2024 D&D Rogue Revisited

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2024 D&D Rogue Revisited (WiP)

Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a versatility that is the cornerstone of any successful adventuring party.

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them broad capabilities that few other characters can match. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, Rogues prioritize subtle strikes over brute strength. A Rogue would rather make one precise strike than wear an opponent down with a barrage of blows. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue’s relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.

Creating a Rogue

Class Group: Specialist
Primary Ability: Dexterity, Wisdom

To create a Ranger, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Starting Equipment” section, and if you’re using the multiclassing rules, see the “Multiclassing and the Ranger” sidebar.

Then look at the Ranger table to see the class features you get at each level in this class. The descriptions of those features appear in the “Ranger Class Features” section.

Hit Points

Hit Dice: 1d8 per Rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier

Proficiencies

Saving Throws: Dexterity, Intelligence
Skills (Choose 4): Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
Weapons: Simple Weapons, Martial Weapons that have the Finesse Property
Tools: Thieves’ Tools

Armor Training

Light Armor

Starting Equipment

You start with the following items, plus anything provided by your background.

  • A rapier or a shortsword
  • A shortbow and quiver of 20 arrows or a shortsword
  • A burglar's pack, a dungeoneer's pack, or an explorer's pack
  • Leather armor, two daggers, and thieves' tools

Alternatively, you can start with 4d4 × 10 gp to buy your own equipment instead.

©Dragoncrown Games
Rogue
Level Proficiency Bonus Features Sneak Attack
1st +2 Sneak Attack, Thieves Cant 1d6
2nd +2 Cunning Action, Cunning Strike, Expertise 1d6
3rd +2 Rogue Archetype, Steady Aim 2d6
4th +2 Character Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Archetype Feature 3d6
7th +3 Evasion, Expertise 4d6
8th +3 Character Improvement 4d6
9th +4 Skulker's Eye 5d6
10th +4 Archetype Feature 5d6
11th +4 Reliable Talent 6d6
12th +4 Character Improvement 6d6
13th +5 Devious Strikes 7d6
14th +5 Archetype Feature 7d6
15th +5 Canny Opportunist 8d6
16th +5 Character Improvement 8d6
17th +6 Slippery Mind 9d6
18th +6 Elusive 9d6
19th +6 Character Improvement 10d6
20th +6 Stroke of Luck 10d6
Multiclassing and the Rogue

If your group uses the multiclassing rules in the Player’s Handbook, here’s what you need to know if you choose Rogur as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a score of at least 13 in the Rogue’s primary ability, Dexterity, to take a level in this class or to take a level in another class if you are already a Rogue.

Proficiencies Gained. If Rogue isn’t your initial class, here are the proficiencies you gain when you take your first Rogue level: Thieves’ Tools and one skill of your choice from the Rogue’s skill list.

Armor Training. When you gain your first Rogue level, you gain Light Armor training.

Rogue Class Features

As a Rogue, you gain the following class features when you reach the specified levels in this class. These features are listed on the Rogue table.

1st Level: Sneak Attack

You know how to turn a foe’s distraction into a deadly opening. Once per turn, you can deal extra damage to one creature you hit with an attack roll if you’re attacking with a Finesse or Ranged weapon and if at least one of the following requirements is met:

Advantage. You have Advantage on the attack roll.

Ally Adjacent to Target. At least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

To determine the extra damage, roll a number of d6s equal to half your Rogue level (round up), and add the dice together. The extra damage’s type is the same as the weapon’s Damage Type.

1st Level: Thieves' Cant

You know Thieves’ Cant, the flash cloves wit since kiddies (the secret language that rogues learn early into their practice). Canting is not a true language with grammatical rules or set dictionaries. Rather, it is a way to conceal a conversation using slang, allusions, euphemisms, puns, portmanteaus, gestures, and other clever linguistic means. Thus, magic that reveals literal interpretations, such as the Comprehend Languages spell, not only fail to translate the cant’s true meaning, but might even obscure it further.

If you are acquainted with a specific creature who does not know thieves' cant, you can also improvise canting phrases and signs to disguise messages intended only for that target.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

2nd Level: Cunning Action

Your fast thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

2nd Level: Cunning Strike

You have developed shrewd ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Feint effect, remove 1d6 from the Sneak Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.

