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Rogue (Revised)

Rogue

S
ignaling for her companions to wait, a halfling A Shady Living
creeps forward through the dungeon hall. She
presses an ear to the door, then pulls out a set of Every town and city has its share of rogues. Most of them live
tools and picks the lock in the blink of an eye. up to the worst stereotypes of the class, making a living as
Then she disappears into the shadows as her burglars, assassins, cutpurses, and con artists. Often, these
fighter friend moves forward to kick the door scoundrels are organized into thieves' guilds or crime
open. families. Plenty of rogues operate independently, but even
A human lurks in the shadows of an alley while his they sometimes recruit apprentices to help them in their
accomplice prepares for her part in the ambush. When their scams and heists. A few rogues make an honest living as
target—a notorious slaver—passes the alleyway, the locksmiths, investigators, or exterminators, which can be a
accomplice cries out, the slaver comes to investigate, and the dangerous job in a world where dire rats—and wererats—
assassin's blade cuts his throat before he can make a sound. haunt the sewers.
Suppressing a giggle, a gnome waggles her fingers and As adventurers, rogues fall on both sides of the law. Some
magically lifts the key ring from the guard's belt. In a are hardened criminals who decide to seek their fortune in
moment, the keys are in her hand, the cell door is open, and treasure hoards, while others take up a life of adventure to
she and her companions are free to make their escape. escape from the law. Some have learned and perfected their
Rogues rely on skill, stealth, and their foes' vulnerabilities skills with the explicit purpose of infiltrating ancient ruins
to get the upper hand in any situation. They have a knack for and hidden crypts in search of treasure.
The majority of
finding the solution to just about any problem, demonstrating monks don't shun their neighbors, making frequent visits to
a resourcefulness and versatility that is the cornerstone of nearby towns or villages and exchanging their service for
any successful adventuring party. food and other goods. As versatile warriors, monks often end
up protecting their neighbors from monsters or tyrants.
Skill and Precision
Rogues devote as much effort to mastering the use of a The Power of Subterfuge
variety of skills as they do to perfecting their combat abilities, When brute force won't get the job done, or when magic isn't
giving them a broad expertise that few other characters can available or appropriate, the rogue rises to the fore. With
match. Many rogues focus on stealth and deception, while skills tied to stealth, subterfuge, and trickery, rogues can get
others refine the skills that help them in a dungeon into and out of trouble in ways that few other characters can
environment, such as climbing, finding and disarming traps, emulate.
and opening locks. Some rogues who turn to adventuring are former criminals
When it comes to combat, rogues prioritize cunning over who have decided that dodging monsters is preferable to
brute strength. A rogue would rather make one precise strike, remaining one step ahead of the law. Others are professional
placing it exactly where the attack will hurt the target most, killers in search of a profitable application of their talents
than wear an opponent down with a barrage of attacks. between contracts. Some simply love the thrill of overcoming
Rogues have an almost supernatural knack for avoiding any challenge that stands in their way.
danger, and a few learn magical tricks to supplement their On adventures, a rogue is likely to mix an outwardly
other abilities. cautious approach—few rogues enjoy combat—with a
ravenous hunger for loot. Most of the time, in a rogue's mind,
taking up arms against a creature is not about killing the
creature but about becoming the new owner of its treasure.
A
monk's focus on inner mastery leads many such individuals
to become detached from society, more concerned with their
personal experience than with happenings elsewhere.
Adventuring monks are a rare breed of an already rare type of
character, taking their quest for perfection beyond the walls
of the monastery into the world at large.
Playing a monk character offers many intriguing
opportunities to try something different. To distinguish your
monk character even further, consider the options in the
sections that follow.

“People forget that the entire point of venturing


down into a dusty tomb is to bring back the prizes
hidden away there. Fighting is for fools. Dead men
can't spend their fortunes.”
— Barnabas
Bladecutter

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Guilty Pleasures Adversaries
Most of what rogues do revolves around obtaining treasure Naturally, those who enforce the law are bound to come up
and preventing others from doing the same. Little gets in the against those who break it, and it's the rare rogue who isn't
way of attaining those goals, except that many rogues are featured on at least one wanted poster. Beyond that, it's in the
enticed away from that path by a compulsion that clouds their nature of their profession that rogues often come into contact
thinking—an irresistible need that must be satisfied, even if with criminal elements, whether out of choice or necessity.
doing so is risky.

