LEGENDARY CLASSES
‘Welcome to Legendary Classes! The next major update for
Legendary Player Characters, a supplement for Dungeons
and Dragons 5th Eulition that intends to give rules for buffing
tup players so one on one games (1 DM and 1 Player) is much
more possible!
[Now of course, let me start by saying the obvious: This
class breaks all typical Se balancing conventions, it should
not be used in regular play, nor should it be compared to
regular Se classes.
Legendary classes are meant to make a single player worth
the equivalent of 3 players (Without just tripling damage
output and HP) So its going to be significantly more
powerful than the regular version of the class.
Way?
‘Why would you use this? Why would you play D&D with two
people when it's meant fora larger group? There's a myriad of,
reasons really, but below are a few good ones.
* Its easier to schedule and prepare for, instead of having to
manage the schedules of six different people, you've
reduced that total to two, making it much easier to
arrange sessions for D&D.
* This helps with protagonist syndrome... na normal
‘campaign, no one player should outshine the others, and
youll often hear horror stories of players who try to take
‘the spotlight... In solo games with one player and one DM,
that is not a problem! The singular player can shine as
bright as they want without worry of making other players
feel useless,
+ Iean simply be a lt of fun, I've played solo games a lot
‘with my partner, and before I began making Legendary
Player Characters, t was... Really difficult to actualy run
‘encounters and make characters without things feeling
really bad, because D&D isn't made for solo play
Of course as mentioned, there's far more reasons than just
those three. Ifyou don't think you'd like this, then that's
perfectly fine! Solo play isn't for everyone. I personally prefer
it and that’s just how I play the game, everyone plays in their
own was,
For anyone else who prefers solo siyle or is interested in
giving ita try then this class and the full Legendary Player
Characters document are right up your alley!
LEGENDARY PLAYER
CHARACTERS
‘As mentioned to the left of this text, this is meant as a
‘supplement for the Legendary Player Characters document.
You can find the links tothe full 105 page document below!
Google Drive
Homebrewery
Itis not mentioned in the class specifically, but this class
does sill use Legendary Actions. Nothing has been changed
about the Legendary Action rules from the LPC document,
and the legendary actions you can choose for this class can
be found at the end of this document!
ENCOUNTERS
When calculating encounters for a player with this class,
consider them to be equivalent to three characters of the
same level
recommend using milestone leveling with this system,
however if you do not and want to use XP, then you should
reward a third ofthe xp they would normally gain (So they
don't level rapidly)
Ifthe PC is using Auric Emotions or Signs of Laborsin
tandem with this class, rest them as three and a half
characters, Ifthey are using both in tandem with this class,
treat them as four characters,
LEVELING
Legendary Classes are special, even aside from their
{nereased power. Their maximum level has been increased
from 20 to 30, and not only thatbut every legendary class will
hhave rules for leveling beyond 30. To an infinite amount.
‘Again I strongly recommend using milestone leveling, as
do not have a good experience total required for levels
beyond 20 (Especially once you begin going into 31+)
You can find what features the Legendary class gains for
‘every level beyond 30 on the same page that their legendary
actions are listed,
MULTICLASSING
Assume the fllowing for muliclssing
vou reay muliieasns normal up t krel 30.
+ Once you hit level 31, you begin receiving the Leveling
Beyond 30 features for your particular class. You do not
receive any features they would receive at an earlier level
+ For example, a level 10 Legendary Rogue and level 20
Legendary Sorcerer wouldn't receive Legendary
Sorcerer's 21-30 features when they begin leveling beyond
30, nor would they receive Legendary Rogue's 11-30
features.LEGENDARY ROGUE
Proficiency Cunning Actions
Level Bonus Known
ist 2 E Sneak Attack, Semi Proficiencies
Features
and 42 Cunning Action
3rd Roguish Archetype, Expertise
Mth 42 Ability Score Improvement
Sth 43 Specialty Classes (1)
6th 43, Roguish Archetype Feature
Tth 43 Evasion, Legendary Ability Score Improvement
Bh 43. Ability Score Improvement
Sth 44 Invalid Credentials
loth 44 Expertise, Specialty Classes (2)
rth +4 Roguish Archetype Feature
Tah +4 Ability Score Improvement
Bth 45 Reliable Talent
Vath +5 Blindsense
1sth 45 Specialty Classes (3), Legendary Ability Score Improvernent
16th 45 Ability Score Improvement
th 46 Roguish Archetype Feature
18th +6 Expertise, Invalid Credentials Improvement
19th 46 Stroke of Luck (1)
20th 46 Ability Score Improvement
2st 47 Elusive, Evasion Improvement
2and 47 Roguish Archetype Feature
23d 47 Stroke of Luck (2), Legendary Ability Score Improvernent
24th 47 Ability Score Improvement
25th 48 Specialty Classes (4)
26th 48 Ability Score Improvement
27th 48 Stroke of Luck (3)
28th +8 Ability Score Improvement
29th 49 Roguish Archetype Feature
30th 49 Class GrandmasterCLAss FEATURES
Hr Pomrs
Hit Dice: 246
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levela: 246 (8) + your Constitution
modifier per Rogue level after 1st.
