
enemies abound*
fear
hypnotic pattern LL
major image
nondetection
sending
tiny servant *

4th-Level

charm monster *
confusion
dimension door
freedom of movement
greater invisibility
hallucinatory terrain
phantasmal killer

Additional Arcane Trickster Spells?

If your table uses spells from other sourcebooks, like Fizban's Treasury of Dragons, you can add any additional spells available to both the Wizard and Sorcerer to the Arcane Trickster spell list above.

Assassin

You have chosen to specialize in the grim art of death. As an Assassin, you make use of stealth, poisons, and disguises to attack your foe when they least expect it. Those who walk this path find work as killers, spies, and bounty hunters.

Assassinate

3rd-level Assassin Archetype feature
As an assassin you are at your deadliest when your foes
don't see you coming. You gain the following benefits:

  • When you roll for initiative you can expend an Exploit
    Die, roll it, and add the result to your initiative roll.
  • You have advantage on weapon attack rolls against
    any creature that has not yet acted in combat.
  • Whenever you hit a creature that is incapacitated
    or surprised with a weapon attack that adds your
    Sneak Attack bonus, it is an automatic critical hit.

Assassin Exploits

3rd-level Assassin Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Rogue Level    Exploit
3rd    precision strike, subtle con
5th    craft minor poison, crippling strike
9th    craft greater poison

Infiltrator

3rd-level Assassin Archetype feature
You are adept at blending into places you don't belong. You gain proficiency with the disguise kit and the poisoner's kit.

Over the course of 10 minutes, you can use your disguise kit to craft a disguise that resembles a dead or unconscious humanoid as long as you have its body. A suspicious creature can make an Intelligence (Investigation) check against your Exploit save DC to attempt to see through your disguise.

Finally, you can unerringly mimic any humanoid's speech, so long as you spend at least 10 minutes observing them.

Deadly Blade

7th-level Assassin Archetype feature
You are exceptionally skilled at taking lives when conditions are right. When you score a critical hit and roll a 1 on any of your damage dice for that attack, you can re-roll those dice.

Moreover, when you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 1d6 and force it to make a Constitution saving throw against your Exploit save DC. On
a failed save, it is poisoned until the start of your next turn.

Impostor

13th-level Assassin Archetype feature
The skill with which you adopt other creatures' identities is nearly supernatural. You learn to speak, read, and write three additional languages of your choice, and whenever you make a Charisma (Deception) check to maintain your disguise you gain a bonus to your roll equal to one roll of your Exploit Die.

In addition, creatures have disadvantage on Intelligence (Investigation) checks to see through any disguise you make.

Master Poisoner

13th-level Assassin Archetype feature
Your skill with poisons exceeds that of all others who study the toxic arts. You can use any Devious Exploit you know that allows you to craft a poison (such as craft minor poison), and apply that poison to a weapon, as a bonus action.

You also learn craft advanced poison, but it does not count against your total number of Exploits Known.

Death Strike

17th-level Assassin Archetype feature
You have become a master of instant death. Whenever you add your Sneak Attack bonus to a weapon attack, you can choose for that attack to become an automatic critical hit.

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

Swashbuckler

You have focused your training on the art of the blade. Where most Rogues strike from the shadows, you prefer to face your enemies head-on, relying on your deadly skills and signature charm. When put into action, your swordsmanship resembles an elegant performance that relies on both speed and grace.

Fancy Footwork

3rd-level Swashbuckler Archetype feature
You dance about the field of battle, vexing your foes. If you make a melee attack against a creature, it cannot target you with opportunity attacks for the rest of your current turn.

Relentless Swagger

3rd-level Swashbuckler Archetype feature
You fight with unyielding confidence in yourself and your skill with a blade. When you roll initiative and are not surprised, you add your Charisma modifier to the result of your roll.

You also don't need advantage on your attack roll to use your Sneak Attack bonus against a creature so long as you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on your attack roll. All the other rules for using Sneak Attack still apply to you.

Swashbuckler Exploits

3rd-level Swashbuckler Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Rogue Level Exploit
3rd disarm, commanding presence
5th glancing blow, soothing speech
9th recruit informant

Panache

7th-level Swashbuckler Archetype feature
You have learned to knock your foes off-balance with nothing but wit and cunning words. When you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 1d6 to cause one of the following effects until the start of your next turn:

Charm. One creature within 30 feet that can see you must succeed on a Wisdom saving throw against your Exploit save DC or be charmed by you until the start of your next turn.

Taunt. The creature must succeed on a Wisdom saving throw against your Exploit save DC or, until the beginning of your next turn, it has disadvantage on attacks against targets other than you and it cannot make opportunity attacks.