  • Distract (Cost: 1d6) The target must succeed on a Wisdom saving throw or the next attack a creature other than you makes against it has advantage until the end of your next turn.
  • Feint (Cost: 1d6) The target has disadvantage on the next attack it makes against you until the end of your next turn.
  • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks. This does not count towards your movement for the turn.

At Higher Levels. When you reach 9th level in this class, you can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

2nd Level: Expertise

You gain a proficiency in two separate skills you're already proficient with, or with thieves' tools and one skill you're already proficient with.

At Higher Levels. You gain the benefits of this feature again at 6th level, as shown on the Rogue table.

3rd Level: Rogue Archetype

You gain a Rogue archetype of your choice. If you are unsure which one to pick, consider selecting the Thief archetype.

An archetype is a specialization that grants you special abilities at certain Rogue levels. For the rest of your career, you gain each of your archetype’s features that are of your Rogue level and lower.

3rd Level: Steady Aim

You can sacrifice your mobility to look for an opening in the enemy's defenses. As a bonus action, you can give yourself advantage on your next attack roll until the end of your current turn. You can only use this feature if you haven't moved during this turn, and once you use it, your speed is 0 until the end of the current turn.

At Higher Levels. Starting at 12th level, your speed is halved until the end of the current turn when you use this feature, instead of being reduced to 0.

4th Level: Character Improvement

One Ability Score of your choice increases by one (to a maximum of 20) and you gain one feat of your choice for which you qualify.

At Higher Levels. You gain the benefits of this feature again at 8th, 12th, 16th and 19th level, as shown on the Rogue table.

5th Level: Uncanny Dodge

When a creature that you can see hits you with an attack, you can use your reaction to halve that attack's damage against you.

7th Level: Evasion

You can nimbly dodge out of the way of certain dangers. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.

9th Level: Skulker's Eye

You have advantage on Investigation and Perception checks to find hidden traps, doors, mechanisms, and other concealed features within 30 feet of you, provided they are not camouflaged by magical means.

In addition, you can now use Cunning Action to take the Search action as a Bonus Action.

11th Level: Reliable Talent

You have refined your talents until they approach perfection. Whenever you make an ability check that uses a skill or Tool proficiency that you have Expertise or Mastery with, you can treat a d20 roll of 9 or lower as a 10.

13th Level: Devious Strikes

You have practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

  • Bushwhack (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. If the target can see you or is aware of your position when you hit it with your Sneak Attack, it has advantage on the save.
  • Cheap Shot (Cost: 3d6). The target must succeed on a Constitution saving throw, or it has the Dazed condition until the end of its next turn.
  • Pocket Sand (Cost: 4d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

15th Level: Canny Opportunist

You are quick to profit from any opening and advantage you can get. You can take an additional bonus action on your turn, or an additional reaction until the beginning of your next turn.

You can use this feature a number of times equal to your Dexterity modifier, and regain all expended uses when you finish a short or long rest.

17th Level: Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

18th Level: Elusive

You are so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

20th Level: Stroke of Luck

You have an uncanny knack for succeeding when you need to. If you fail a d20 Test, you can turn the roll into a 20. Once you use this feature, you can’t use it again until you finish a Short Rest.

Rogue Archetypes

A Rogue archetype is a specialization that grants you special abilities at certain Rogue levels, as specified in the archetype.


Proficiency, Expertise, and Mastery

While creating your character or upon gaining new levels, you might gain a skill or tool proficiency you already have more than once. If you do, that proficiency is upgraded to expertise the second time you gain that proficiency, or to a mastery the third time you gain it and beyond. The listed bonuses are added to your standard proficiency bonus.

Expertise. You have a +2 bonus on d20 tests made with a skill or tool proficiency you have expertise with.

Mastery. You have a +3 bonus on d20 tests made with a skill or tool proficiency you have mastery with.

Any passive scores you have, such as Perception, also benefit from this extra bonus.

Arcane Trickster

Some Rogues enhance their fine-honed skills of stealth and agility with Arcane spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters, mischief-makers, or adventurers.

3rd Level: Magic Fingers

You always have the Mage Hand cantrip prepared, and you can cast it and control its hand as a bonus action, instead of an action.