‘PROFICIENCIES
‘Armor: Light Armor
‘Weapons: Simple Weapons, 3 Martial Weapons of your
choice
‘Tools: Thieves’ Tools
‘Saving Throws: Dexterity, Intelligence
‘Skills: Choose 4 from Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth
SNEAK ATTACK
Beginning at ist evel you know how to trike subtly and
exploit a foe's distraction, Once per tur, you can deal an
enta Ld6 damage to one creature you hit with an stack if
you have advantage on the atack roll The attack must use @
finesse or a ranged weapon,
When you gun this abil, you may choose one ofthe
below ayes al of which give addtional ways in which you
can gain the bonus sneak attack damage aside from having
avantage on the attack roll Ifyou have disadvantage onthe
attack rll you can aot apply your sneak attack.
Duelist. You may aso apply your sneak stack against
creatures ifyou are within Sect of them and have no other
cake eetehycs
“Mage Breaker. You may sso apply you
against creatures if they have cast a apell since the end of
sour last turn,
Opportunist. You may also apply your sneak attack against
creatures ifthey have a creature hostile to them other than
you within Sect of them,
“The amount of the extra damage increases aa you gain
levels in this lass, as shown inthe Sneak Atack column of
the Rogue table
oak attack
SEMI PROFICIENCIES
‘Additionally at 1st level, you choose a number of skills equal
to the amount you normally get upon choosing your starting
class (4 asa rogue) you gain semi proficiency in these skills.
Meaning you add half of your proficiency bonus (Rounded
down) to checks made with them.
‘Additionally, choose one saving throw you lack proficiency
in. You gain the same bonus to rolls made for that particular
saving throw.
Ifyou ever gain proficiency in a skill or saving throw you
had semi-proficiency in, you may move your semi-proficiency
toanewone of the same type.
‘You only gain this feature if Rogue is the first class you
choose, You can not have two instances of this feature from
separate classes,
Eguremenr
You start with the following equipment, in addon tothe
equipment granted by your background
+ @ARapier or (6) Two Daggers
+ G@ashortbow and quiver of 20 arrows or (b) a hand.
crossbow and case of 20 bolts
+ (@)a burgiar’s pack, (b) a dungeoneer’s pack, or (6) an
explorer's pack
+ Leather Armor and Thieves’ Tools
CUNNING ACTION
Upon reaching 2nd level. you gain access to a special set of
techniques known a8 Cunning Actions. You know a number
‘of cunning actions equal to the amount shown in the Cunning
Actions Known column in the Legendary Rogue class table.
‘Whenever you gain a level in this class, you may exchange
‘one cunning action you know for another,
‘Some cunning actions require you to expend sneak attack
die to use. Ifyou do so, the next time you successfully apply.
sneak attack, itis reduced by the amount of sneak attack die
‘expended. These reductions are cumulative (Meaning if you
use a feature that costs 1 sneak attack die three times, your
next sneak attack is reduced by 346)
You can not use a cunning action fit would reduce your
next sneak attack to below 0 die rolled. Otherwise there are
no limits,
‘Upon completing a short or long rest, your sneak attack
total i reset ‘o its normal amount.
ROGUISH ARCHETYPE
‘At 3rd level, you choose an archetype that you emulate in the
‘exercise of your rogue abilities from the list of available
archetypes detailed Iter in the document. This choice grants
you features at 3rd level and then again at 6th, 11th, 15th,
2nd and 29th,
EXPERTISE
At 3d 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 ofthe chosen proficiencies.
You may select a half proficiency with this feature, ifyou do
‘0, it becomes a full proficiency instead of gaining expertise.
Atlevels 10 and 18, you can choose two more of your
proficiencies (in skills or with thieves’ tools) to gain this
benefit,
Asriity SCORE IMPROVEMENT
When you reach 4th level and again at 8th, 12th, 16th, 20th,
24th, 26th, and 28th level, you can increase one ability score
‘of your choice by 2, or you can increase two ability scores of
your choice by 1, As normal, you can't increase an ability
score above 20 using this feature. Alternatively, you can
choose a feat (see Chapter 6 fora lst of feats)
‘When you reach 7th level, and again at 15th and 23rd level,
you gain a Legendary Ability Score Improvement. You may
tither gain the benefits ofa regular ASLas per the rules up
above, or you may take a Legendary Feat, which are listed in
the Legendary Player Characters document.SPECIALTY CLASSES
(Once you reach 5th level, you begin to dabble into the
strengths of other classes. Choose 2 classes other than,
Rogue from the official class list (PHB classes + Artticer),
these become your Specialty Classes.