Some of those people can be adversaries too, and they're

likely to be harder to deal with than the average member of


A rogue's guilty pleasure could be the acquisition of a the city watch.

physical item, something to be experienced, or a way of

conducting oneself at certain times. One rogue might not be If your character's backstory doesn't already include a
able to pass up any loot made of silver, for instance, even if personage of this sort, you could work with your DM to come
said loot is hanging around the neck of a castle guard. up with a reason why an adversary has appeared in your life.
Another one can't go through a day in the city without lifting a Perhaps you've been the subject of scrutiny for a while from
purse or two, just to keep in practice.

someone who wants to use you for nefarious purposes and

has just now become known to you. Such an incident could


What's the one form of temptation that your rogue character be the basis for an upcoming adventure.

can't resist when the opportunity presents itself, even if giving

into it might mean trouble for you and your companions? Does your rogue character have an adversary who also
happens to be a criminal? If so, how is this relationship
d6 Pleasure affecting your life?
1 Large gems
d6 Adversary
2 A smile from a pretty face
The pirate captain on whose ship you once served;
1
3 A new ring for your finger what you call moving on, the captain calls mutiny
4 The chance to deflate someone's ego A master spy to whom you unwittingly fed bad
2 information, which led to the assassination of the
5 The finest food and drink wrong target
6 Adding to your collection of exotic coins The master of the local thieves' guild, who wants you
3
to join the organization or leave town
An art collector who uses illegal means to acquire
4
masterpieces
A fence who uses you as a messenger to set up illicit
5
meetings
The proprietor of an illegal pit fighting arena where you
6
once took bets

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Bennifactor
Few rogues make it far in life before needing someone's help,
which means thereafter owing that benefactor a significant
debt.

If your character's backstory doesn't already include a


personage of this sort, you could work with your DM to
determine why a benefactor has appeared in your life.
Perhaps you benefited from something your benefactor did
for you without realizing who was responsible, and that
person has now just become known to you. Who helped you
in the past, whether or not you knew it at the time, and what
do you owe that person as recompense?
d6 Master
Your master was a tyrant whom you had to defeat in
1
single combat to complete your instruction.
Your master was kindly and taught you to pursue the
2
cause of peace.
Your master was merciless in pushing you to your
3 limits. You nearly lost an eye during one especially
brutal practice session.
Your master seemed goodhearted while tutoring you,
4
but betrayed your monastery in the end.
Your master was cold and distant. You suspect that the
5
two of you might be related.
Your master was kind and generous, never critical of
6 your progress. Nevertheless, you feel you never fully
lived up to the expectations placed on you.

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The Rogue
Level Proficiency Bonus Features Tricks Known Trick Dice Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves' Cant - - 1d6
2nd +2 Cunning Action, Jack of All Trades, Roguish Tricks 3 3 1d6
3rd +2 Roguish Archetype, Steady Aim 3 3 2d6
4th +2 Ability Score Improvement 3 3 2d6
5th +3 Uncanny Dodge, Power Attack 3 3 3d6
6th +3 Expertise 4 4 3d6
7th +3 Evasion 4 4 4d6
8th +3 Ability Score Improvement 4 4 4d6
9th +4 Roguish Archetype Feature 4 4 5d6
10th +4 Ability Score Improvement 5 5 5d6
11th +4 Reliable Talent 5 5 6d6
12th +4 Ability Score Improvement 5 5 6d6
13th +5 Roguish Archetype Feature 5 5 7d6
14th +5 Blindsense 6 6 7d6
15th +5 Slippery Mind 6 6 8d6
16th +5 Ability Score Improvement 6 6 8d6
17th +6 Roguish Archetype Feature 6 6 9d6
18th +6 Elusive 6 6 9d6
19th +6 Ability Score Improvement 6 6 10d6
20th +6 Stroke of Luck 6 6 10d6

Multiclassing
Ability Score Minimum: Dexterity 13

When you gain a level in a class other than your first, you gain
only some of that class's starting proficiencies.

Armor: light armor

Tools: thieves' tools

Skills: Choose 1 from Acrobatics, Athletics, Deception,


Insight, Intimidation, Investigation, Perception, Performance,
Persuasion, Sleight of Hand, and Stealth.

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Creating a Rogue
As you create your rogue character, consider the character's
relationship to the law. Do you have a criminal past—or
present? Are you on the run from the law or from an angry
thieves' guild master? Or did you leave your guild in search of
bigger risks and bigger rewards? Is it greed that drives you in
your adventures, or some other desire or ideal?
What was the trigger that led you away from your previous
life? Did a great con or heist gone terribly wrong cause you to
reevaluate your career? Maybe you were lucky and a
successful robbery gave you the coin you needed to escape
the squalor of your life. Did wanderlust finally call you away
from your home? Perhaps you suddenly found yourself cut off
from your family or your mentor, and you had to find a new
means of support. Or maybe you made a new friend—another
member of your adventuring party—who showed you new
possibilities for earning a living and employing your
particular talents.
Quick Build
You can make a rogue quickly by following these suggestions.
First, Dexterity should be your highest ability score. Make
Intelligence your next-highest if you want to excel at
Investigation or plan to take up the Arcane Trickster
archetype. Choose Charisma instead if you plan to emphasize
deception and social interaction. Second, choose the
charlatan background.
Class Features
Hit dice: 1d8 per Rogue level.

