Class: Rogue (5.5)

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Rogue


Rogues rely on skill, 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 resourcefulness and versatility that is the cornerstone of any successful adventuring party.


You must have a Dexterity score of 15 or higher in order to multiclass in or out of this class.

Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action, Dirty Tricks
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Feat
5th +3 3d6 Fancy Footwork, Uncanny Dodge
6th +3 3d6 Expertise, Rogue Archetype feature
7th +3 4d6 Evasion
8th +3 4d6 Feat
9th +4 5d6 Reliable Talent
10th +4 5d6 Feat
11th +4 6d6 Roguish Archetype feature
12th +4 6d6 Feat
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Feat
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Feat
20th +6 10d6 Stroke of Luck

Class Features

As a rogue, you gain the following 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, hand crossbows, longswords, rapiers, shortswords, yo-yos
  • Tools: Thieves' tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

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

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

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

Thieves' Cant

Also at 1st level, 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 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.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can use the Dash, Disengage, Help, Hide, or Use an Object action as a bonus action.

Dirty Tricks

Also at 2nd level, you don't fight fair, and you've learned certain tricks to combat that others would consider dishonorable. When you hit an attack and deal damage with your Sneak Attack, you can choose to forgo a number of your sneak attack dice to cause an additional effect. You remove the dice before rolling damage for your Sneak Attack, and the effect occurs immediately after the attack’s damage is dealt. You can't use more than one Dirty Trick on a single attack, unless the effect specifies otherwise. You start with the following effects, and learn more as you gain levels in this class.

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

  • Blind (1 die). You attempt to temporarily blind a creature. The target must succeed a Constitution saving throw or be Blinded until the start of your next turn.
  • Goad (1 die). You try to goad your target into focusing on you. The target must succeed a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you.
  • Trip (1 die). You try to trip the target, provided it is a Large or smaller creature. The target must succeed a Dextertiy saving throw or fall Prone.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, choosing from the archetypes on the following pages. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Feat

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you gain a Feat.

Fancy Footwork

Also at 5th level, you learn how to land a strike and then slip away without reprisal. 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.

Uncanny Dodge

At 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evaison

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. 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.

Reliable Talent

By 9th level, you have refined your chosen skills until they approach perfection. You can use any weapon action with a simple or martial weapon for which you are proficient a number of times equal to your Proficiency Bonus before needing to rest (see weapons and weapon actions).

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't Incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.


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

Archetype: Assassin


You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Assassin's Alacrity

At 3rd level, you are quick as an alley cat in a rain-dark city. You can't be surprised while you are conscious, and you have advantage on initiative rolls.

Ambush

Also at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Assassinator

Starting at 6th level, you learn deadly tricks to surprise your foes. You gain the following Dirty Trick options:

  • Silencer (2 dice). The target can't speak or provide verbal components for spells until the start of your next turn.
  • Poison (1 die). You add a simple toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target becomes Poisoned for the next minute. Creatures can repeat this save at the end of their turns, ending the effect on a success.
  • Maim (1 die). You attempt to maim a target. The target must succeed a Constitution saving throw. On a failed save, the target's speed is halved until the start of your next turn.

Impostor

At 11th level, you gain the ability to unerringly mimic another person. If you study a person or creature for at least 1 minute, you can mimic their speech or the sounds made by other creatures. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.


Additionally, you learn the Disguise Self spell, which you can cast as a ritual, requiring no spell slot or material components. You can't cast this spell except as a ritual, unless you've learned it by some other means.

Death Strike

Starting at 17th 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, the damage of your attack against that creature is doubled.

Archetype: 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.


Arcane Trickster Spellcasting
Rogue 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

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 or Higher

You know three 1st-level wizard spells of your choice on the wizard spell list, two of which you must choose from the enchantment and illusion schools.


The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. 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 8th, 14th, and 20th 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, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence 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 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.

Unfair Spells

At 6th level, you learn unfair methods to cast your spells. You gain the following Dirty Tricks options:

  • Distracting Hand (1 die). If you have a Mage Hand active, you can use it to distract a creature with it. You have advantage on attack rolls against that creature until the end of your next turn.
  • Weakening Strike (1 die). The target has disadvantage on the next saving throw it makes against a spell before the end of your next turn.
  • Reposition (2 dice). You instantly teleport up to 15 feet to an unoccupied space you can see.

Magical Ambush

Starting at 11th 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 17th 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.