Immediately at this level and again at levels 10, 15 and
‘you may choose one Specialty Feature, detailed later in the
document. Specialty Features you choose must list one of
‘your Specialty Classes in order for you to select them.
EVASION
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 ifyou succeed on the
saving throw, and only half damage ifyou fail
‘Once you reach 21st level in this class, this applies to all
saving throws, not just Dexterity ones.
INVALID CREDENTIALS
By 9th 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.
‘Once you reach 18th level you also ignore alignment
requirements on the use of magic items.
RELIABLE TALENT
By 13th level you have refined your chosen skills until they
approach perfection. Whenever you make an ability check
that lets you add your proficiency bonus, you can treat a d20
roll of 9 of lower as a 10,
BLINDSENSE,
‘Starting at 4th level ifyou are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet
of you
STROKE OF Luck
At 19th level. you have an uncanny knack for succeeding
when you need to. Ifyour 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 carit use it again until you
finish a short or long rest. Beginning at 23rd level. you may
use it 2 times between rests, Beginning at 27th level you may
use it 3 times between rests
Regardless of how many usages you have, short rests only
restore 1 usage, Long rests restore all expended uses,
ELUSIVE
Beginning at 21st level you are 0 evasive that attackera
rarely gan the upper hand against you. No attack roll has
‘advantage against you while you arent incapacitated.
Cass GRANDMASTER
Finally at 30th level, your assortment of skis and abilities
ets even bigger. Choose one of your Specialty Classes, you
ain all features of that class up to level §, and are considered
Sth level in that class.
This does not increase your health, proficiency bonus, hit
die total or effective levelASSASSIN ARCHETYPE
‘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 oftheir deity, Stealth, poison, and
disguise help you eliminate your foes with deadly efficiency.
-ASSASSINATE
Starting at 3rd level you are at your deadliest when you get
the drop on your enemies. You have advantage on attack rolls
against any ereature that hasnt taken a turn in the combat
yet In addition, any hit you score against a creature that is
surprised isa crtial it.
Bonus PROFICIENCIES
‘When you choose this archetype at 3rd level you gain
proficiency with the disguise kit and the poisoner's kit
INFILTRATION EXPERTISE
Starting at 6th level. you can unfailingly create false identities,
for yourself. You must spend seven days and 25 gp to
establish the history, profession, and affiliations for an
identity. You can't establish an identity that belongs to
someone else. For example, you might acquire appropriate
clothing, letters of introduction, and offciaLlooking
certification to establish yourself as a member of a trading
house from a remote city so you can insinuate yourself into
the company of other wealthy merchants.
Thereafter, i'you adopt the new identity as a disguise,
other creatures believe you to be that person until given an
obvious reason not to.
IMPOSTER
At 11th level, you gain the ability o unerringly mimic another
person's speech, writing, and behavior. You must spend at
least three hours studying these three components of the
person's behavior, listening to speech, examining
handwriting, and observing mannerism,
Your ruse is indiscernible to the castal observer. Ifa wary
creature suspects something is amiss, you have advantage on
any Charisma (Deception) check you make to avoid detection,
ASSASSINATE
‘Starting at 17th level. you become a master of instant death.
‘Once per round 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.
Nora Kier
‘Upon reaching 22nd level, you are well versed in weasling
your way out of situations you find yourselfin after taking out
a target.
You have advantage on all checks involving convincing.
creatures that you did not commit a particular crime, and any
‘magic that would detect whether you are being truthful or
dishonest (Such as Zone of Truth) always indicates you are
being honest.
Lernaury
Finally at 29th level, your mastery of instant death reaches,
perfection. You may now use your Assassinate feature
‘whenever you have advantage on the attack roll you may still
only use it once per roundINQUISITIVE ARCHETYPE
‘Asan 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 crestures 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 ror DECEIT
‘When you choose this archetype at 3rd fevel you develop a
talent for picking out lies. Whenever you make a Wisdom
{nsight) check to determine whether « creature is iying or
biding something, treat a roll of 7 or lower on the d20 a8 an 8
Eve ror Drrait
Starting at 3rd level. you can use a bonus action to make a
Wisdom (Perception) check to spot a hidden creature or
object or to make an Intelligence (Investigation) check to
uncover or decipher clues.
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
‘can make a Wisdom (Insight) check against a creature you
can see that isnt incapacitated, contested by the target's
Charisma (Deception) check. Ifyou succeed, you can use your
‘Sneak Attack against that target even ifyou don't have
advantage on the attack roll, but not if you have disadvantage
nit.