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your


Constitution modifier per rogue level after 1st.
Proficiencies
Armor: light armor

Weapons: Simple Weapons, Shortswords

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.
Starting Equipment
You start with the following items, plus anything provided by
your background.
(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an
explorer's pack
Leather armor, two daggers, and thieves' tools
Alternatively, you may start with 4d4 × 10 gp to buy your
own equipment.

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Expertise Roguish Tricks
At 1st level, choose two of your skill proficiencies, or one of At 2nd level, you learn three Roguish Tricks from the list
your skill proficiencies and your proficiency with thieves' below and gain three d6 dice to use with these Tricks called
tools. Your proficiency bonus is doubled for any ability check Trick Dice. Some tricks are a passive benefit, while others
you make that uses either of the chosen proficiencies.

are active abilities meant to enhance your prowess as a

Rogue. You gain an additional Trick Die and Trick at 6th,


At 6th level, you can choose two more of your proficiencies (in 10th, and 14th level.

skills or with thieves' tools) to gain this benefit.

You regain all expended Trick Dice when you finish a Short
Sneak Attack or Long Rest.
Beginning at 1st level, you know how to strike subtly and Charming Presence
exploit a foe's distraction. Once per turn, you can deal an When you make a Charisma (Deception) or a Charisma
extra 1d6 damage to one creature you hit with an attack if (Persuasion) check, you can expend one trick die and add the
you have advantage on the attack roll. The attack must use a trick die to the ability check.
finesse or a ranged weapon.

Create Distraction
You don't need advantage on the attack roll if another enemy As an action, you can spend a trick die to distract a creature.
of the target is within 5 feet of it, that enemy isn't Choose a creature within 15 feet of you that can see or hear
incapacitated, and you don't have disadvantage on the attack you, and make a Charisma (Deception) skill check and add
roll.

the trick die to the result. The creature must make a

contested Wisdom (Insight) skill check.The creature


The amount of the extra damage increases as you gain levels automatically wins the contest if it has an intelligence of 4 or
in this class, as shown in the Sneak Attack column of the lower. If it fails, the creature has disadvantage on attacks
Rogue table. against targets other than you on its next turn.
Thieves' Cant Cunning Climber
During your rogue training you learned thieves' cant, a secret When you make a Strength (Athletics) or a Dexterity
mix of dialect, jargon, and code that allows you to hide (Acrobatics) check to scale a vertical surface, you can expend
messages in seemingly normal conversation. Only another one trick die and add the trick die to the ability check. If you
creature that knows thieves' cant understands such have a climbing speed or the Second-Story Work feature
messages. It takes four times longer to convey such a from the Thief Subclass, you instead gain 10 additional feet
message than it does to speak the same idea plainly.

of climbing speed.

In addition, you understand a set of secret signs and symbols Cunning Detection
used to convey short, simple messages, such as whether an When you make a Wisdom (Perception) or an Intelligence
area is dangerous or the territory of a thieves' guild, whether (Investigation) Skill Check to determine if there are creatures
loot is nearby, or whether the people in an area are easy beyond a door or other, similar thin barrier, you can expend
marks or will provide a safe house for thieves on the run. one trick die and add the trick die to the ability check.

Cunning Action Additionally, when you make an attack against an invisible


Starting at 2nd level, your quick thinking and agility allow you creature that you can hear, you make that attack with
to move and act quickly. You can take a bonus action on each advantage if you can't see the creature.
of your turns in combat. This action can be used only to take Display of Deadliness
the Dash, Disengage, or Hide action.
When you reduce a creature to 0 hit points, you may use your
Jack of All Trades reaction to expend a trick die. If you do, make a Charisma
(Intimidation) skill check and add the touch die to the result.
Starting at 2nd level, you can add half your proficiency bonus, Every creature within 15 feet of you of your choice must
rounded down, to any ability check you make that doesn't make a Wisdom (Insight) Skill Check against your Charisma
already include your proficiency bonus. (Intimidation) Skill Check, becoming Frightened until the
start of your next turn on a failure.

