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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 Grandmaster CLAss 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 level ASSASSIN 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 round INQUISITIVE 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 20 ScouT 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 rnonmagical Cunninc 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 poet sac tl eae roms isos ace 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—Kgvvooo 16 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

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