‘This benefit lasts for 1 minute or until you successfully use
this feature against a different target.
Sreapy Eye
Starting a 9th level you have advantage on any Wisdom
Perception) oF Inteligence Lavestigation) check ifyou move
1 more than half your speed on the same turn
UNERRING EYE
Beginning at 11th level your senses are almost impossible to
foil As an action, you sense the presence of illusions,
shapechangers notin 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 ino 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 17th level you lear 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 346,
CauGHT REDHEADED
Beginning at 22nd level you are able to take advantage of
when you expose someones lies. Whenever you expose a
creature for lying or have proven them guilty ofa crime, you
hhave advantage on all Charisma checks made against them,
lor other creatures to convince them ofthe the originals guil.
HEAR THE TRUTH
Finally at 29th level you are eapable of reading anyone.
Whenever you make a Wisdom (Insight) check to determine
whether a creature is lying or hiding something, treat the d20
asa 20ScouT ARCHETYPE
You are skilled in stealth and surviving far from the streets of,
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 afew of the
roles that Scouts assume as they range the world,
SKIRMISHER
Starting at 3rd level you ate difficult to pin down during a
fight You can move up o half your speed as a reaction when
an enemy ends its tara within 5 feet of you This movement
doesn't provoke opportunity attacks
SurvivauisT
When you choose this archetype at 3rd level you gain
proficiency inthe Nature and Survival skills ifyou don't
already have it. Your proficiency bonus is doubled for any
ability check you make that uses either of those proficiencies
Superior MosiLiTy
{At 6th level. your walking speed increases by 10 feet. Ifyou
have a climbing or swimming speed this increase applies to
that speed as well
AMBUSH MASTER
Starting at L1th level you excel at leading ambushes and
acting first in a fight.
You have advantage on initiative ros. 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 end of your next turn
SuppDEN STRIKE
‘Starting at 17th level you ean strike with deadly speed. Ifyou
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 cant use your Sneak Attack against the same
target more than once in a turn.
UNCATCHABLE
[Beginning at 22nd level you become even more slippery. You
gain two additional reactions, these reactions can only be
Used to use the reaction granted by Skirmisher.
EXPLORER PRODIGY
Finally at 29th level, your skills flourish, Choose one
Specialty Feature that lists Ranger as one ofits classes, you
ain the benefits ofthe chosen feature.
Ifyou already have all the features that lists Ranger, you
‘may instead gain a Specialty Feature that lists one of your
Specialty Classes.SWASHBUCKLER ARCHETYPE
You focus your training on the art ofthe blade, relying on
speed, elegance, and charm in equal parts. While tome
‘warriors are brutes clad in heavy armor, your method of
fighting looks almost like a performance. Duelists and pirates
typically belong to this archetype.
‘A Swashbuckler excels in single combat, and can fight with
two weapons while safely darting away from an opponent.
Fancy FooTwoRrK
When you choose this archetype at 3rd level you learn how to
land a strike and then sip away without reprisal During your
tur, ifyou make a melee attack against a creature, that
creature cant make opportunity attacks against you fr the
rest of your tur.
Raxisy 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 additionally gain the Duclist usage for sneak attack if
you do not already have it. Ifyou do, you are still able to
benefit from Duelist if no more than 1 creature other than the
target is within Sfeet of you,
PANACHE
At 6th 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.
Ifyou succeed on the check and the creature is hostile to
you, ithas disadvantage on attack rolls against you and can't
‘make opportunity attacks against you. This effect lasts for 1
minute or until you and the target are more than 60 feet
apart.
Ifyou succeed on the check and the creature is!
you, itis charmed by you for 1 minute. While charmed it
regards you asa friendly acquaintance. This effect ends
immediately if you or your companions do anything harmful
toi.
hostile to
ELEGANT MANEUVER
‘Starting at 10h level you ean use a bonus action on your
turn to gain advantage on the next Dexterity (Acrobatics) or
‘Strength (Athleties) check you make during the same turn.
COUNTER ATTACK
Once you reach 17th level you are able to trade strikes like
it's nothing. When a creature targets you for an attack while
no creatures other than the attacker are within Sfeet of you,
You may use your reaction to make an attack against them,
‘Their attack sill goes through as normal, though yours,
happens first. This attack can not apply sneak attack.