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Deflect Strike Unassuming
If a creature within 5 feet of you is the target of a weapon When a creature makes a melee attack against you while
attack, you can roll a trick die and add your Dexterity there is another creature hostile to it within its reach, you can
modifier to the result, reducing the damage of the attack by use your reaction to roll a trick die and add the roll to your
the amount rolled. If you reduce the damage to 0, you have AC against that attack, potentially turning a hit into a miss.
advantage on your next attack roll against the creature that
made the attack. Unflappable
When you have disadvantage on a Charisma (Deception) or a
Devious Fortitude Charisma (Persuasion) Skill Check, you can spend a trick die
When you make a Constitution saving throw, you can use to cancel that disadvantage.
your reaction to roll your trick die and add the result to the
saving throw, potentially turning a failure into a success. Vanish
When you take the Hide action, you can expend your trick die
Iron Will to move up to half of your movement speed as part of the
When you make a Wisdom saving throw, you can use your Hide action.
reaction to roll your trick die and add the result to the saving
throw, potentially turning a failure into a success. Roguish Archetype
Linguistic Mimic At 3rd level, you choose an archetype that you emulate in the
You can expend a trick die to perfectly mimic a creature's exercise of your rogue abilities from the list of available
voice. Until you stop mimicking that creature's voice, you archetypes. Your archetype choice grants you features at 3rd
cannot use any of your trick dice for any other tricks. level and then again at 9th, 13th, and 17th level.
Potent Poisoner Steady Aim
By expending a trick die when you poison food, drink, or a As a bonus action, you give yourself advantage on your next
weapon, you can add the result to the DC of the poison when attack roll on the current turn. You can use this bonus action
a creature is affected by that dose of the poison. only if you haven't moved during this turn, and after you use
the bonus action, your speed is 0 until the end of the current
Quick Reaction turn.

When you roll Initiative, you can expend a trick die and add

the result to your initiative roll. If you were surprised, you may You cannot use the Steady Aim and Power Attack features on
instead spend a trick die to not be surprised. the same attack.
Quickfooted Ability Score Improvement
When you would be knocked prone, you can use your When you reach 4th level, and again at 8th, 10th, 16th, and
reaction to expend a trick die to avoid being knocked prone. 19th level, you can increase one ability score of your choice
Taunt 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
As an action, you can expend a trick die to target a creature. using this feature.

Make a Charisma (Deception) Skill Check and add the trick

die to the result. The target creature must make a contested If your DM allows the use of feats, you may instead take a
Wisdom (Insight) Skill Check. On a failure, the creature must feat.
use its next turn to move towards you and, if possible, attack
you. This attack is made with disadvantage. Uncanny Dodge
Trap Sense Starting at 5th level, when an attacker that you can see hits
You have advantage on saving throws against traps, and traps you with an attack, you can use your reaction to halve the
have disadvantage on their attack rolls against you. If you attack's damage against you.
take damage from a trap, you can roll a trick die and add your
Dexterity modifier to the result, reducing the damage by the Power Attack
amount rolled. Once per Turn when you make an attack, you can take a
Tumble
penalty equal to your proficiency bonus to that attack. If you
do and the attack hits, you gain a bonus to your damage with
When you are the target of an opportunity attack, you can that attack equal to 2 x your proficiency bonus.
spend a trick die to roll that die and add it to your AC against
that attack, potentially turning a hit into a miss.

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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 if you succeed on the
saving throw, and only half damage if you fail.
Reliable Talent
By 11th 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 or lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of
the location of any hidden or invisible creature within 10 feet
of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You
gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers
rarely gain the upper hand against you. No attack roll has
advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding
when you need to. If your attack misses a target within range,
you can turn the miss into a hit. Alternatively, if you fail an
ability check, you can treat the d20 roll as a 20.

At 20th level, you have an uncanny knack for succeeding


when you need to. If your attack misses a target within range,
you can turn the miss into a hit. Alternatively, if you fail an
ability check, you can treat the d20 roll as a 20.

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Arcane Trickster Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make
Some rogues enhance their fine-honed skills of stealth and the spectral hand invisible, and you can perform the following
agility with magic, learning tricks of enchantment and additional tasks with it:
illusion. These rogues include pickpockets and burglars, but
also pranksters, mischief-makers, and a significant number of You can stow one object the hand is holding in a container
adventurers. worn or carried by another creature.
You can retrieve an object in a container worn or carried
Spellcasting by another creature.
When you reach 3rd level, you gain the ability to cast spells. You can use thieves' tools to pick locks and disarm traps at
See chapter 10 for the general rules of spellcasting and range.
chapter 11 for the wizard spell list.


You can perform one of these tasks without being noticed
Cantrips. You learn three cantrips: mage hand and two other by a creature if you succeed on a Dexterity (Sleight of Hand)
cantrips of your choice from the wizard spell list. You learn check contested by the creature's Wisdom (Perception)
another wizard cantrip of your choice at 10th level.

check.

Spells Known. The Arcane Trickster Spellcasting table

shows how many spell slots you have to cast your wizard In addition, you can use the bonus action granted by your
spells of 1st level and higher. To cast one of these spells, you Cunning Action to control the hand.
must expend a slot of the spell's level or higher. You regain all
expended spell slots when you finish a long rest.

Magical Ambush
For example, if you know the 1st-level spell charm person and Starting at 9th level, if you are hidden from a creature when
have a 1st-level and a 2nd-level spell slot available, you can you cast a spell on it, the creature has disadvantage on any
cast charm person using either slot.

saving throw it makes against the spell this turn.