Archetype: Mastermind


Your focus is on people and on the influence and secrets they have. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. You rely on your sharp eye for detail and mastery of lore, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the forgery kit, one gaming set of your choice, and one additional language of your choice.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn't Incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you 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.

Mastermind's Clues

Finally, at 3rd level, you are adept at conduction helpful investigations. When you or a creature you can see within 60 feet of you makes an Insight, Investigation, or Perception check, you can give that creature a bonus to the roll equal to your Intelligence modifier (minimum of 1).


You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses after a long rest.

Steady Eye

At 6th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Unerring Eye

At 11th 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.

Deceitful Mind

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making 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.

Eye for Weakness

At 17th 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, your Sneak Attack damage against that creature increases by 3d6.

Archetype: Soulknife


Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business.

Psionic Power

Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Power dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.


Some of your powers expend the Psionic Power die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Power dice when you finish a long rest.


When you reach certain levels in this class, the size of your Psionic Power dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).


The powers below use your Psionic Power dice.

  • Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Power die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

  • Psychic Whispers. You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Power die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

    The first time you use this power after each long rest, you don't expend the Psionic Power die. All other times you use the power, you expend the die.

Mystic Blades

Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals Psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.


After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Mystical Tactics

At 6th level, you master psionic tactics inspired by that of mystics. You learn the following Dirty Trick options:

  • Mindsteal (1 die). As a bonus action immediately after hitting the target, you can regain one expended Psionic Power die. Once you do so, you must complete a short or long rest to do so again.
  • Static (1 dice). If the target moves before the start of your next turn, it takes Psychic damage equal to one roll of your Psionic Power die.
  • Recall (2 dice). If you moved on your turn before this attack, you can teleport up to 30 feet towards the location where you began your turn.

Soul Blades

Starting at 11th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:

  • Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Power die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Power die.
  • Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Power die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Psychic Veil

At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become Invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw.


Once you use this feature, you must complete a long rest to do so again, unless you expend a Psionic Energy die to use this feature again.

Rend Mind

When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is Stunned for 1 minute. The Stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Once you use this feature, you must complete a long rest to do so again, unless you expend a Psionic Energy die to use this feature again.

Archetype: Swashbuckler


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. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Duelists and pirates typically belong to this archetype.

Weapon Dancer

When you choose this archetype at 3rd level, you gain proficiency in the Performance skill. If you are already proficient in this skill, you gain proficiency with another skill of your choice.


Additionally, while wielding a weapon that deals Piercing or Slashing damage, your proficiency bonus is doubled for any Performance check you make.

Rakish Audacity

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


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

Dirtiest Tricks

At 6th level, you master additional underhanded tactics to gain the uppper hand in combat. You learn the following Dirty Trick options:

  • Disarm (2 dice). You attempt to force the target to drop an item. The target must succeed a Dexterity saving throw or drop one item it's holding of your choice.
  • Opportunist (1 die). If the target makes a melee attack against you or a creature within 5 feet of you before the start of your next turn, you can make a melee attack against that creature as a reaction.
  • Weasel (1 die). Your speed increases by 10 feet until the start of your next turn.

Panache

At 11th 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.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Acrobatics, Athletics, or Performance check you make during the same turn.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can choose to roll it again with advantage.


Once you use this feature, you must complete a short or long rest to do so again.

Archetype: 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.

Second-Story Work

Starting at 3rd level, you've mastered the art of climbing across and falling from high places on your scores. You have a climb speed equal to your walking speed, and you have resistance to falling damage.

Fast Hands

Also at 3rd level, you gain a second Bonus Action.

Theif's Technique

At 6th level, you learn the following Dirty Tricks:

  • Disarm (2 dice). You attempt to force the target to drop an item. The target must succeed a Dexterity saving throw or drop one item it's holding of your choice.
  • Ring Around (1 die). If you are within 5 feet of the target, you instantly swap places with it, and you have a +1 bonus to your AC until the start of your next turn.
  • Supreme Sneak (3 dice). You turn Invisible until the start of your next turn. This Invisibility ends early if you attack, cast a spell, or take damage.

Use Magic Device

Starting at 11th level, in your treasure hunting, you have learned how to maximize your use of magic items. You gain the following traits:

  • You can attune to up to 4 magic items at once.
  • You ignore all class and ancestry requirements on the use of magic items.
  • You can use any spell scroll, using Intelligence as the spellcasting ability. If the spell is a cantrip or a 1st-level spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check, where the DC equals 10 + the spell’s level. On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

Thief's Reflexes

When you reach 17th 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.

 

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