Adjusted Roguish Archetypes

by arh12

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Player's Handbook Archetypes

Arcane Trickster

Arcane Trickster

Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd Mage Hand + 2 3 2
4th Mage Hand + 2 4 3
5th Mage Hand + 2 4 3
6th Mage Hand + 2 4 3
7th Mage Hand + 2 5 4 2
8th Mage Hand + 2 6 4 2
9th Mage Hand + 2 6 4 2
10th Mage Hand + 3 7 4 3
11th Mage Hand + 3 8 4 3
12th Mage Hand + 3 8 4 3
13th Mage Hand + 3 9 4 3 2
14th Mage Hand + 3 10 4 3 2
15th Mage Hand + 3 10 4 3 2
16th Mage Hand + 3 11 4 3 3
17th Mage Hand + 3 11 4 3 3
18th Mage Hand + 3 11 4 3 3
19th Mage Hand + 3 12 4 3 3 1
20th Mage Hand + 3 13 4 3 3 1

Arcane Trickster Spell list

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Encode Thoughts
  • Friends
  • Green-Flame Blade
  • Guidance
  • Gust
  • Light
  • Mage Hand
  • Magic Stone
  • Message
  • Minor Illusion
  • Resistance
  • Sapping Sting
  • True Strike
  • Vicious Mockery
1st Level
  • Absorb Elements
  • Bane
  • Cause Fear
  • Charm Person
  • Disguise Self
  • Dissonant Whispers
  • Ensnaring Strike
  • Faerie Fire
  • Gift of Alacrity
  • Longstrider
  • Mage Armor
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Tasha's Hideous Laughter
2nd Level
  • Blur
  • Borrowed Knowledge
  • Crown of Madness
  • Enhance Ability
  • Gift of Gab
  • Hold Person
  • Invisibility
  • Mirror Image
  • Nathair's Mischief
  • Nystul's Magic Aura
  • Pass without Trace
  • Phantasmal Force
  • Shadow Blade
  • Silence
  • Suggestion
  • Tasha's Mind Whip
3rd Level
  • Ashardalon's Stride
  • Aura of Vitality
  • Blink
  • Catnap
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fast Friends
  • Fear
  • Flame Arrows
  • Haste
  • Hypnotic Pattern
  • Major Image
  • Slow
4th Level
  • Arcane Eye
  • Charm Monster
  • Confusion
  • Dimension Door
  • Freedom of Movement
  • Greater Invisibility
  • Mordenkainen's Private Sanctum
  • Phantasmal Killer
  • Raulothim's Psychic Lance

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level Arcane Trickster spells of your choice, two of which you must choose from the enchantment and illusion schools of magic.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more spells of 1st level or higher from the Arcane Trickster spell list. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 7th, 11th, 15th and 19th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 7th, 11th, 15th and 19th from any school of magic.

Spellcasting Ability

You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability.

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

Spell attack modifier = your proficiency bonus + your spellcasting modifier

Mage Hand Legerdemain

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.
  • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush

Starting at 6th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Spell Thief

At 10th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

Once you use this feature, you can't use it again until you finish a long rest.

Tricksy Jaunt

When you reach 14th level, You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force, wasting your bonus action. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.

Assassin

You focused your training on the grim art of death, yet those who adhere to this archetype are diverse. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

The Assassin Archetype is available to Barbarian, Fighter, Monk and Rogue.

Imposter

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. Your disguise is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Assassinate

Starting at 3rd level, You deliver death with such grace and finesse, Melee and Improvised Weapons that lack the heavy and special property are considered Finesse in your hands, as do your Unarmed Strikes.

In addition, any hit you score against a creature that is surprised is a critical hit.

Ambuscade

Beginning at 6th level, you've grown accustomed to striking first and striking fast. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Additionally, the amount of doses of potent poison now equal double your proficiency bonus.

Cloaked in Darkness

By 10th level, you are adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Moreover, when you are invisible or successfully stealthed at the start of combat you gain a surprise round.

Death Strike

Starting at 14th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take a disarm action, and the target must make a Strength saving throw. On a failed save, it releases the object you choose and appears in your hands.

Disarm save DC = 8 + your proficiency bonus + your Dexterity modifier

Second-Story Work

When you choose this archetype at 3rd level, you find that you are able to climb faster than normal; you gain a climb speed equal to your walk speed.