Elegant Warrior

13th-level Swashbuckler Archetype feature
You move about the battlefield with an unmistakable grace. When you take the Dash action on your turn, including when you use it as part of your Cunning Action, opportunity attacks targeting you are made with disadvantage.

In addition, whenever you make a Strength (Athletics), or
Dexterity (Acrobatics), or Charisma (Performance) check you gain a bonus to your roll equal to one roll of your Exploit Die.

Master Duelist

17th-level Swashbuckler Archetype feature
Confidence in your skill with a blade lets you turn failure in combat into success. When you miss with an attack roll, you can choose to add your Charisma modifier (minimum of +1) to your attack roll, possibly turning a miss into a hit.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses each time you finish a short or long rest.

Thief

You have honed your skills in the larcenous arts. While not all Thieves are criminals, most find employ as burglars, bandits, cutpurses, and treasure hunters. Your set of skills grants you increased agility and stealth, but also abilities that are helpful for delving into dangerous ruins and using ancient artifacts.

Nimble

3rd-level Thief Archetype feature
You gain a climbing speed equal to your walking speed, and you are able to climb difficult and sheer surfaces at half your normal speed without making an ability check.

You can also use your Dexterity score,
in place of your Strength, when you
calculate your long or high
jump distance.

Quick Fingers

3rd-level Thief Archetype feature
You are masterful at pilfering pockets, especially when your mark has its guard down. When you add your Sneak Attack bonus to a melee attack, you can reduce the bonus damage by 1d6 to attempt to steal an object from your target. Make a Dexterity (Sleight of Hand) check contested by the target's Wisdom (Perception) check. On a success, you remove one object of your choice from the target's pockets, bag, pouch, belt, or one object it has on its person that it is not holding.

Finally, you can use a bonus action on your turn to make
a Dexterity (Sleight of Hand) check or to use a set of tools.

Thief Exploits

3rd-level Thief Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Rogue Level Exploit
3rd lightstep, modify device
5th dirty hit, survey dungeon
9th forgotten knowledge

   Supreme Sneak

    7th-level Thief Archetype feature
     You have advantage on Dexterity (Stealth) checks while
       moving at half your speed, and you can attempt to Hide
        even when you are only lightly obscured.

           Also, when you hit a target with an attack that adds
             your Sneak Attack bonus, you can use Cunning Strike
              to reduce the bonus by 1d6 to take the Hide action
                before the end of your turn, no action required.

             Treasure Lore

                  7th-level Thief Archetype feature
                 You have a knack for uncovering useful information
             and lost lore. Whenever you make an ability check to
             gather lore, investigate the inner workings, or assess
          the value of a magic item, treasure, or trap, you gain a
           bonus to the roll equal to one roll of your Exploit Die.

              Finally, you can use the Use an Object action to
            activate a magic item or use a spell scroll or potion.

       Use Magic Device

         13th-level Thief Archetype feature
         You have learned enough about the inner workings of
        magic objects that you can improvise the use of any
       item even when it is not intended for you. You ignore
     all alignment, class, race, and level requirements for
    the use of magic items, spell scrolls, and potions.

     Quick Reflexes

         17th-level Thief Archetype feature
           The time you've spent pilfering pockets and treasures
             has honed your reflexes to near-supernatural heights.
              You gain an additional bonus action that you can take
             on each of your turns, though, it can only be used to
           take one of the actions from your Cunning Action.

If you do not use this additional bonus action, you instead gain one additional reaction that you can use before the start of your next turn. A single effect can only trigger one reaction.

Devious Exploits

Below are the Exploits available to Rogues. If an Exploit has a prerequisite, like a minimum Ability Score or Rogue level, you can learn it at the same time you meet the prerequisites.

1st-Degree Exploits

Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by Rogues with modest training and have no level prerequisite.

Aerial Maneuver

Prerequisites: Dexterity of 11
When you fall, you can use a reaction to expend an Exploit Die to control your fall. You reduce any falling damage that you would take by an amount equal to five times your level, and when you land, you can choose to land on your feet.

Alchemical Adept

Prerequisites: Intelligence of 11
When you make an alchemist's supplies, herbalism kit, or poisoner's kit check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Arresting Strike

When you hit a target with a weapon attack, you can expend one Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes bonus damage equal to one roll of your Exploit Die and its speed is 0 until the start of your next turn.

Commanding Presence

Prerequisites: Charisma or Strength of 11
When you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.

Also, whenever you would make a Charisma (Intimidation) check, you can make a Strength (Intimidation) check instead.

Cunning Instinct

Prerequisites: Wisdom of 11
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Disarm

When you hit a creature with a weapon attack, you can expend an Exploit Die to force it to make a Strength saving throw. On a failed save, it takes additional damage equal to one roll of your Exploit Die, and it drops one item of your choice that it is currently holding on the ground at its feet.