At Lower Levels. If you chose this archetype upon character creation, you can gain this feature at 2nd level, instead of at 3rd level.

3rd Level: Slick Legerdemain

When you cast the Mage Hand cantrip, you can make its spectral hand invisible when you cast it, and you can use Thieves’ Tools and make Sleight of Hand checks through it.

3rd Level: Spellcasting

You have learned to cast spells by dabbling in arcane knowledge. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.

Spellbook. You have a spellbook containing all the spells you know. It starts with two cantrips and four 1st-level spells of your choice from the Arcane spell list, three of which must be Illusion or Enchantment spells. On your adventures, you might find other Arcane spells that you can copy into your spellbook (see "Spellbooks").

Instead of choosing, you can have your book start with the following spells:

  • Cantrip. Minor Illusion and Poison Spray.
  • 1st Level. Charm Person, Disguise Self, Feather Fall, and Hideous Laughter.

Prepared Cantrips. You choose 2 cantrips from your spellbook, making them available for you to cast. You can prepare additional cantrips when you reach higher levels in this class as shown on the Prepared Cantrips column of the Arcane Trickster table.

Spell Slots. The Arcane Trickster 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 expended Spell Slots when you finish a Long Rest.

Prepared Spells of 1st+ Level. You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose three 1st-level spells from your spellbook.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose more spells from the Arcane spell list until the number of spells on your list matches the number on the table.

The chosen spells must be of a level for which you have spell slots. For example, if you’re a 7th-level Rogue, your list of prepared spells can include five Arcane spells of 1st or 2nd level, in any combination.

If another Arcane Trickster feature gives spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this Spellcasting feature and they don’t have to be in your spellbook.

Changing Your Prepared Spells. Whenever you finish an Extended Rest, you can replace one of your prepared spells for another one in your spellbook that you don’t have prepared.

Spellcasting Ability. Intelligence is your Spellcasting Ability for the spells you cast with your Arcane Trickster features. In addition, you use your Intelligence modifier when setting the saving throw DC for an Arcane Trickster spell you cast and when making an attack roll with one as shown below:

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier


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

Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for the spells you cast with your Arcane Trickster features.

Learning Spells. Whenever you gain a new Rogue level, you learn two spells from the Arcane spell list of a level that you can prepare and copy them into your spellbook. At least one of those spells must be an Illusion or Enchantment spell from the Arcane spell list.

In addition, whenever you find a source to learn a new Arcane spell from—such as a spell scroll, a spellbook, or a fellow spellcaster—you can make an Arcana (Intelligence) check to learn the new spell if it is of a level you can prepare. The DC for this check is 15 plus the level of the spell you are attempting to learn. On a success, you can copy that spell into your spellbook, and you can replace a spell that you have prepared with the new spell you just leaned. On a failure, you don’t learn the spell and must continue to study it at the end of 5 cumulative long rests before you can try again.

If the source of that spell is a spell scroll, it is consumed by the learning attempt, whether you succeeded or not.

6th Level: Magical Ambush

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.

10th Level: Cunning Trickster

You gain the ability to startle targets with your Mage Hand. When you use the Distract or Feint options of your Cunning Strike, you can also target that option at a creature within 5 feet of the spectral hand.

14th Level: Arcane Larceny

You gain the ability to magically steal a spell from another spellcaster. As a reaction when a creature casts a spell that targets you or includes you in its area of effect, you can force the creature to make a saving throw against your Spell Save DC. The creature must use its spellcasting ability (Charisma, Intelligence, or Wisdom) to roll this save. On a failed save, you negate the spell’s effect against you. If the spell is of 4th level or lower, you also steal some of its magic, which you can use to cast the spell once at its lowest level without expending a spell slot.

The spell's stolen magic dissipates and is lost if you don't cast it before finishing a short or long rest, and you cannot use this stolen magic to lean the spell. Once you succesfully use this feature, you can’t use it again until you finish a Short Rest.

Spellbooks

Characters with the Spellcasting feature must have a spellbook: a repository of their magical knowledge used to learn, prepare, and record spells they know. Spellbooks can vary in content and function depending on the type of magic a spellcaster wields. While their different contents might play a role in some situations, they all follow the same game rules and are collectively referred to as spellbooks for rules purposes.

