{"name":"Rogue","overview":"[img:1517564]\r\nRogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.\r\nYou must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.\r\n\r\n[table]\r\n[tr]\r\n[td]The Rogue[\/td]\r\n[\/tr]\r\n[\/table]\r\n[table]\r\n[tr]\r\n[td][b]Level[\/b][\/td]\r\n[td][b]Proficiency Bonus[\/b][\/td]\r\n[td][b]Sneak Attack[\/b][\/td]\r\n[td][b]Features[\/b][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]1d6[\/td]\r\n[td]Expertise, Sneak Attack, Thieves' Cant[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]1d6[\/td]\r\n[td]Cunning Action[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]2d6[\/td]\r\n[td]Roguish Archetype[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]2d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]3d6[\/td]\r\n[td]Uncanny Dodge[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]3d6[\/td]\r\n[td]Expertise[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]4d6[\/td]\r\n[td]Evasion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]4d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]5d6[\/td]\r\n[td]Roguish Archetype feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]5d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]6d6[\/td]\r\n[td]Reliable Talent[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]6d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]7d6[\/td]\r\n[td]Roguish Archetype feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]7d6[\/td]\r\n[td]Blindsense[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]8d6[\/td]\r\n[td]Slippery Mind[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]8d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]9d6[\/td]\r\n[td]Roguish Archetype feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]9d6[\/td]\r\n[td]Elusive[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]10d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]10d6[\/td]\r\n[td]Stroke of Luck[\/td]\r\n[\/tr]\r\n[\/table]\r\n","hitdice":"d8","hitpointsfirstlevel":"8 + Constitution Modifier","hitpointsathigherlevels":"1d8 + Constitution Modifier per rogue level after 1st","armorproficiencies":"Light armor","weaponproficiences":"Simple weapons, hand crossbows, longswords, rapiers, shortswords.","tools":"Thieves' Tools","savingthrows":"Dexterity, Intelligence","skills":"Choose four: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n\u2022 (a) a rapier or (b) a shortsword\r\n\u2022 (a) a shortbow and quiver of 20 arrows or (b) a shortsword\r\n\u2022 (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack\r\n\u2022 Leather armor, two daggers, and thieves' tools","spellcasting":"","features":"[h3]Expertise[\/h3]\r\nAt 1st 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 of the chosen proficiencies.\r\n\r\nAt 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.\r\n\r\n[h3]Sneak Attack[\/h3]\r\nBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.\r\n\r\nYou don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.\r\n\r\nThe amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.\r\n\r\n[h3]Thieves' Cant[\/h3]\r\nDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey sue h a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.\r\n\r\n[h3]Cunning Action[\/h3]\r\nStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action or to\u00a0give yourself advantage on your next attack roll on the current turn (provided you haven\u2019t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn).\r\n\r\n[h3]Roguish Archetype[\/h3]\r\nAt 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.\r\nSoulknife Tasha's Cauldron of Everything\r\n[table]\r\n[tr]\r\n[td][b]Archetype[\/b][\/td]\r\n[td][b]Source[\/b][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Arcane Trickster[\/td]\r\n[td]Player's Handbook[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Assassin[\/td]\r\n[td]Player's Handbook[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Inquisitive[\/td]\r\n[td]Xanathar's Guide to Everything[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Mastermind[\/td]\r\n[td]Xanathar's Guide to Everything[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Phantom[\/td]\r\n[td]Tasha's Cauldron of Everything[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Scout[\/td]\r\n[td]Xanathar's Guide to Everything[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Soulknife[\/td]\r\n[td]Tasha's Cauldron of Everything[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Swashbuckler[\/td]\r\n[td]Xanathar's Guide to Everything[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Thief[\/td]\r\n[td]Player's Handbook[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Trickster[\/td]\r\n[td]Arkadia[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Ability Score Increase[\/h3]\r\nAt 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.\r\n\r\nAlternatively, you can choose to gain a single feat of your choice.\r\n\r\n[h3]Uncanny Dodge[\/h3]\r\nStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.\r\n\r\n[h3]Evasion[\/h3]\r\nBeginning 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.\r\n\r\n[h3]Reliable Talent[\/h3]\r\nBy 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.\r\n\r\n[h3]Blindsense[\/h3]\r\nStarting 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.\r\n\r\n[h3]Slippery Mind[\/h3]\r\nBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.\r\n\r\n[h3]Elusive[\/h3]\r\nBeginning 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.\r\n\r\n[h3]Stroke of Luck[\/h3]\r\nAt 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. Once you use this feature, you can't use it again until you finish a short or long rest.","subclasses":"[h2]Arcane Trickster[\/h2]\r\nSome rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.\r\n[h3]Spellcasting[\/h3]\r\nWhen you reach 3rd level, you gain the ability to cast spells.