Eloquent Speech

Prerequisites: Intelligence of 11
Whenever you would normally make a Charisma (Deception) or Charisma (Persuasion) check, you can choose to use your Intelligence in place of Charisma for that ability check.

Also, whenever you make an Intelligence (Deception) or Intelligence (Persuasion) check you can expend one Exploit Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed.

Feint

As a bonus action, you can expend one Exploit Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your attacks against it until the end of your current turn.

First Aid

As an action, you can touch a creature that has at least 1 hit point and expend Exploit Dice (up to your proficiency bonus), roll those dice, and that creature regains a number of hit points equal to the total roll + its Constitution modifier.

Inquisitive Eye

Prerequisites: Intelligence or Wisdom of 11
When you make an Intelligence (Investigation) or a Wisdom (Insight) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Lightstep

Prerequisites: Dexterity of 11
When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you
    roll the d20, but before you know if you succeed or fail.

Mechanical Insight

Prerequisites: Intelligence of 11
Whenever you make an ability check with a set of thieves' tools or tinker's tools you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after
    you roll, but before you know if you succeed or fail.

Modify Device

Prerequisites: proficiency with tinker's or thieves' tools
As an action, you can expend one Exploit Die and use either tinker's or thieves' tools to make adjustments to one trap or lock that you can touch. The DC of that trap or lock changes to equal your Exploit save DC, or increases by 5 (your choice).

To use this Exploit, the trap or lock must be deactivated or unlocked, and you must have access to its inner mechanisms. You cannot use this Exploit to modify a trap or lock that can't be reset, or one that has been destroyed beyond repair.

Precision Strike

Prerequisites: Dexterity of 11
As part of a weapon attack you can expend one Exploit Die, roll it, and add the result to your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.

Quick Quip

Prerequisites: Intelligence or Charisma of 11
While speaking, you can expend an Exploit Die to tell a short joke, quip, or another humorous anecdote. Creatures of your choice within 10 feet that can both hear and understand you forget everything you said during the 10 seconds proceeding this Exploit, and instead only remember your quip.

Creatures that are immune to being charmed are immune to this Exploit. Once you use this Exploit on a creature, it is immune to the effects of this Exploit for the next 24 hours.

Reliable Skill

Whenever you make an ability check using a skill or tool that you are proficient in and roll a 7 or lower on the d20, you can expend one Exploit Die to treat the d20 roll as an 8.

Roguish Charm

Prerequisites: Charisma of 11
As an action, you can expend an Exploit Die and force a creature within 10 feet that can hear and understand you to make a Wisdom saving throw, and it does so with advantage if you or your allies are fighting it. On a failure, it is charmed by you for 1 hour, and regards you as a friendly acquaintance for the duration. Though, it will not risk its life for you.

This effect immediately ends if you or your companions do anything harmful to the creature, and when the effect ends this way, the target realizes that it was deceived by you.

Once a creature succeeds on its saving throw against this Exploit it is immune to this Exploit for the next 24 hours.

Rustic Intuition

Prerequisites: Wisdom of 11
When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.

Scholarly Recall

Prerequisites: Intelligence of 11
Whenever you make an Intelligence (Arcana),
Intelligence (History), or Intelligence (Religion)
check you can expend an Exploit Die, roll it,
and add the result to your check. You can
do so after you roll the d20, but before
you know if you succeed or fail.

Subtle Con

Prerequisite: Dexterity or
Charisma of 11 or higher

When you make a Dexterity
(Sleight of Hand), Charisma
(Deception), or Charisma
(Performance) check
you can expend an
Exploit Die, roll it and
add it to your check.
You can do so after
you roll the d20, but
before you know if
you succeed or fail.

Sweeping Strike

When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Exploit Die and falls prone. A creature more than one size larger than you has advantage on its saving throw.

2nd-Degree Exploits

Exploits of this degree represent the absolute peak of roguish skill that is achievable without dedicated training. 2nd-degree Exploits can be learned by any Rogue of 5th level or higher.

Alchemical Oil

Prerequisites: 5th level, proficiency with alchemist's supplies
As an action, you can expend one Exploit Die and use your alchemist's supplies to craft a vial of Alchemical Oil, which retains its potency until the end of your next long rest. Upon creation, you choose either acid, cold, fire, or lightning as the damage type for that vial of oil. You cannot regain the Exploit Die spent on this oil until you expend this Alchemical Oil.

A creature can take the Use an Object action to expend the vial and apply its contents to one weapon it is holding. For the next 10 minutes, that weapon deals the damage type chosen for that Alchemical Oil in place of its normal damage.

A creature can use an action to remove the Alchemical Oil.