  • Spellbooks. The traditional arcane spellcaster’s spellbook contains the formulas, incantations, diagrams, and thaumaturgical notations needed for them to cast their spells. It is also a repository of a spellcaster’s notes on arcane research, magical knowledge, and insights into the fabric of the multiverse.

  • Exotic Spellbooks. While most spellcasters approach the process of studying and documenting spells according to the form of magic they practice, some break with tradition in favor of something more fitting to their fancies. For instance, a Bard might store their spells in lyricals where spell formulas are combined with complex pentameters or musical notation, a Paladin might forgo paper entirely and carry engraved rings or prayer wheels containing their orisons, or a Warlock might hide their knowledge behind artful ideograms in an illustrated codex.

Copying a Spell into the Book. When you learn a spell, you can add it to your spellbook if it is of a spell level you can prepare. For each level of the spell, the process takes 2 hours and costs 50 gp, or half as much for a cantrip. The cost represents material components you expend as you experiment with the spell to master it, as well as any supplies you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need to spend only 1 hour and 10 gp for each level of the copied spell, or half as much for a cantrip.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many spellcasters keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, a loose collection of notes scrounged together after you lost your previous spellbook in a mishap, or even an exotic spellbook unique to your character.

Assassin

An Assassin’s training focuses on the grim art of death, using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this archetype are equally useful for adventurers facing a variety of monstrous enemies.

3rd Level: Backstab

You are adept at getting the drop on your opponents. You have Advantage on Initiative rolls, and you have Advantage on attack rolls against any creature that hasn’t taken a turn during the first round of combat.

In addition, when you hit with your Sneak Attack on the first round of combat, the target takes extra damage of the weapon’s type equal to your Rogue level.

3rd Level: Deadly Strikes

You have learned how to strike at your foes in deadly ways. The following effect are now among your Cunning Strike options.

Assess Weakness (Cost 1d6). For the remainder of combat, you can use d8's to roll your Sneak Attack damage on subsequent attacks you make against the target, and you can spend those d8's to pay for Cunning Strike costs as if they were d6's.

Poison (Cost: 1d6). You strike with a poisoned weapon, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success.

3rd Level: Tools of the Trade

You have comprehensive training in the art of assassination and infiltration. You gain one proficiency each with Medicine, the Disguise Kit, and the Poisoner’s Kit.

6th Level: Skilled Infiltrator

You are adept at gaining access to places you haven’t been invited to. At the end of a short or long rest, you can use your Disguise Kit to create a disguise and either assume a false identity or impersonate another creature of a similar size and build to your own. While in a disguise, you have Advantage on Charisma checks you make to pretend being someone else.

To impersonate a creature, you must spend at least 1 hour studying that person's speech, mannerisms, and behavior. You can also mimic a creature’s handwriting if you spend at least 1 hour practicing the forgery.

In addition, you have advantage on Stealth checks made while attempting to hide in a group of people.

10th Level: Toxin Mastery

You have learned how to use poisons with maximum efficacy. You have Advantage on tool and skill checks you make concerning poisons, and whenever you deal poison damage to a creature, that damage ignores Resistance to poison.

In addition, the Poison option of your Cunning Strike now deal an extra 2d6 Poison damage whenever the target fails its saving throw.

14th Level: Fatal Strike

You have practiced new ways to use your Sneak Attack. The following effect is now among your Cunning Strike options.

Execute (cost 1d6). The target must succeed on a Constitution saving throw or take twice this attack's damage. You can only use this Cunning Strike option during the first round of combat, and no more than once on the same target.

Swashbuckler

As a Swashbuckler, you focus on the art of the blade, bringing speed, elegance, and charm to your combat style—topped off with an exquisite flourish of panache. You excel in single combat, and your methods make a duel look like a flamboyant performance.

3rd Level: Panache

You have practiced flashy ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.

Deceitful Flourish (Cost: 2d6). Until the end of your next turn, attacks you make against the target deal an extra 4d6 damage of the weapon's type on a hit.

Goad (Cost: 1d6). The target must succeed on a Wisdom saving throw, or until the end of its next turn, the target has Disadvantage on attack rolls against targets other than you and can’t make Opportunity Attacks against targets other than you.