Versatile Trickster
Spells Known of 1st-Level and Higher. You know three 1st- At 13th level, you gain the ability to distract targets with your
level wizard spells of your choice, two of which you must mage hand. As a bonus action on your turn, you can designate
choose from the enchantment and illusion spells on the
wizard spell list.

a creature within 5 feet of the spectral hand created by the



spell. Doing so gives you advantage on attack rolls against
The Spells Known column of the Arcane Trickster that creature until the end of the turn.
Spellcasting table shows when you learn more wizard spells Spell Thief
of 1st level or higher. Each of these spells must be an At 17th level, you gain the ability to magically steal the
enchantment or illusion spell of your choice, and must be of a knowledge of how to cast a spell from another spellcaster.

level for which you have spell slots. For instance, when you

reach 7th level in this class, you can learn one new spell of Immediately after a creature casts a spell that targets you or
1st or 2nd level.

includes you in its area of effect, you can use your reaction to

force the creature to make a saving throw with its
The spells you learn at 8th, 14th, and 20th level can come spellcasting ability modifier. The DC equals your spell save
from any school of magic.

DC. On a failed save, you negate the spell's effect against you,

and you steal the knowledge of the spell if it is at least 1st
Whenever you gain a level in this class, you can replace one level and of a level you can cast (it doesn't need to be a wizard
of the wizard spells you know with another spell of your spell). For the next 8 hours, you know the spell and can cast it
choice from the wizard spell list. The new spell must be of a using your spell slots. The creature can't cast that spell until
level for which you have spell slots, and it must be an the 8 hours have passed.

enchantment or illusion spell, unless you're replacing the

spell you gained at 3rd, 8th, 14th, or 20th level from any You may use this feature a number of times equal to your
school of magic.

Proficiency Bonus, and regain all expended uses at the end of



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

Spell save DC = 8 + your proficiency bonus + your


Intelligence modifier

Spell attack modifier = your proficiency bonus + your


Intelligence modifier

9
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Arcane Trickster Spellcasting Table
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
1st — — — — — —
2nd — — — — — —
3rd 2 3 2 — — —
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — —
12th 3 8 4 3 — —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
15th 3 10 4 3 2 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 12 4 3 3 —
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

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Assassin
You focus your training on the grim art of death. Those who
adhere to this archetype are diverse—hired killers, spies,
bounty hunters, and even specially anointed priests trained to
exterminate the enemies of their deity. Stealth, poison, and
disguise help you eliminate your foes with deadly efficiency.
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 creature that hasn't taken a turn in the combat
yet. In addition, any hit you score against a creature that is
surprised is a critical hit.
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 9th 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 official-looking
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, if you adopt the new identity as a disguise, other


creatures believe you to be that person until given an obvious
reason not to.
Impostor
At 13th level, you gain the ability to 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 casual observer. If a wary


creature suspects something is amiss, you have advantage on
any Charisma (Deception) check you make to avoid detection.
Death Strike
Starting at 17th level, you become a master of instant death.
When you attack and hit a creature that is surprised that you
have observed for three minutes or more just before making
the attack, it must make a Constitution saving throw (DC 8 +
your Dexterity modifier + your proficiency bonus). On a failed
save, the creature dies or is reduced to 1 HP and paralyzed
(your choice). On a successful save, the target takes double
damage.

You must finish a short or long rest to use this ability again.

11
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Inquisitive
As an 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 creatures 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 for Deceit
When you choose this archetype at 3rd level, you develop a
talent for picking out lies. Whenever you make a Wisdom
(Insight) check to determine whether a creature is lying, treat
a roll of 7 or lower on the d20 as an 8.
Eye for Detail
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 isn't incapacitated, contested by the target's
Charisma (Deception) check. If you succeed, you can use your
Sneak Attack against that target even if you don't have
advantage on the attack roll, but not if you have disadvantage
on it.

This benefit lasts for 1 minute or until you successfully use


this feature against a different target.
Reliable Eye
Starting at 9th level, you have advantage on any Wisdom
(Perception) or Intelligence (Investigation) checks you make.
Unerring Eye
Beginning at 13th level, your senses are almost impossible to
foil. As an action, you sense the presence of illusions,
shapechangers not in their original form, and other magic
designed to deceive the senses within 30 feet of you, provided
you aren't blinded or deafened. You sense that an effect is
attempting to trick you, but you gain no insight into what is
hidden or into its true nature.

You can use this feature a number of times equal to your


Proficiency Bonus, and you regain all expended uses of it
when you finish a long rest.
Eye for Weakness
At 17th level, you learn to exploit a creature's weaknesses by
carefully studying its tactics and movement. While your
Insightful Fighting feature applies to a creature, your Sneak
Attack damage against that creature increases by 3d6.

12
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Mastermind
Your focus is on people and on the influence and secrets they
have. Many spies, courtiers, and schemers follow this
archetype, leading lives of intrigue. Words are your weapons
as often as knives or poison, and secrets and favors are some
of your favorite treasures.
Master of Intrigue
When you choose this archetype at 3rd level, you gain
proficiency with the disguise Kit, the forgery kit, and one
gaming set of your choice. You also learn two languages of
your choice.