‘Master DUELIST
Beginning at 22nd level your mastery of the blade lets you
{rn failure into success in combat. Ifyou miss with an attack
oll you can roll it again with advantage. Once you do £0, you
icant use this feature again until you finish a short or long
JUPERIOR STRIKE
Finally at 29th level, your ability to counter improvest Your
{Gounter Attack can now apply sneak attack, provided it stil
meets the requirements. Ifit applies sneak attack, itrolls half
‘ofthe dice you normally would (Rounded down)‘THIEF ARCHETYPE
You hone your shills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically fllow this archetype,
but so do rogues who prefer o think of themselves as,
professional treasure seekers, explorers, delvers, and
investigators. In addition to improving your agility and
stealth, you lear 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 a bonus action to make a
Dexterity (Sleight of Hand) check, use your thieves! tools to
disarm 2 trap or open a lock, or take the Use an Object
Sgconp Srory Work.
When you choose this archetype at 3rd level you gain the
ability to climb faster than normal; climbing no longer costs
you extra movement.
In addition, when you make a running jump, the distance
you cover increases by a number of feet equal to your
Dexterity modifier.
SuPpREME SNEAK
Starting at 6th level you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on
the same turn,
IMPOSSIBLE THIEF
Once you reach 11th level, you are able to use items that you
really should not be able to. You are able to use items
restricted to specific creatures or bound to them, such as a
Warlocks pact item, « Night Hage Heartstone, an Artficers:
infusions, or some similar item,
‘Tuier's REFLEXES
‘When you reach 17th level, you have become adept at laying
ambushes and quickly escaping danger: You can take two
turns daring 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
Ar A GLANCE
Once you reach 22nd level you have an eye for what's
valuable and what ian. Asa bonus action on your turn, you
may target a large or smaller object within 30-fect of you that
you can see. You become aware of al fits magical
properties and curses If any) and its approximate gold value
SILENT
Finally at 29th level you are impossible to pin down. You are
considered to be permanently under the effects of the Pass
without a Trace and Nondetection spells. These effects are
rnonmagicalCunninc Actions
ImpossIBLe EVASION
Starting at 2nd level, you may begin to choose and use
‘Cunning Actions, expending sneak attack dice to use them,
‘You knaw a number of Cunning Actions equal to the total
shown in the Legendary Rogue class table,
AIM
You halt all movement and precisely aim your next attack.
‘Action Type. Bonus action
Die Cost. 0
‘As a bonus action, you give yourself advantage on your next
attack roll on the current turn, You can use this bonus action
only ifyou haven't moved during this turn, and after you use
the bonus action, your speed is 0 until the end of the current
urn,
BRUTALITY
You strike with pure brutality:
‘Action Type. Action
Die Cost. Sneak attack die equal to your maximum.
‘As an action and by expending this abilities dic cos
make a single weapon attack. If this attack hits, itis an
automatic eritcal hit.
If this attack misses, you recover half of the expended
sneak attack die used (Rounded up)
DISAPPEAR
You attempt to duck into a hiding place.
‘Action Type. Bonus action
Die Cost.0
‘You take the hide action as a bonus action
ESCAPE
You attempt to flee your pursuers.
‘Action Type. Bonus action
Die Cost. 0
‘You take the disengage action as a bonus action.
You evade the entirety of something that would harm you,
even when it seems like you shouldn't have.
Action Type. Reaction
Die Cost. 4
‘When you fail a saving throw against an effect that would
be affected by your Evasion feature, you may expend your
reaction and 4 sneak attack dice to instead succeed
SPRINT
You dash swiftly,
‘Action Type. Bonus action
Die Cost. 0
You take the dash action as a bonus action.
TECHNIQUE
You focus on making sure your next strike rings true.
‘Action Type. Bonus Action
Die Cost. Half of your maximum sneak atack dice
Rounded down)
‘Asa bomus action and by expending this abilities die cost,
you make itso thatthe next atack you hit before the end of
your next short or fong ret automatically applies sneak
stack
This ignores all other prerequisites (Even ifyou have
already used i this turn ifthe attack has disadvantage, ect)
Uncanny DopcE
‘You nimbly dodge out of the way of an incoming strike.
Action Type. Varies (Typically Reaction)
Die Cost. Varies (Typically 0)
‘When an attacker that you can see hits you with an attack,
you ean use your reaction to halve the attack’s damage
against you.
By expending 3 sneak attack die, you may use this ability
without expending your reaction,SPECIALTY FEATURES
FORGER
‘Atlevels 5, 10, 15 and 25, you may select one feature found in
this section of the document. The feature must contain one of
the two Specialty Classes you chose at level 5.
ACTION REPEAT
Clase. Fighter
Immediately after taking an action, you may repeat that
same action. Ifyou do so, the sneak attack di rolled for your
next sneak attack are reduced to 0 (As per the Cunning
Action feature)
BLiGHTING HAND
Class. Cleric, Druid, Paladin or Warlock
Provided you do not have disadvantage on the attack roll,
you always apply sneak attack to Beasts, Celestals and
‘Undead, ignoring all other prerequisites. Your sneak attack
deals necrotic damage when benefiting from this feature.