Blinding Debris

Prerequisites: 5th level, Dexterity of 13
As a bonus action, you can expend an Exploit Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Exploit Die and be
                                     blinded until the start of your next turn.

Craft Minor Poison

Prerequisites: 5th level, proficiency with poisoner's kit
As an action, you can expend one Exploit Die and use your poisoner's kit to craft one vial of Minor Poison, which retains its potency until the end of your next long rest. However, you cannot regain this Exploit Die until you expend this poison.

A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals poison damage in place of its normal damage, and the target must succeed on
a Constitution saving throw or it is poisoned for 1 minute.

The poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Crippling Strike

Prerequisites: 5th level
When you hit a target with a weapon attack, you can expend an Exploit Die to cripple one of its senses. It must succeed
on a Constitution saving throw or it takes additional damage equal to one roll of your Exploit Die and is blinded, deafened, or cannot speak (your choice) until the start of your next turn.

Dirty Hit

Prerequisites: 5th level, Dexterity of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Exploit Die, it falls prone, and
    it cannot take reactions until the start of your next turn.

     Exposing Strike

     Prerequisites: 5th level
   When you hit a creature with a weapon attack, you can
  expend an Exploit Die to temporarily weaken it. The first
  attack made against that creature before the beginning of
   your next turn has advantage, and on hit, that attack deals
                                                    additional damage equal to one
                                                        roll of your Exploit Die.

                                       Glancing Blow

                                                 Prerequisites: 5th level
                                              When you make a melee weapon
                                       attack and miss, you can expend one
                                        Exploit Die to instantly repeat your
                                         attack against another target within
                                         the reach of your weapon.

                              Grasp of Night

                                      Prerequisite: 5th level, Wisdom of 13
                                    In place of an attack, you can expend
                                 Exploit Dice (up to your proficiency bonus)
                                  to touch a creature, attempting to knock it
                                    out. For each Exploit Die that you spent
                                   you roll three Exploit Dice, adding your
                              Wisdom modifier to the total of all the dice.
                             If the total meets or exceeds the creature's
                           remaining hit points, it instantly falls asleep,
                      and is unconscious for 10 minutes.

                         The creature instantly wakes up if it takes
        damage or another creature uses an action on its turn
to shake or slap the sleeping creature awake.

Improvised Skill

Prerequisites: 5th level
When you make an ability check that doesn't include your proficiency bonus, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.

Soothing Speech

Prerequisites: 5th level, Charisma of 13
As an action, you can expend an Exploit Die and speak to all creatures that can hear and understand you within 20 feet, and force them to make a Charisma saving throw. On a failed save, creatures become indifferent toward creatures of your choice that they are currently hostile toward for 10 minutes.

This indifference ends if a creature takes damage, is forced to make a saving throw, or it witnesses an ally being harmed. When the effect ends, the creature becomes hostile again.

Survey Dungeon

Prerequisite: 5th level, Dexterity or Intelligence of 13
You can expend an Exploit Die to spend 10 minutes carefully examining a room you currently occupy. At the end of the 10 minutes, you gain knowledge about three of the following:

  • One trap in the area. This includes any mechanical or natural effect that was intended to harm an intruder.
  • One active spell in the area that was cast at a level
    equal to your Intelligence modifier or lower.
  • One secret compartment, door, or passageway.

Once you use this Exploit to survey a room you must finish a long rest before you can use it in that location again.

Trick Shot

Prerequisites: 5th level, Dexterity or Intelligence of 13
As a bonus action, you can expend an Exploit Die to make
a special ranged weapon attack with a weapon that has both the finesse and thrown properties.

This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not, and on hit, it deals additional damage equal to one roll of your Exploit Die.

3rd-Degree Exploits

These Exploits are masterful acts of subterfuge and skill, and can only be learned by Rogues of 9th level or higher. Each of these Exploits can only be used once per short or long rest.

Craft Greater Poison

Prerequisites: 9th level, proficiency with poisoner's kit
As an action on your turn, you can expend Exploit Dice (up
to your proficiency bonus) and use a poisoner's kit to craft a vial of Greater Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.

A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals additional poison damage equal to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution saving throw or suffer the following effects for 1 minute:

  • It has disadvantage on attack rolls and ability checks.
  • Its speed is halved, and it cannot take reactions.
  • It takes poison damage equal to one roll of your Exploit Die at the end of each of its turns.

The poisoned creature can repeat this saving throw at the end of each of its turns, ending these effects on a success.

Forgotten Knowledge

Prerequisite: 9th level, Intelligence or Wisdom of 15
You can expend an Exploit Die to spend 10 minutes focused on a person, object, or location you can see, after which, you remember a piece of lore about the thing you focused on.

This lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you have about the thing, the more precise and detailed the information you seem to remember about it.

Recruit Informant

Prerequisite: 9th level, Charisma or Intelligence of 15
You can expend an Exploit Die and spend 1 hour to recruit a humanoid Informant from a settlement you currently occupy. For this Exploit to work, there must be a willing humanoid, such as an urchin, criminal, thief, spy, or other rapscallions in a settlement of significant size, as determined by the DM.

They won't aid you in combat or risk their life for you, but they will gather information, rumors, news, and secrets in that settlement. During each long rest, they will seek you out and deliver this information if you are in the same settlement.

Your Informant remains in your service until you dismiss them or they die. However, you do not regain the Exploit Die spent on this Exploit until they leave your service.

Having more than one Informant in a settlement increases
       the accuracy and secrecy of information they can gather.

Survey Settlement

Prerequisite: 9th level, Dexterity or Charisma of 15
You can expend an Exploit Die and spend 1-hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:

  • Any active factions and faction outposts within the area.
  • Prominent buildings, gathering places, and cultural sites.
  • Powerful (CR 1 or higher) politicians or military leaders.
  • Loyalties, beliefs, rumors, and fears of the local populace.
  • Secret alleyways, doors, hideouts, or storefronts.

Once you use this Exploit to survey a settlement you must finish a long rest before you can use it in that location again.

4th-Degree Exploits

Exploits of this degree are masterful skills that can only be learned by Rogues of 13th level or higher, and each of these Exploits can only be used once per short or long rest.

Agonizing Strike

Prerequisites: 13th level, Dexterity of 17
When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with precision to inflict pain instead of dealing damage. It must succeed on a Constitution saving throw or suffer the following effects for 1 minute:

  • Any speed it has can be no higher than 10 feet.
  • It has disadvantage on attack rolls and ability checks.
  • It has disadvantage on all saving throws other than Constitution saving throws.
  • If it attempts to cast a spell, it must first succeed on a Constitution saving throw against your Exploit save DC, or the casting fails and the spell slot is wasted.

It can make a Constitution saving throw at the end of each of its turns, ending this crippling pain on a successful save.

Craft Advanced Poison

Prerequisites: 13th level, proficiency with poisoner's kit
As an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Advanced Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.

A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional acid damage equal to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution saving throw, or have disadvantage on all attack rolls and ability checks for 1 hour. If it fails by 5 or more, it is blinded for the duration.

As an action, the creature can repeat this saving throw. On a successful save, the effects end, but on a failed save, it takes additional acid damage equal to one roll of your Exploit Die.

Expert Determination

Prerequisites: 13th level
As an action, you can expend one Exploit Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add one roll of your Exploit Die to any check you make that uses that skill, without expending an Exploit Die.

Fluid Movements

Prerequisites: 13th level, Dexterity of 17
As a bonus action, you can expend one Exploit Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:

  • Your movement is unaffected by difficult terrain.
  • You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action.
  • Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
  • You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
  • Swimming or being underwater imposes no penalties
    on your movements or your attack rolls.

5th-Degree Exploits

Exploits of the 5th-degree are devious feats that rival deeds of the most cunning tricksters and archfey. These Exploits can only be learned by Rogues of 17th level or higher, and each 5th-degree Exploit you know can be used once per long rest.

Craft Masterwork Poison

Prerequisites: 17th level, proficiency with poisoner's kit
As an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Masterwork Poison, which retains its potency until the end
of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.

A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional necrotic damage equal to two rolls of your Exploit Die for each Exploit Die you spent, and the target must make a Constitution saving throw. On a failure, it has disadvantage on all ability checks, attack rolls, and saving throws until a spell of 5th-level or higher is used to neutralize the poison (such as greater restoration).

If the creature fails by 5 or more, it is incapacitated, and it cannot move or speak until it is cured of this poison.

Inconceivable Dodge

Prerequisites: 17th level, Dexterity of 19
When you take damage, you can use your reaction to expend one Exploit Die and move with supernatural agility and speed to an unoccupied space within 10 feet, somehow avoiding the triggering damaging effect as if it never affected you at all.

Mortal Blow

Prerequisites: 17th level
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with supernatural accuracy at its most vulnerable point. It must succeed on a Constitution saving throw or it is considered vulnerable to the damage of this attack. If you had advantage on your attack roll, it makes this Constitution save with disadvantage.

Regardless if the creature succeeds or fails on this saving throw, it takes additional damage of your weapon's type equal to four rolls of your Exploit Die. Finally, if the damage of this attack reduces the creature to 50 hit points or fewer, it falls prone and is stunned until the beginning of its next turn. A creature can use a Legendary Resistance to avoid this effect.