Additionally, you can unerringly mimic the speech patterns


and accent of a creature that you hear speak for at least 1
minute, enabling you to pass yourself off as a native speaker
of a particular land, provided that you know the language.
Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus
action. Additionally, when you use the Help action to aid an
ally in attacking a creature, the target of that attack can be
within 30 feet of you, rather than within 5 feet of you, if the
target can see or hear you.
Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute observing
or interacting with another creature outside combat, you can
learn certain information about its capabilities compared to
your own. The DM tells you if the creature is your equal,
superior, or inferior in regard to two of the following
characteristics of your choice:
Intelligence score
Wisdom score
Charisma score
Skill Proficiencies (if any)
Class levels (if any)

At the DM's option, you might also realize you know a piece
of the creature's history or one of its personality traits, if it
has any.
Misdirection
Beginning at 13th level, you can sometimes cause another
creature to suffer an attack meant for you. When you are
targeted by an attack while a creature within 5 feet of you is
granting you cover against that attack, you can use your
reaction to have the attack target that creature instead of you.
Soul of Deceit
Starting at 17th level, your thoughts can't be read by telepathy
or other means, unless you allow it. You can present false
thoughts by succeeding on a Charisma (Deception) check
contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would


determine if you are telling the truth indicates you are being
truthful if you so choose, and you can't be compelled to tell
the truth by magic.

13
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Phantom Tokens of the Departed
Starting at 9th level, when a life ends in your presence, you're
Many rogues walk a fine line between life and death, risking able to snatch a token from the departing soul, a sliver of its
their own lives and taking the lives of others. While life essence that takes physical form: as a reaction when a
adventuring on that line, some rogues discover a mystical creature you can see dies within 30 feet of you, you can open
connection to death itself. These rogues take knowledge from your free hand and cause a Tiny trinket to appear there, a
the dead and become immersed in negative energy, soul trinket. The DM determines the trinket's form or has you
eventually becoming like ghosts. Thieves' guilds value them roll on the Trinkets table in the Player's Handbook to
as highly effective information gatherers and spies.

generate it. You can have a maximum number of soul trinkets

equal to your proficiency bonus, and you can't create one


Many shadar-kai of the Shadowfell are masters of these while at your maximum.

macabre techniques, and some are willing to teach this path.

In places like Thay in the Forgotten Realms and Karrnath in You can use soul trinkets in the following ways:
Eberron, where many necromancers practice their craft, a
Phantom can become a wizard's confidant and right hand. In While a soul trinket is on your person, you have advantage
temples of gods of death, the Phantom might work as an on death saving throws and Constitution saving throws,
agent to track down those who try to cheat death and to for your vitality is enhanced by the life essence within the
recover knowledge that might otherwise be lost to the grave.

object.

When you deal Sneak Attack damage on your turn, you


How did you discover this grim power? Did you sleep in a can destroy one of your soul trinkets that's on your person
graveyard and awaken to your new abilities? Or did you and then immediately use Wails from the Grave, without
cultivate them in a temple or thieves' guild dedicated to a expending a use of that feature.
deity of death? As an action, you can destroy one of your soul trinkets, no
matter where it's located. When you do so, you can ask the
Whispers of the Dead spirit associated with the trinket one question. The spirit
At 3rd level, echoes of those who have died cling to you. appears to you and answers in a language it knew in life.
Whenever you finish a short or long rest, you can choose one It's under no obligation to be truthful, and it answers as
skill or tool proficiency that you lack and gain it, as a ghostly concisely as possible, eager to be free. The spirit knows
presence shares its knowledge with you. You lose this only what it knew in life, as determined by the DM.
proficiency when you use this feature to choose a different
proficiency that you lack. Ghost Walk
Beginning at 13th level, you can phase partially into the realm
Wails From the Grave of the dead, becoming like a ghost. As a bonus action, you
Starting at 3rd level, as you nudge someone closer to the assume a spectral form. While in this form, you have a flying
grave, you can channel the power of death to harm someone speed of 10 feet, you can hover, and attack rolls have
else as well. Immediately after you deal your Sneak Attack disadvantage against you. You can also move through
damage to a creature on your turn, you can target a second creatures and objects as if they were difficult terrain, but you
creature that you can see within 30 feet of the first creature. take 1d10 force damage if you end your turn inside a creature
Roll half the number of Sneak Attack dice for your level or an object.

(round up), and the second creature takes necrotic damage

equal to the roll's total, as wails of the dead sound around You stay in this form for 10 minutes or until you end it as a
them for a moment.

bonus action. To use this feature again, you must finish a long

rest or destroy one of your soul trinkets as part of the bonus


You can use this feature a number of times equal to your action you use to activate Ghost Walk.
proficiency bonus, and you regain all expended uses when
you finish a long rest. Death's Friend
At 17th level, your association with death has become so
close that you gain the following benefits:
When you use your Wails from the Grave, you can deal the
necrotic damage to both the first and the second creature.
At the end of a long rest, a soul trinket appears in your
hand if you don't have any soul trinkets, as the spirits of
the dead are drawn to you.