BRANIAC
Class. Artificer or Wizard
Choose one feat that grants a +1 bonus to your intelligence
score, You gain the henefits of the chosen feat, except for the
bonus to your intelligence score.
(CHANNEL ILLEGALITY
Class. Cleric
You channel either the forces of Death o Trickery as an
action to use upon your foes
Death, All creatures within 30-feet of you must succeed on
a Constitution saving throw (DC equals 8 + Your Proficiency
Bonus 1 Your Dexterity Modifier) On failed saving throw,
they suffer necrotic damage equal to your sneak attack dice.
‘Trickery. You tur Invisible until the start of your next turn
and teleport to an unoccupied space within 60-feet of you.
‘While you are Invisible from this feature, an illusion of
yourself occupies the space you teleported from.
You may collectively use these features three times,
regaining all expended uses upon completing a long rest.
Criminais CuLL
Class, Ranger
Choose any creature type. Provided you do not have
disadvantage on the attack roll you always apply sncak attack
to the chosen creature type, ignoring all other prerequisites,
Divine HAND
Clase. Cleric or Paladin
Provided you do not have disadvantage on the attack roll,
you always apply sneak attack to Fiends and Undead,
ignoring all other prerequisites. Your sneak attack deals
radiant damage when benefiting from this feature.
Class. Artificer
You learn one infusion from the Artificer class that applies
to armor or weapons. All equipment ofthe appropriate type
that you wear or wield gain the benefits ofthe chosen
infusion
IMAGINATIVE ATTACKS
Class. Artificer or Sorcerer
Before making an attack roll you may make an ability
‘check. Ifthe checks total exceeds 15 + Your Proficiency
bonus, the attack gains an additional effect! You may only use
this ability once per turn.
‘Arcana, Provided you do not have disadvantage on the
attack roll you automatically apply sneak attack, ignoring all
other prerequisites, Your sneak attack deals force damage
when benefiting from this feature
Deception. You have advantage on the attack roll
Intimidation. Ifthe attack hits, the struck creature
becomes Frightened of you until the start of your next turn,
Medicine. Ifthe attack hits, the struck creature can not
regain hit points until the start of your next turn,
INSPIRED
Class. Bard, Fighter or Monk
‘Whenever you roll a natural 20 on an ability check, attack
roll or saving throw, you gain advantage on the next roll you
make, If this rll also a natural 20, you gain Inspiration if
you do not already have it.
‘Reminder: Inspiration isa resource that the DM can
reward at any time, and can be used at any time. Using it
rants advantage on any roll
MAESTRO
Class. Bard
‘You gain proficiency ia three instruments of your choice.
You may use instruments you are proficient in as weapons,
launching waves of sound at your foes.
All instruments are ranged weapons with a range of 120-
feet, deal 1d8 thunder damage, and use your Charisma
modifier for the attack and damage rolls.
Provided you do not have disadvantage on the attack roll,
you automatically apply sneak attack on targets within 30-feet
‘of you when attacking with instruments,
NaTuRES SECRETS
Class, Druid or Ranger
You are able to communicate with and understand any
creature that has the Beast or Plant creature type, regardless
of the languages you speak. Most beasts or plants lack proper
intelligence to have proper thoughts, though you can still
convey and understand basic concepts.Novicr ARCANA
(Class. Bard Cleric, Druid, Sorcerer and Wizard
Choose a cantrip from your respective Specialty Classes
spell ist, you learn that cantrip. You additionally learn a Ist
level spell from the same spell ist, and can cast it without
components. Once you cast this spell you may not do so
again until you complete a long rest.
Ifyou score a eritical hit on a ereature of CR 1 or higher,
you recover usage of this Ist level spell
Your spellcasting ability depends on the specialty class.
Intelligence (Wizard), Wisdom (Cleric and Druid) or
Charisma (Bard and Sorceres)
PERFECT TRAINING
Class. Barbarian, Fighter or Paladin
You gain proficiency in all martial weapons, medium armor
and shields. You can use any weapon (Rather than only
finesse weapons) to apply your sneak attack,
Quiox Gorse eS
(Cass, Barbrian, Fighter Monk, Paladin and Ranger
eee eee ee
I the first attack beneited from sneak attack, andthe
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instead gxins a #1 bons tothe damage roll fr every sneak
attack de you have avilable.
ROGUE STYLE
Class, Fighter, Paladin and Ranger
‘You develop something akin toa fighting style, known as a
Rogue sivle. Choose one of the following features to receive
Bloodletter. Your sneak attack die are now d8's rather
than d6's. Ifyou rola critical hit, these die become d0's
instead
Hidden. You ean not be tracked or detected by divination
spells cast ata level lower than or equal to your proficieney
bonus. You do not leave foot or fingerprints if you do not wish
to.
