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Spell
Tethering Rope
1st-level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (Any non-magical rope up to 50ft
long)
Duration: 10 minutes
Classes: Rogue (Arcane Trickster)
You imbue a non-magical length of rope with magic. As
a bonus action, you can command the rope to spring
forward up to its length and knot itself on an object or
creature. If you choose a creature it must succeed a
dexterity saving throw or become grappled by you
from the other end of the rope. The escape DC to untie
this knot is equal to your spell save DC.
While knotted to an object, the rope grants advantage
on checks made to climb it. Additionally the rope can
Spell
Disappearing Act
3th-level Conjuration
Casting Time: 1 Action
Range: 60ft
Components: V,S,M (A weapon with the light or
finesse property)
Duration: Instantaneous
Classes: Rogue (Arcane Trickster)
You choose a target within range and disappear,
reappearing behind them to strike in surprise. Choose
a location within 5 feet of your target and make a
melee spell attack, with advantage. On a hit, you deal
force damage equal to your sneak attack.
Feat
Speedy Surprise
3rd-Level Quickfoot Feature
At 3rd level, you’ve learned how to use your speed to
surprise opponents. When you use your cunning action
to dash, and move at least 30 feet on your turn, you
have advantage on attack rolls made during your turn.
Fast Feet
3rd-Level Quickfoot Feature
At 3rd level, your quick reflexes aid you in movements
both subtle and Acrobatic. You add double your
proficiency bonus to Dexterity skills you are proficient
in.. This ability stacks with expertise.
Hard to Hit
9th-Level Quickfoot Feature
At 9th level, you learn to dodge more effectively
between attacks. You may now use your cunning action
to take the dodge action.
Fey Quickness
13th-Level Quickfoot Feature
At 13th level, you gain the ability to escape deadly
situations. When a creature you can see hits you with a
melee weapon attack, you may use your reaction to
teleport to a space you can see within 15 feet of you,
after taking the damage from the attack. Moving in this
way does not provoke opportunity attacks