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Rogue Optional Features
##### Rogue Optional Features | Level | New Optional Features | |:---:|:---| | 1st | Proficient, Helper, Trickster, Bare Hands, Rogue's Weapons, Thieves' Can't *(Revised)* | | 2nd | Cunning Gadgets, Cunning Brew | | 3rd | Arm Lock, Killing Spree, Stowaway, Flanker | | 4th | - | | 5th | Vicious Blind, Distraction, Leaping Dodge | | 6th | *(Proficient, Helper and Trickster improvement)* | | 7th | - | | 8th | - | | 9th | - | | 10th | - | | 11th | Reliable Help | | 12th | - | | 13th | - | | 14th | Shadowy Step | | 15th | Uncatchable | | 16th | - | | 17th | - | | 18th | Fleet Footwork | | 19th | - | | 20th | A Shadow in the Dark |
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### Arts Credit : Wizards of the Coast
> ##### Optional Features >*You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a rogue.* > >
> >*Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically.* > >
> >*Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them.*
#### Proficient *1st level feature, which replaces the Expertise feature.*
You gain proficiency in two skills, tools, weapons, or languages of your choice. You can also become proficient with shields or medium armors as part of those two proficiencies. \pagebreak When you reach 6th level in this class, you gain proficiency in two additional skills, tools, weapons or language of your choice *(it can also be shields and medium armors)*.
#### Helper *1st level feature, which replaces the Expertise feature.*
When you take the Help action, in addition to the normal benefits of this action, you can choose a skill or a saving throw in which you are proficient. If the ally you aid uses that skill or saving throw before the start of your next turn, it can add your charisma to its roll.
When you reach 6th level in this class, you can help one more ally within range as part of the same action when you take the Help action.
#### Trickster *1st level feature, which replaces the Expertise feature.*
You can use your sneak attack with spell attacks.
Moreover, you learn two cantrips from the wizard spell list. At least one of those spells must be a non-damaging cantrip. Your spellcasting modifier for these cantrips is either Intelligence or Charisma *(your choice when you gain that feature)*.
When you reach 6th level in that class, you learn a 1st level spell from the wizard's list. You can cast it once without expending a spell slot, and regain the expended use when you finish a short or a long rest.
#### Bare Hands *1st level feature, which replaces the Thieves' Cant feature.*
You can use your sneak attack with unarmed strikes and natural weapons.
#### Rogue's Weapons *1st level feature, which replaces the Thieves' Cant feature.*
When you hit with an attack made with a dagger, a dart or a blowgun, your Sneak Attack damage is increased by 1d6 for this attack.
#### Thieves' Cant *(Revised)* *1st level feature*
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~~ **know** 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. \columnbreak **You can communicate simple messages to any creature with an intelligence of 6 or higher that can see you without making any sound. It understands your message even if it doesn't share a language with you**.
#### Cunning Gadgets *2nd level feature, which replaces the Cunning Action feature.*
You gain proficiency in the Tinker's tools, and when you use a set of caltrops, an hunting trap, manacles, a lock or a set of ball bearings, you can add your intelligence to its DC if it has one mentioned.
In addition, you make attack rolls against creatures affected by an hunting trap or by caltrops with advantage, and when you finish a long rest, if you have some Tinker's tools on yourself, you can create a number of Thief's Gadgets equal to your proficiency bonus. Each gadget can be either a set of caltrops, a set of ball bearings, an hunting trap, manacles, a lock, a grappling hook or a smoke bottle. You are the only one that can use those gadgets and you can't have more gadgets on yourself than your proficiency bonus.
> ### Smoke Bottle > >
> > As an action, you can throw the Smoke Bottle to a point within 60 feet of you. The Bottle breaks there and releases a 15-foot radius sphere of thick smoke centered on that point. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
#### Cunning Brew *2nd level feature, which replaces the Cunning Action feature.*
You gain proficiency in the Alchemist's tools, and when you use a vial of acid, alchemist's fire, or poison, you can add your intelligence to its DC if it has one mentioned.
In addition, you can use your sneak attack when you make an attack with a vial of acid or alchemist's fire, and when you finish a long rest, if you have some Alchemist's supplies on yourself, you can create a number of doses of Thief's Brews equal to your proficiency bonus. Each dose can be either a dose of basic poison, antitoxin, alchemist's fire, oil, acid or potion of healing. The Thief's Brews loose their effects after 24h.
#### Arm Lock *3rd level feature, which replaces the Steady Aim feature.*
You can make special shove or grapple attacks as a bonus action. \pagebreak
#### Killing Spree *3rd level feature, which replaces the Steady Aim feature.*
When you kill a creature or score a critical hit, your next attack this turn deals an extra damage equal to half your sneak attack damage.
#### Stowaway *3rd level feature, which replaces the Steady Aim feature.*
When a creature within 5 feet of you teleports itself away, you can use your reaction to teleport in a free space within 5 feet of the new position of that creature.
#### Flanker *3rd level feature, which replaces the Steady Aim feature.*
When you are within 5 feet of an enemy, and a friendly creature is also within 5 feet of that enemy, but exactly on its other side *(on the opposite border or opposite corner of the space controlled by the enemy)*, then all of your allies have the advantage on their melee attacks against that enemy.
#### Vicious Blind *5th level feature, which replaces the Uncanny Dodge feature.*
As an action, you can blow dust in the eyes of your opponents. When you do so, each creature within a 15-foot cone must succeed a dexterity saving throw with a DC equal to 8 + your proficiency bonus + your dexterity modifier, or be blinded until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expending uses when you finish a long rest.
#### Distraction *5th level feature, which replaces the Uncanny Dodge feature.*
When you attack a creature, you can choose to distract it as part of your attack. When you do so, the target must succeed a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your charisma modifier, or until the start of your next turn, it must subtract your charisma from all of its attack rolls that target a creature other than you.
#### Leaping Dodge *5th level feature, which replaces the Uncanny Dodge feature.*
When you are targeted by an attack from more than 5 feet away, or when a spell targets an area where you are standing, you can use your reaction to make a long jump before the attack or the spell takes effect, potentially leaving the area affected, leaving the reach of the attack or getting behind a cover. You count as if you took a running start before the jump, even if you didn't move 10 feet. #### Reliable Help *11th level feature, which replaces the Reliable Talent feature.*
When you use the help action to aid a creature on a skill check you are proficient in, if it rolls a 7 or lower on its d20, it considers the result as a 8 instead. \columnbreak #### Shadowy Step *14th level feature, which replaces the Blind Sens feature.*
When you move from a hiding space to a new one, if a creature can't see you both at the start and at the end of your movement, then you are invisible to that creature for your entire movement.
*For instance, if you go from behind a wall to behind a tree 20 feet away from that wall, you are invisible during all your movement between the wall and the tree.* #### Uncatchable *15th level feature, which replaces the Slippery Mind feature.*
You can spend your bonus action to automatically end all the effects that restrain or grapple you. You can also use your bonus action to ignore all magical walls *(such as walls of fire, walls of force or force cages)* and difficult terrains until the start of your next turn. #### Fleet Footwork *18th level feature, which replaces the Elusive feature.*
When a creature attacks you with a disadvantage, it rolls 3d20 instead of 2, and it keeps the lowest result of the 3. #### A Shadow in the Dark *20th level feature, which replaces the Stroke of Luck feature.*
You gain a permanent +10 to stealth checks. In addition, you can move through a hostile creature's space and through a space as narrow as 1 inch wide without squeezing.
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