3th Level: Rakish Daredevil

You thrive in situations that push your sharp wits and swift reflexes. As a reaction when you take the Improvise action on your turn and you fail a d20 test as part of that action, you can add 1d4 to the number rolled, potentially turning it into a success.

At Higher Levels. When you reach 8th level in this class, the die roll for this feature increases to 1d6. Starting at 12th level, when you make a d20 test as part of the Improvise action, you can treat a d20 roll of 9 or lower as a 10.

6rd Level: Cunning Riposte

Your dueling instincts are honed to exploit any opening. As a reaction when a creature within 5 feet of you misses you with an attack, you can make a melee weapon attack against that creature.

10th Level: Dashing Strikes

You have practiced new ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.

Hearten Ally (Cost: 2d6). Roll a d6 and choose a creature within 30 feet of you that can see you. That creature gains a number of temporary hit points equal to the number rolled, and that creature can add the number rolled to the next d20 test they make until the end of their next turn.

Parrying Stance (Cost: 2d6). Until the start of your next turn, you gain a bonus to your AC equal to half your proficiency bonus.

14th Level: Supreme Duelist

Your focus and impetus soar when you battle a worthy oponent. As a bonus action, you can mark one creature you can see within 30 feet of you as your dueling rival. Once on each of your turns, whenever you make a melee attack against your rival, you can immediately make one additional melee attack as part of that action.

You cannot mark another creature until your rival is reduced to 0 hit points, they yield, or the combat ends.


On the Improvise Action

When you take the Improvise action, you can try any tactic your character could feasibly attempt, but attacks you make as part of that action deal no deal damage to creatures by themselves.

For instance, if you try a trick shot to knock a mind controlling circlet off an NPC's head, that NPC takes no damage on a successful hit. However, if you try a trick shot to cut a rope holding a chandelier above an enemy, that enemy would take damage from the falling fixture—not the attack.

Thief

A mix of burglar, treasure hunter, and explorer, you are the consummate adventurer. In addition to improving your agility and stealthiness, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

3rd Level: Appraise Mark

You have a keen eye for identifying worthy targets of your dexterous fingers. As an bonus action, you can focus your attention on a creature to determine if they are carrying any vials or bottles of liquid, magic items, more than 20 gp, or other valuables. This feature does not tell you the nature or effects of any liquids and magic items a creature carries.

In addition, the following effect is now among your Cunning Strike options.

Quick Lift (Cost: 1d6). You make a Sleight of Hand check, using the target's passive Perception score as the DC for the roll. On a success, you can choose to either take one item from that creature or secretly slip one into their pockets. The item must be small enough to fit in your hand, and you cannot take an item the creature is wearing or wielding.

3rd Level: Fast Hands

Your deft fingers allow you to take your bonus action to make Sleight of Hand checks, use your Thieves’ Tools to pick a lock or disarm a trap, or take the Use and Object action as a bonus action, even if the object specifies it requires an action to be used.

3rd Level: Second-Story Work

You have trained to reach especially hard-to-reach places, gaining the following benefits:

  • You gain a Climb Speed equal to your Speed. If you already have a climbing speed, it increases by 10 feet.
  • You have Advantage on Athletics checks made to climb difficult surfaces.
  • You can choose to use your movement to climb across a ceiling as if it was a difficult surface, provided there is at least one handhold during the move, but you fall if you end your turn there without a handhold.
  • Your jump distance is determined by your Dexterity, rather than your Strength.

6th Level: Supreme Skulker

You are an expert at slinking around in the shadows. You have advantage on a Stealth checks if you move no more than half your speed on the same turn

In addition, the following effect is now among your Cunning Strike options.

Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

10th Level: Seasoned Burglar

Your senses have been sharpened to always be in the lookout for danger. You gain a proficiency in the Perception skill, in addition to the following benefits:

Trap Sense. As a reaction when you or a creature you can see within 5 feet of you triggers a nonmagical trap, you can delay that trap's activation until the end of your next turn.

Watchful Lookout . As a reaction when you roll initiative, you can end the Surprised condition on yourself or one creature of your choice within 30 feet of you.

14th Level: Thief's Reflexes

You are adept at laying ambushes and quickly escaping danger. Whenever you roll initiative and are not Surprised, you can choose to take two turns during the first round of that 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 again until you finish a long rest.

 

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