Trickster's Blessing

Prerequisites: 17th level, Dexterity of 19
When you take the Hide action, you can expend one Exploit Die to hide with inconceivable and supernatural skill. So long as there is a place to hide within 60 feet, you instantly appear in one such hidden location of your choice within 60 feet, and are automatically considered to be hidden from all spells and creatures, no matter what senses or magic they might have.

Additional Devious Exploits?

Looking for more Exploits for your Rogue? Check out the Alternate Rogue: Expanded for a multitude of additional Exploits, including options that are more fantastical in nature and mimic spell effects. Also included are eight additional Archetypes!

Additional Archetypes

Also included here are alternate Roguish Archetypes based on the official Archetypes for Rogues found in Xanathar's Guide to Everything and in Tasha's Cauldron of Everything:

   
Inquisitive Scout
Mastermind Soulknife
Phantom

Inquisitive

When there are secrets to be uncovered or a mystery to be solved, there are none more adept than the Rogues known
as Inquisitives. These experts hone their skills
of observation and deduction to heights
that rival the most potent of divination
spells. For an Inquisitive, the only thing
that stands between them and the truth is time.

Eye for Detail

3rd-level Inquisitive Archetype feature
Your perceptive abilities are a finely honed tool. When
you make a Wisdom (Insight) or a Wisdom (Perception)
check you can use your Intelligence in place of Wisdom.

In addition, you can use your Cunning Action to take
the Search action as a bonus action on your turn.
Whenever you take the Search action, you gain
information as if you spent 10 minutes searching.

Inquisitive Exploits

3rd-level Inquisitive Archetype feature
You learn certain Exploits at the Rogue levels noted in
the table below. They don't count against your number of Exploits Known and can't be switched upon gaining a level.

Rogue Level Exploit
3rd inquisitive eye, precision strike
5th exposing strike, survey dungeon
9th survey settlement

Predictive Fighting

3rd-level Inquisitive Archetype feature
You are able to observe a creature's fighting style to better predict openings in its defenses. As a bonus action, you can observe a creature within 30 feet. Make a Wisdom (Insight) check contested by its Charisma (Deception) check. On a success, you do not need advantage on your attack rolls to add your Sneak Attack bonus to weapon attacks against it
for the next minute. All other Sneak Attack rules still apply.

If you attempt to use this feature on another creature, this bonus immediately ends for any previous targets.

Insightful Strike

7th-level Inquisitive Archetype feature
Your predictive capabilities in combat have increased. When you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 2d6 to learn one of the following about the target: its highest ability score, its lowest ability score, Armor Class,
    one of its movement speeds, or one of its special senses.

Adept Investigator

13th-level Inquisitive Archetype feature
Your investigative process leaves no stone unturned. It only takes you 1 minute to use survey dungeon and 10 minutes to use survey settlement, and whenever you use these Exploits you learn a number of additional pieces of information equal to your Intelligence modifier (minimum of 1).

Finally, you can use these Exploits without expending an Exploit Die a total number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.

Unerring Sight

13th-level Inquisitive Archetype feature
Your perceptive abilities rival those of supernatural creatures. You gain Truesight to a 10-foot radius, and when you observe anything within that radius you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks.

The radius of your Truesight becomes 20 feet at 14th level, and increases again to 30 feet when you reach 20th level.

Exploit Weakness

17th-level Inquisitive Archetype feature
You perfectly exploit your foe's most vulnerable points. While Predictive Fighting applies to a creature you roll d8s in place of d6s for your Sneak Attack bonus against that creature.

Mastermind

You have put your considerable skill to work in mastering the art of manipulation. With a whisper and suggestion, you have a way of getting others to do what you want, even if it may not be in their best interest. Whether directing political gambits or allies in combat, you move others like pieces in a game.

Mastermind Exploits

3rd-level Mastermind Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Rogue Level Exploit
3rd eloquent speech, roguish charm
5th exposing strike, soothing speech
9th recruit informant

Master of Machinations

3rd-level Mastermind Archetype feature
You have gathered a set of skills to aid in your machinations. You learn to speak, read, and write two additional languages, and you gain proficiency with the disguise and forgery kits.

You wield allies as others wield a weapon. You can use the Help action as a bonus action. 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 5 feet, so long as the ally you
                                                 are helping can see or hear you.

Manipulative Intuition

7th-level Mastermind Archetype feature
You are adept at reading the motivations of others. When you spend at least 1 minute talking with or observing a creature outside of combat, you learn one of the following facts:

  • One of its ideals, bonds, flaws, motivations, or alignment.
  • It's true attitude toward you, or another creature that you observe it interacting with for the same duration.

Once you use this feature on a creature you cannot use it on that creature again until you finish a long rest. Creatures with Legendary Resistances are immune to this feature.