14
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Scout
You are skilled in stealth and surviving far from the streets of
a 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 a few of the
roles that Scouts assume as they range the world.
Skirmisher
Starting at 3rd level, you are difficult to pin down during a
fight. You can move up to half your speed as a reaction when
an enemy ends its turn within 5 feet of you. This movement
doesn't provoke opportunity attacks.
Survivalist
When you choose this archetype at 3rd level, you gain
proficiency in the Nature and Survival skills if you don't
already have it. Your proficiency bonus is doubled for any
ability check you make that uses either of those proficiencies.
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you
have a climbing or swimming speed, this increase applies to
that speed as well.
Ambush Master
Starting at 13th level, you excel at leading ambushes and
acting first in a fight. You have advantage on initiative rolls.

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 start of your
next turn.
Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you
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 can't use your Sneak Attack against the same
target more than once in a turn. This attack cannot benefit
from Steady Aim or Power Attack.

15
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Soulknife Psi-Bolstered Knack. When your nonpsionic training fails
you, your psionic power can help: if you fail an ability check
Most assassins strike with physical weapons, and many using a skill or tool with which you have proficiency, you can
burglars and spies use thieves' tools to infiltrate secure roll one Psionic Energy die and add the number rolled to the
locations. In contrast, a Soulknife strikes and infiltrates with check, potentially turning failure into success. You expend the
the mind, cutting through barriers both physical and psychic. die only if the roll succeeds.

These rogues discover psionic power within themselves and

channel it to do their roguish work. They find easy Psychic Whispers. You can establish telepathic
employment as members of thieves' guilds, though they are communication between yourself and others-perfect for quiet
often mistrusted by rogues who are leery of anyone using infiltration. As an action, choose one or more creatures you
strange mind powers to conduct their business. Most can see, up to a number of creatures equal to your proficiency
governments would also be happy to employ a Soulknife as a bonus, and then roll one Psionic Energy die. For a number of
spy.

hours equal to the number rolled, the chosen creatures can

speak telepathically with you, and you can speak


Amid the trees of ancient forests on the Material Plane and in telepathically with them. To send or receive a message (no
the Feywild, some wood elves walk the path of the Soulknife, action required), you and the other creature must be within 1
serving as silent, lethal guardians of their woods. In the mile of each other. A creature can't use this telepathy if it
endless war among the gith, a githzerai is encouraged to can't speak any languages, and a creature can end the
become a Soulknife when stealth is required against the telepathic connection at any time (no action required). You
githyanki foe.

and the creature don't need to speak a common language to

understand each other.

As a Soulknife, your psionic abilities might have haunted you

since you were a child, only revealing their full potential as The first time you use this power after each long rest, you
you experienced the stress of adventure. Or you might have don't expend the Psionic Energy die. All other times you use
sought out a reclusive order of psychic adepts and spent the power, you expend the die.
years learning how to manifest your power.
Psychic Blades
Psionic Power Starting at 3rd level, you can manifest your psionic power as
At 3rd level, you harbor a wellspring of psionic energy within shimmering blades of psychic energy. Whenever you take the
yourself. This energy is represented by your Psionic Energy Attack action, you can manifest a psychic blade from your
dice, which are each a d6. You have a number of these dice free hand and make the attack with that blade. This magic
equal to twice your proficiency bonus, and they fuel various blade is a simple melee weapon with the finesse and thrown
psionic powers you have, which are detailed below.

properties. It has a normal range of 60 feet and no long

range, and on a hit, it deals psychic damage equal to 1d6 plus


Some of your powers expend the Psionic Energy die they the ability modifier you used for the attack roll. The blade
use, as specified in a power's description, and you can't use a vanishes immediately after it hits or misses its target, and it
power if it requires you to use a die when your dice are all leaves no mark on its target if it deals damage.

expended. You regain all your expended Psionic Energy dice

when you finish a long rest. In addition, as a bonus action, After you attack with the blade, you can make a melee or
you can regain one expended Psionic Energy die, but you ranged weapon attack with a second psychic blade as a bonus
can't do so again until you finish a short or long rest.

action on the same turn, provided your other hand is free to

create it. The damage die of this bonus attack is 1d4, instead
When you reach certain levels in this class, the size of your of 1d6.
Psionic Energy dice increases: at 5th level (d8), 11th level
(d10), and 17th level (d12).

Soul Blades

Beginning at 9th level, your Psychic Blades are now an


The powers below use your Psionic Energy dice. expression of your psi-suffused soul, giving you these powers
that use your Psionic Energy dice:

Homing Strikes. If you make an attack roll with your Psychic


Blades and miss the target, you can roll one Psionic Energy
die and add the number rolled to the attack roll. If this causes
the attack to hit, you expend the Psionic Energy die.

