You are on page 1of 3

move toward a destination you choose.

That end gently


Introduction moves 10 feet on your turn when you first command it
“There’s not much more I can teach you” The old thief and 10 feet on each of your turns until reaching its
remarks as he hands you his trusty blade. “If you destination, up to its maximum length away, or until
remember everything, you’ll never get caught” he turns you tell it to stop.
around and heads back into the den, a warm fire next
Feat
to his favorite chair. “You know, this chair was the first
thing I ever bought with my first score… what do you Master Burglar
think you’ll purchase?” he raises an eyebrow You are adept at getting into places you shouldn’t be in,
pondering. and gain the following benefits.
You wonder, there’s not much in this life you want. The - When you attempt to climb a difficult surface,
knowledge is enough for an adventurer like you. you can treat a d20 role of 9 or lower as an 10.
“I want to be the best rogue anyone ever knew” you - Your climbing speed increases by 10 feet.
utter. He sighs, and stares into you with intensity. “The - You can use thieves tools in an attempt to carve
greatest thieves gather no fame. Have you ever heard out a hole in a glass window, as if making a
the story of the greatest heist ever pulled?” check to open a lock.
“No” you respond
“Of course you haven’t. No one has.”

“Lessons of the Thieves” is a new homebrew pack jam


packed with fresh rogue-like abilities ready to be added
to your dungeons and dragons game. This collection
includes two new spells “Climbing Rope”, and
“Disappearing Act”, two new feats “Master Burglar” and
“Throwing Weapons Master”, and a Rogue Subclass
“Quickfoot”. We hope you enjoy this homebrew expansion
for Dungeons and Dragons 5e.

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

Throwing Weapons Master


You know how to use throwing weapons in ways few
others would consider. When throwing a weapon, you
gain the following benefits:
- You can throw any weapon with the light
property that you are proficient in at a range of
30ft/60ft, as a thrown weapon
- When you hit with a thrown weapon that deals
bludgeoning damage, you can attempt to stun
the target instead of dealing damage. The target
of the attack must succeed on a constitution
saving throw equal to 8 + your Dexterity
modifier + your proficiency bonus, or be
stunned. This stun lasts until the target takes
damage or at the end of their next turn.
Roguish Archetype Quick Strikes
Quickfoot 17th-Level Quickfoot Feature
At 17th level, you strike vitals with stunning speed. If
you are holding two weapons with the light property,
Blessed by the fey, these rogues use their affinity to
you may also make an offhand attack as part of your
quicklings to surprise their opponents with speed and
attack action. This offhand attack may benefit from
cunning. Whether they trained with the fey, or it was
your sneak attack, even if it has already been used this
simply something they were born with, these rogues
turn.
find these skills useful in both combat and everyday
life.

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

You might also like