Potent Insight

7th-level Mastermind Archetype feature
When you use the Help action to aid an ally in attacking a creature, and their attack hits, you can use your reaction to add your Sneak Attack bonus to its damage roll. However, if you do so, you cannot use Sneak Attack on your next turn.

Devious Tactics

13th-level Mastermind Archetype feature
You have no qualms about leaving others in danger. When a creature you can see targets you with an attack, you can use your reaction to force a creature within 5 feet of you to make a Dexterity saving throw against your Exploit Save DC. On a failure, you switch places with the creature and it becomes the target of the attack. A creature can willingly fail this save.

Inscrutable Mind

17th-level Mastermind Archetype feature
  Your thoughts and dreams can't be read by magical means,
     unless you allow it. When a creature attempts to read your
      mind you can present false thoughts and motivations by
       making a Charisma (Deception) check. Finally, you gain
       immunity to both the charmed and frightened conditions.

Phantom                                              

           You have formed a mystical connection with the border
              between life and death, and serve as a gateway to the
              afterlife. You have learned to draw upon this special
              connection to gain knowledge from the dead, and by
            immersing yourself in the mystical power of death you
           gain strange abilities normally associated with spirits.

      Phantom Exploits

     3rd-level Phantom Archetype feature
    You learn certain Exploits at the Rogue levels noted in the
  table below. These don't count against your total number of
  Exploits Known and can't be switched upon gaining a level.

Rogue Level Exploit
3rd feint, reliable skill
5th exposing strike, grasp of night
9th forgotten knowledge

  Knowledge of the Grave

  3rd-level Phantom Archetype feature
  You gain one skill or tool proficiency of your choice from
  beyond the grave, and when you finish a short or long rest
  you can replace this proficiency with another of your choice.

Grave Bolt

3rd-level Phantom Archetype feature
You channel the pain and death of others into sinister magic. When you hit a creature with an attack that adds your Sneak Attack bonus, you can force another creature that you can see within 30 feet of your target to make a Wisdom saving throw against your Exploit save DC. On a failed save, roll half the number of dice you would roll for your Sneak Attack bonus (rounded up), and it takes necrotic damage equal to the roll.

Soul Trinkets

7th-level Phantom Archetype feature
You have gained the ability to siphon the energy of a departed soul. When a creature with an Intelligence of 5 or higher dies within 30 feet of you, you can use your reaction to capture a fraction of its power in a free hand, forming a Soul Trinket.

The DM determines the appearance of the Trinket, but it almost always reflects the true nature and values of the soul.

You can have a maximum number of Soul Trinkets equal to your Charisma modifier (minimum of 1), and you can't create a new Trinket while at your maximum number of Trinkets.

Having a Soul Trinket grants you the following benefits:

  • While one is on your person, you have advantage on both death saving throws and Constitution saving throws.
  • When you hit with an attack that adds your Sneak Attack bonus, you can destroy a Soul Trinket to cause that attack to deal necrotic damage in place of its normal damage.
  • When a creature fails its saving throw against Grave Bolt you can destroy a Soul Trinket and cause the creature to be frightened of you until the beginning of your next turn.
  • As an action, you can destroy a Soul Trinket to ask the soul within one question as if you'd cast speak with dead.

Ghastly Walk

13th-level Phantom Archetype feature
You can temporarily step into the realm of the dead. When you take the Dash action you can become incorporeal until the end of your current turn. While incorporeal you can move through creatures and objects as if they were difficult terrain, and you gain a temporary flying speed of 15 feet.

If you end your turn inside a solid object or creature you are instantly shunted to the nearest unoccupied space taking 1d10 force damage for every 5 feet you were forced to travel.

       Death Knell

         17th-level Phantom Archetype feature
     You have become so acquainted with death that you can
  draw upon its power with ease. When you use Grave Bolt, you can force all creatures of your choice within 30 feet to make the Wisdom saving throw, and on a failed save, they take necrotic damage equal to your Sneak Attack bonus.

Once you use this feature you must finish a short or long rest before you can empower Grave Bolt in this way again.

Scout

Unlike most Rogues, your skills have been honed in the wild. You are adept at remaining unseen, scouting ahead of allies, stalking your prey, or hunting bounties. While you are most skilled in the wilderness, you can still hold your own in the back alleys of cities and deadly dungeons like most Rogues.

Scout Exploits

3rd-level Scout Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Rogue Level Exploit
3rd arresting strike, rustic intuition
5th craft minor poison, trick shot
9th craft greater poison

Skirmisher

3rd-level Scout Archetype feature
You are always on the move, never to be caught flat-footed by your foes. When a creature ends its turn within 5 feet of you, you can use your reaction to move up to half your movement speed without provoking opportunity attacks.