Kleptomaniac. You have advantage on Sleight of Hand
checks made to steal something or conceal something stolen
‘Shadow. While in dim light or darkness, you gain a +10
bonus to your stealth checks. This bonus fades from any
currently active rolls upon entering an area of bright light.
‘SPELL BLADE
Class. Sorcerer
‘Choose one of the following features, all weapons you
wield gain the chosen feature:
Silent. You can attack without unsheathing the weapon,
‘effectively making the strike invisible, Creatures with
‘uruesight ignore this effect,
Quickened. You can make an additional attack with the
‘same weapon as a bonus action.
‘Twinned. Once per round, you can make an additional
attack with the same weapon against another creature within,
Set ofthe original target. This attack can apply sneak
attack provided you meet the prerequisites.
Suave DEFENSE
Class. Barbarian, Bard and Monk
‘While no or light armor and not wielding a shield, you may
add your Charisma modifier to your AC, You may not gain
this bonus if you are already adding your Charisma modifier
to your AC from some other feature.
‘Asa bonus action on your turn, you may enter a state
known as The Zone for the next minute, while in The Zone,
you gain the following benefits:
+ Provided you do not have disadvantage on the attack roll,
‘your attacks always apply sneak attack, ignoring other
prerequisites.
+ You gain additional steak attack dice equal to half of your
proficiency bonus (Rounded down)
+ Your movement speed increases by an amount equal to 5
times your proficiency bonus.
+ You have advantage on Dexterity checks and saving
throws.
Once you enter The Zone, you can not do so agai
complete a long rest.
until you
UNDERWORLD POINTS
Class. Monk and Sorcerer
‘You gain a number of Underworld points equal to your
Rogue level You recover all expended points upon completing
along rest.
‘Whenever you would expend sneak attack dice to fuel a
(Cunning Action, you may instead expend any number of
Underworld points. Every point is considered 1 sneak attack
die forthe purposes of the cunning action.
Underworld points may also be used in place of Sorcery or
Ki points‘Viz BLADE
Witp Form
Class, Warlock
‘As a bonus action on your turn, you may ereste a weapon
inyour hand This weapon can be any melee weapon of your
choice, and you are proficient with it ifyou werent already.
All weapons created from this feature are considered finesse
‘weapons, and ignore resistance and immunity to nonmagical
attacks and damage.
You may dismiss the weapon, transform itinto a new
weapon, or make it teleport into your hand as a bonus action,
Over the course of Lhour, you may target a magic weapon
and cause it to be destroyed Ifyou do 80, your weapon
summoned from this feature gains all ofits magical
properties. You can not affect sentient items or artifacts with
this feature.
You may only have your weapon take on the properties of
fone magical weapon ata time, if you were to transfer a new
‘one to it, the old one ends.
‘Vite COMPANION:
Class. Warlock and Wizard
You gain a familiar, as if rom the Find Familiar spell Your
familiar gained from this feature has HP equal to 3 times
‘your Rogue level and ift dies, it returns to you at the end of
‘your next long rest
‘Vite KNOWLEDGE
Class. Warlock and Wizard
You learn 3 cantrips of your choice from any classes spell
list, cantrips chosen must desl damage, and you can not
choose cantrips that involve a melee wespon attack (Such as
booming blade)
CCantrips learned from this feature can apply sneak attack
provided you meet the other prerequisites, however the sneak
attack damage rolled is halved.
‘Vite TRINKET
Class. Artilicer, Sorcerer and Warlock
Whenever you fall an ability check or saving throw, you can
add 1d6 to the roll potentially turning it into a success,
Everytime you successfully use this feature, you gain a
cumulative-1 penalty to the next time you would use it
‘This penalty is reset to 0 upon completing a long rest.
Class. Druid
Choose a beast of CR 1/4 or lower. As an action, you may’
transform into the chosen heast, as if per the Polymorph
spell When transforming into the chosen beast, you retain
your Intelligence, Wisdom and Charisma ability scores, and
Yyou may remain transformed until you end the
‘ransformation as an action, of ate reduced to 0 HP.
‘Excess damage taken in your Wild Form is carried over to
your regular form, and you are prone when returning to your
‘normal form after being reduced to 0 HP in your Wild Form.
Wizarps KNOWHOW
Class. Wizard
Choose a spell school Ifyou would be affected by a spell
from your chosen spell school and the spell was cast at a
level equal to or lower than your proficiency bonus, you may
choose to nat be affected
ZEALOTRY
Class. Paladin
Upon hitting with a melee weapon, you deal additional
radiant damage equal to your proficiency bonus. This bonus
damage is amplified by critical hits
ZEN
Class. Monk
‘You have achieved a state of zen akin to a monk, choose
‘one of the following features:
Absolution. You gain half proficiency in all saving throws
you are not already proficient in. All saving throws you have
hhalf proficiency in that weren't gained from this feature are
now full proficiency.