Psychic Teleportation. As a bonus action, you manifest one


of your Psychic Blades, expend one Psionic Energy die and
roll it, and throw the blade at an unoccupied space you can
see, up to a number of feet away equal to 10 times the
number rolled. You then teleport to that space, and the blade
vanishes.

16
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Psychic Veil
Starting at 13th level, you can weave a veil of psychic static to
mask yourself. As an action, you can magically become
invisible, along with anything you are wearing or carrying, for
1 hour or until you dismiss this effect (no action required).
This invisibility ends early immediately after you deal damage
to a creature or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you
finish a long rest, unless you expend a Psionic Energy die to
use this feature again.
Rend Mind
At 17th level, you can sweep your Psychic Blades directly
through a creature's mind. When you use your Psychic Blades
to deal Sneak Attack damage to a creature, you can force that
target to make a Wisdom saving throw (DC equal to 8 + your
proficiency bonus + your Dexterity modifier). If the save fails,
the target is stunned for 1 minute. The stunned target can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

Once you use this feature, you can't do so again until you
finish a long rest, unless you expend three Psionic Energy
dice to use it again.

17
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Swashbuckler
You focus your training on the art of the blade, relying on
speed, elegance, and charm in equal parts. While some
warriors are brutes clad in heavy armor, your method of
fighting looks almost like a performance. 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 Footwork
When you choose this archetype at 3rd level, you learn how to
land a strike and then slip away without reprisal. During your
turn, if you make a melee attack against a creature, that
creature can't make opportunity attacks against you for the
rest of your turn.
Rakish Audacity
Starting at 3rd level, your confidence propels you into battle.
You can give yourself a bonus to your initiative rolls equal to
your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you
don't need advantage on your attack roll to use Sneak Attack
against a creature if you are within 5 feet of it, no other
creatures are within 5 feet of you, and you don't have
disadvantage on the attack roll. All the other rules for Sneak
Attack still apply to you.
Panache
At 9th level, your charm becomes extraordinarily beguiling.
As an action, you can make a Charisma (Persuasion) check
contested by a creature's Wisdom (Insight) check. The
creature must be able to hear you, and the two of you must
share a language.

If you succeed on the check and the creature is hostile to you,


it has disadvantage on attack rolls against targets other than
you and can't make opportunity attacks against targets other
than you. This effect lasts for 1 minute, until one of your
companions attacks the target or affects it with a spell, or
until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to


you, it is charmed by you for 1 minute. While charmed, it
regards you as a friendly acquaintance. This effect ends
immediately if you or your companions do anything harmful
to it.
Elegant Maneuver
Starting at 13th level, you can use a bonus action on your
turn to gain advantage on the next Dexterity (Acrobatics) or
Strength (Athletics) check you make during the same turn.
Master Duelist
Beginning at 17th level, your mastery of the blade lets you
turn failure into success in combat. Once per Turn, if you
miss with an attack roll, you can roll it again with advantage.

You can use this feature a number of times equal to your


Proficiency Bonus, and regain all uses at the end of a Long
rest.

18
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Thief
You hone your skills in the larcenous arts. Burglars, bandits,
cutpurses, and other criminals typically follow this archetype,
but so do rogues who prefer to think of themselves as
professional treasure seekers, explorers, delvers, and
investigators. In addition to improving your agility and
stealth, you learn skills useful for delving into ancient ruins,
reading unfamiliar languages, and using magic items you
normally couldn't employ.
Fast Hands
Starting at 3rd level, you can use the bonus action granted by
your Cunning Action to make a Dexterity (Sleight of Hand)
check, use your thieves' tools to disarm a trap or open a lock,
or take the Use an Object action.
Second-Story 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.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on
the same turn.
Use Magic Device
By 13th 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.
Thief's Reflexes
When you reach 17th level, you have become adept at laying
ambushes and quickly escaping danger. You can take two
turns during the first round of any combat. You take your first
turn at your normal initiative and your second turn at your
initiative minus 10. You can't use this feature when you are
surprised.

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Credits
Art (In Order)
yukako_(toyoyuki)
lizchief (Dead Source)
Houtengeki
hella p
drogod
烏撒Utharr
val (escc4347)

CGlas
muju
less
popopoka
Other
Changes: Me, SmugCoffeeMan

Fan Content Policy


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Changelog
1.01
Power Attack now scales with Proficiency Bonus.
Power Attack can now be used with Steady Aim.
1.02
Added a new feature at 2nd level - Roguish Tricks.
Added a list of Roguish Tricks.
1.02.1
Fixed a language conflict within the descriptive text of
Skill Tricks.
Elaborated when new Skill Tricks and Trick Dice are
earned.
Power Attack has been improved. It is now -Prof Bonus/+
(Prof bonus x 2).

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