Survivalist

3rd-level Scout Archetype feature
You have learned to survive, and thrive, in the wild places of the world. You gain proficiency in both Nature and Survival if you do not have it already, and whenever you make a Wisdom (Survival) or an Intelligence (Nature) check you add double your proficiency bonus to your roll.

Wilderness Adept

7th-level Scout Archetype feature
Your walking speed increases by 10 feet, and you gain both a climbing and swimming speed equal to your walking speed.

Ambush Master

13th-level Scout Archetype feature
You can add your proficiency bonus to your initiative rolls, and when you roll for initiative you can expend an Exploit Die, roll it, and add the result to your initiative roll.

Also, the first creature you hit during the first round of a combat is marked for death. Attack rolls against this target have advantage until the beginning of your next turn.

Sudden Strike

17th-level Scout Archetype feature
You strike with quiet, deadly speed. When you take the Attack action on your turn you can make one additional attack as a bonus action. You can add Sneak Attack bonus to this attack even if you have already used Sneak Attack, but you can't use Sneak Attack against the same target more than once a turn.

Soulknife

Rare amongst those who practice the roguish arts is one who has true psionic potential. When trained to unlock the psionic power within themselves, these Rogues can train to become Soulknives. Using their wondrous abilities they can manifest blades of pure mental power, communicate telepathically, and augment their considerable skills with psionic enhancement.

Psionic Awakening

3rd-level Soulknife Archetype feature
You have unlocked the wondrous potential of your mind and gained psionic abilities. Your psionic power is represented by a pool of Psi Points. You have a number of Psi Points equal to 1 + your Intelligence modifier (minimum of 2), and you regain all expended Psi Points when you finish a short or long rest. You also unlock the following wondrous psionic abilities:

Mystical Skill. When you fail an ability check you can expend 1 Psi Point to add one roll of your Exploit Die
to your roll, possibly turning a failure into a success.

Telepathic Link. As an action, you can expend 1
Psi Point to form a telepathic link with a number
of creatures equal to your Intelligence modifier
(minimum of 1) that you can see for 1 hour.
Creatures don't need to share a language, but
they must be able to speak one language to
communicate telepathically. At the end of the
hour, you can spend 1 Psi Point to extend the
duration of your telepathic link by 1 hour.

Psionic Blade

3rd-level Soulknife Archetype feature
You can manifest Psionic Blades of pure mental energy in a free hand (no action required). Your Psionic Blades use the statistics of a dagger, but they deal psychic damage in place
of piercing. You can cause your Psionic Blades to vanish at will, and when thrown, they vanish after they hit or miss. When they deal damage, Psionic Blades leave no marks.

As you gain Rogue levels, the damage die of your Psionic Blades increases to match the size of your Exploit Die.

Metaphysical Shift

7th-level Soulknife Archetype feature
You can shift your place in reality with the mystic power of your mind. As a bonus action on your turn, you can expend Psi Points to teleport 20 feet per Psi Point you expended to an unoccupied space that you can see within range.

Soul Strike

7th-level Soulknife Archetype feature
Your mind guides your blades. Whenever you make an attack with a Psionic Blade and miss, you can expend 1 Psi Point to add one roll of your Exploit Die to your attack roll.

Moreover, when you hit a creature with a Psionic Blade attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 3d6 and force the creature to make an Intelligence saving throw. On a failed save, it cannot take reactions until the start of its next turn, and can only do one of the following on its next turn: move up to its full speed, use one action, or use one bonus action.

Shimmer

13th-level Soulknife Archetype feature
You can erase your presence from the minds of others. As an action, you can veil yourself with psionic energy as if you had cast the invisibility spell on yourself. However, unlike the spell, this feature does not require your concentration.

Once you use this feature to turn invisible, you can't do so again until you finish a long rest. When you have no uses left you can expend 1 Psi Point to use this feature again.

   Mental Scourge

     17th-level Soulknife Archetype feature
        You can focus the power of your Psionic Blade to strike
           directly at your foe's mind. When you use Soul Strike
             to force a creature to make an Intelligence saving
               throw, you can reduce your Sneak Attack bonus by
                 an additional 3d6 (for a total of 6d6) to empower
                   the strike further. On a failed save, the creature is
                      stunned until the beginning of your next turn.

The Alternate

Rogue

Become the master of skill and subterfuge you were meant to be! Includes over Forty Devious Exploits and Nine Revised Roguish Archetypes.

Version 2.1.1 - Created by /u/laserllama

Want more Roguish Archetypes, Feats, and Exploits? Check out the Alt Rogue: Expanded!

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Edgelord - Falconer - Troubadour

 

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