Grace. You can move along vertical surfaces and across
liquids on your turn without falling during the move.
Parity, You immune to curses, disease and poison.
‘Timeless, You sulfer none ofthe frailty of old age, and you
cart be aged magically. You can still die of old age, however.
In addition, you no longer need food or water.
Understanding. You understand all spoken languages.
‘Moreover, any creature that can understand a language can
understand what you say.LEGENDARY ACTIONS
Here you will ind the Legendary actions that only a Rogue of
the appropriate level cam learn (Ifa Rogue specific Legendary
action requires 2 actions, you must be a level 11 Rogue to
know it for example)
ASSASSINS MAJESTY
Cost: 1 Legendary Actions
You may coat a weapon or ammunition in poison, provided
‘you possess both on you.
DISARM
Cost: 1 Action
‘You may attempt to disarm a creature of an item they are
holding, you may use your Acrobatics modifies for this
instead of your Athletics modifier.
Ever CUNNING
Cost: 1 Action
You may gain the benefits of cunning action on your next
turn without expending your bonus action.
IMPROBABLE DODGE
Cost: 1 Legendary Action
You can use your Uncanny Dodge feature against the next
attack that hits you before the beginning of your next turn,
‘without expending your reaction.
You may only learn this legendary action ifyou have the
Uncanny Dodge cunning action,
SHADOW SLIP
Cost: 2 Legendary Actions
Provided you are in an area of dim light or darkness, you
‘may make a Stealth check. To any creature who has a passive
perception of less than 5 or more than your stealth check,
you are considered invisible
‘This lasts until you enter an arca of bright light, until you
take a harmful action against a creature, or until the end of
xyour next turn. You may expend 2 legendary actions at the
end of your turn when this effect would end to allow it to
persist, using the check you initially rolled
‘Weak Spor
Cost: | Action
‘The next attack you hit before the end of your next turn
applies sneak attack, regardless of any other circumstances
of the attack,
ii ______»
LEVELING BEYOND 30
Here you can find what the Legendary Rogue gains
for every level beyond 30 they are! It is intentional
that their proficiency bonus stops increasing.
‘= Every 4 levels beyond 30 (34, 38, ect) a
legendary cogue gains a regular ASI
+ Every third ASI a legendary rogue would gain
after level 30 (42, 54, 66 ect) is instead a
legendary ASL.
‘+ Every odd level (31, 33, 35, 37 ect) your sneak
attack increases by 146.
+ Every even level (32, 34, 36, 38 ect) you gain a
+1 to one ability score of your choice.
‘+ Your HP increases as per normal
‘+ Your new ability score maximums for Dexterity,
Intelligence and Charisma is equal to your
Rogue level if they were not already higher.
ek_—aVs—Kgvvooo16
CREDITS AND THANKS!
ArtTIsT CREDIT
am no artist, just someone with a lot of homebrew ideas and
‘a vague ability in graphic design. All artwork I use in this|
document is credited below, please show respects to the
artist and ifthe original artist sees this and feels I did not
properly credit themydoes not wish for their artwork to be
used, contact me at u/Zellorea and I will rectify this as soon
as possible
+ Cover art by @SacrinoxiaArt on Twitter!
+ Arton 2nd class features page by Naduko on Artstation!
+ Assassin art by Herbie Wang on Artstation!
+ Inquisitive art by @Shisless on Twitter!
+ Scout art by Mike Azevedo on Artstation!
+ Swashbuckler art by AsitiLofne on Arstationt
‘Thief art by Straban on Deviantart!
STAIN CREDIT
In all of my homebrew use watercolor stains created by
ulflamableconerete aka Jared Ondricek. These brews and
PDFs would not look nearly as nice without his creations, 50
bhuge thank you to him! You can find ll stains T use on his
‘website, watercolors giantsoup.com.
OTHER HOMEBREW
You may recognize me for other homebrews such a8 the
Siphoner class and my project to turn every league of legends
champion into a subclass, ifyou want to be alerted as soon as
all of those are publically available, join the discord
hupsi/discord ge/e4T35TobaT
PATRON THANKS!
‘This homebrew was supported for by my patrons on
nsw patreon,com/Zellorea. I'you wish to support me
‘oF encourage me to make more things like this or update this
in the future, that's the best way to da it!
‘A thank you to my current supporting patrons! Their
names are listed below as a show of my immense
appreciation towards them.
+ Savior: Amelia Strange
+ Renowned Hero: Insanclneanity
+ Mercenary: Deathkaight
+ Folk Hero: Nate Meyer