In addition, You use your Dexterity modifier instead of your Strength whenever you take the jump action and for calculating your passive jump height.

Supreme Sneak

Starting at 6th level, you have Advantage on every Dexterity Check (Stealth) you make, provided you aren’t wearing Medium or Heavy Armor.

Use Magic Device

By 10th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you.

You ignore all class, race, and level requirements on the use of magic items,spell scrolls and other similar items.

Whenever you use a magic item property that expends charges, roll a d6. On a roll of 6, you use the property without expending the charges.

Thief's Reflexes

When you reach 14th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Xanathar's Guide to Everything

Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

Ear for Deceit

Starting at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 9 or lower on the d20 as a 10.

Insightful Fighting

When you choose this archetype at 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Wary Eyes

At 6th level, your peripheral vision is accustomed at scanning your surroundings, keeping you prepared for anything. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. Moreover, you have advantage on any Wisdom (Perception) or Intelligence (Investigation).

Intuitive Observation

At 10th level, while your Insightful Fighting feature is applied to a creature, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Armor Class
  • Current hit points
  • Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Unerring Eye

Starting at 10th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Eye for Weakness

At 14th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, any hit you score against that creature is a critical hit.

Mastermind

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Charming Manipulator

Starting at 3rd level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Master of Intrigue

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

Moreover, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Soul of Deceit

Starting at 6th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Misdirection

Starting at 10th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack, you can use your reaction to have that attack hit one creature of your choice , other than the attacker, that you can see within 5 feet of you.

Master of Tactics

Beginning at 14th level, you excel at leading your allies with confidence that you bolster their combat prowess. Whenever you or a friendly creature within 30 feet of you makes an attack roll, the creature gains a bonus to the attack's damage equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Scout

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.

Skirmisher

Starting at 3rd level, you learn how to land a strike and then slip away. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Superior Mobility

At 6th level, your walking speed increases by 10 feet.

Moreover, you gain a climbing and a swimming speed equal to your walking speed, both benefiting from the walking speed increase.

Sudden Strike

Starting at 10th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Ambush Master

Starting at 14th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Swashbuckler

A Swashbuckler excels in single combat. You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

Fancy Footwork

When you choose this archetype at 3rd level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Rakish Audacity

Starting at 3rd level, You gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Flawless Physicality

Starting at 10th level, your relentless dedication and training have instilled an outstanding sense of precision and grace in your movements. When you make a Dexterity saving throw, you can treat a d20 roll of a 9 or lower as a 10.

Master Duelist

Beginning at 14th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

New Archetypes

Knave

Being dishonest and unscrupulous are only some of the traits you possess.

Worthy of your Name

At 3rd level, the restrictions imposed from your Sneak Attack are loosened, you can now make a sneak attack with any weapon, including improvised weapons.

Oddly Cooperative

At 3rd level, whenever you take the Dodge action you can grant an allied creature within 5 feet of the enemy creature advantage.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dodgey Git

At 10th level, you are able to use your Cunning Action to take the Dodge action. Additionally, you can still dodge even while incapacitated.

Spiteful

At 14th level, you can make an opportunity attack on an enemy creature whenever it approaches within 10 feet of an allied creature when they are within 5 feet of you.

Macabre Miscreant

Macabre Miscreant

Level Proficiency Bonus Spells Known Spell Slots Slot Level
3rd +2 2 1 1st
4th +2 3 1 1st
5th +3 4 1 2nd
6th +3 4 1 2nd
7th +3 5 1 3rd
8th +3 6 1 3rd
9th +4 6 1 3rd
10th +4 7 1 4th
11th +4 8 2 4th
12th +4 8 2 4th
13th +5 9 2 4th
14th +5 10 2 5th
15th +5 10 2 5th
16th +5 11 2 5th
17th +6 12 2 5th
18th +6 12 2 5th
19th +6 13 3 6th
20th +6 13 3 6th

Macabre Miscreant Spell list

1st Level
  • Absorb Elements
  • Arms of Hadar
  • Armor of Agathys
  • Ensnaring Strike
  • Hex
  • Longstrider
  • Mage Armor
  • Shield
  • Tasha's Caustic Brew
  • Tasha's Hideous Laughter
  • Wrathful Strike
  • Zephyr Strike
2nd Level
  • Borrowed Knowledge
  • Crown of Madness
  • Darkness
  • Enhance Ability
  • Gift of Gab
  • Flame Blade
  • Melf's Acid Arrow
  • Pass without Trace
  • Prayer of Healing
  • Shadow Blade
  • Silence
  • Steel Wind Strike
  • Web
3rd Level
  • Ashardalon's Stride
  • Bestow Curse
  • Blink
  • Counterspell
  • Crusader's Mantle
  • Dispel Magic
  • Haste
  • Hunger of Hadar
  • Remove Curse
  • Slow
  • Spirit Shroud
  • Spirit Guardians
4th Level
  • Blight
  • Evard's Black Tentacles
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Guardian of Faith
  • Mordenkainen's Faithful Hound
  • Otiluke's Resilient Sphere
  • Shadow of Moil
  • Sickening Radiance
  • Vitriolic Sphere
5th Level
  • Banishing Strike
  • Conjure Volley
  • Danse Macabre
  • Enervation
  • Holy Weapon
  • Negative Energy Flood
6th Level
  • Circle of Death
  • Contingency
  • Eyebite
  • Fizban's Platinum Shield
  • Globe of Invulnerability
  • Guards and Wards
  • Harm
  • Word of Recall

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Spell Slots

The Macabre Miscreant table shows how many spell slots you have to cast your Macabre Miscreant spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Macabre Miscreant spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 11th level, you have two 4th-level spell slots. To cast the 1st-level spell Armor of Agathys, you must spend one of those slots, and you cast it as a 4th-level spell.

Additionally, if you multiclass into Warlock with this subclass you add your total pact slots together, the level of your pact slots is based on the higher level slot. For Example you are a level 11 Macabre Miscreant and level 3 Warlock, you have four pact slots of slot level 4.

Spells Known of 1st Level and Higher

You know 2 1st-level spells from your Macabre Miscreant spell list.

The Spells Known column of the Macabre Miscreant Spellcasting table shows when you learn more spells of 1st level or higher from the Macabre Miscreant spell list. Each of these spells must be of a level for which you have spell slots, as shown on the table.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Macabre Miscreant spell list. The new spell must be of a level for which you have spell slots, and half of them must be from the abjuration or evocation school of magic.

Spellcasting Ability

You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability.

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

Spell attack modifier = your proficiency bonus + your spellcasting modifier

Grave Bolt

Starting at 3rd level, you have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn.

Lessons From Past Lives

Starting at 3rd level, you recall talents others have had in their previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest.

Echos of the Dead

Starting at 6th level, you learn how to better listen and take to heart the teachings of departed around you. Whenever you finish a short or long rest, you can call forth and bond with a spirit, you gain the following additional benefits depending on the type of spirit you bond with:

  • Saint. Your hit point maximum increases by an amount equal to your level in this class, and you gain the same number of hit points. When you regain hit points from a spell, you regain an additional 1d8 hit points.
  • Scholar. You have advantage on ability checks using the Arcana, History, Nature, and Religion skills. Additionally, once per turn, when you deal damage to a creature with a spell of 1st-level or higher, you can deal an additional 1d8 force damage to that creature.
  • Sword. If you use your action to cast a cantrip, you can make one weapon attack as part of that action. If that weapon attack hits, the target takes an additional 1d8 radiant damage.

When you bond with a new spirit of a different type, you immediately lose the benefits of your previous spirit and gain the benefits from the new spirit’s type.

Grave Greeting

At 10th level, once per turn when you deal necrotic damage or restore hit points, a target of your choice takes additional damage or regains additional hit points equal to your proficiency bonus.

Spirit Arbiter

At 14th level, housing numerous spirits into your body has transformed you to their arbiter. As a bonus action, you can transform into the spirit arbiter, at the start of each of your subsequent turns while in this form, you gain one of the following benefits of your choice:

  • Aegis. You feel the spirits covering you as if they were armor. You gain immunity to a damage type of your choice.
  • Foresight. You receive brief flashes of your imminent demise, steeling yourself against the oncoming assaults. Whenever you make a saving throw against an effect that deals damage, you can add half your sneak attack dice and add the number rolled to the total.
  • Rapidity. You feel lighter or rather you've become somewhat incorporeal . You gain a flight speed equal to your walk speed, your movement speed increases by 15 feet, and you do not provoke opportunity attacks.

The benefit lasts until the start of your next turn. You cannot choose the same benefit two rounds in a row.

The state lasts for 1 minute and ends early if you’re incapacitated. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

 

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