\r\n\r\nCantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.\r\n\r\nSpell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.\r\n\r\nSpells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.\r\n\r\nThe Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nThe spells you learn at 8th, 14th, and 20th level can come from any school of magic.\r\n\r\nWhenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you\u2019re replacing the spell you gained at 8th, 14th, or 20th level.\r\n\r\nSpellcasting 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.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier\r\n[table]\r\n[tr]\r\n[th]Rogue Level[\/th]\r\n[th]Cantrips Known[\/th]\r\n[th]Spells Known[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]3[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]3[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]3[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]4[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]4[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]4[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]4[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]4[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]4[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]4[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]4[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]4[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]4[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]4[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Mage Hand Legerdemain[\/h3]\r\nStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:\r\n\r\n\u2022 You can stow one object the hand is holding in a container worn or carried by another creature.\r\n\r\n\u2022 You can retrieve an object in a container worn or carried by another creature.\r\n\r\n\u2022 You can use thieves\u2019 tools to pick locks and disarm traps at range.\r\n\r\nYou can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature\u2019s Wisdom (Perception) check.\r\n\r\nIn addition, you can use the bonus action granted by your Cunning Action to control the hand.\r\n\r\n[h3]Magical Ambush[\/h3]\r\nStarting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.\r\n\r\n[h3]Versatile Trickster[\/h3]\r\nAt 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.\r\n\r\n[h3]Spell Thief[\/h3]\r\nAt 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.\r\n\r\nImmediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell\u2019s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn\u2019t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can\u2019t cast that spell until the 8 hours have passed.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[hr][h2]Assassin[\/h2]\r\nYou 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.\r\n[h3]Bonus Proficiency[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.\r\n\r\n[h3]Assassinate[\/h3]\r\nStarting 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.\r\n\r\n[h3]Infiltration Expertise[\/h3]\r\nStarting 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. Vou 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.\r\n\r\n[h3]Imposter[\/h3]\r\nAt 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 mannerisms. 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.\r\n\r\n[h3]Death Strike[\/h3]\r\nStarting at 17th level, you become a master of instant death. 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.\r\n\r\n[hr][h2]Inquisitive[\/h2]\r\nAs 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 sharp eye make you well equipped to expose and end hidden evils.\r\n\r\n[h3]Ear for Deceit[\/h3]\r\nWhen you choose this archetype at 3rd level, you develop a keen ear 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.\r\n\r\n[h3]Eye for Detail[\/h3]\r\nStarting 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.\r\n\r\n[h3]Insightful Fighting[\/h3]\r\nAt 3rd level, you gain the ability to decipher an opponent\u2019s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn\u2019t incapacitated, contested by the target\u2019s 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.\r\n\r\nThis benefit lasts for 1 minute or until you successfully use this feature against a different target.\r\n\r\n[h3]Steady Eye[\/h3]\r\nAt 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.\r\n\r\n[h3]Unerring Eye[\/h3]\r\nAt 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.\r\n\r\nYou 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.\r\n\r\n[h3]Eye for Weakness[\/h3]\r\nAt 17th level, you learn to exploit a creature\u2019s 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.\r\n\r\n\r\n[h2]Mastermind[\/h2]\r\nYour 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.\r\n[h3]Master of Intrigue[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the\r\nforgery kit, and one gaming set of your choice. You also learn two languages of your choice.\r\nAdditionally, you can unerringly mimic the speech patterns and accent of a creature that you hear\r\nspeak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular\r\nland, provided that you know the language.\r\n\r\n[h3]Master of Tactics[\/h3]\r\nStarting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use\r\nthe Help action to aid an ally in attacking a creature, the target of that attack can be within 30\r\nfeet of you, rather than within 5 feet of you, if the target can see or hear you.\r\n\r\n[h3]Insightful Manipulator[\/h3]\r\nStarting at 9th level, if you spend at least 1 minute observing or interacting with another creature\r\noutside combat, you can learn certain information about its capabilities compared to your own.\r\nThe DM tells you if the creature is your equal, superior, or inferior in regard to two of the\r\nfollowing characteristics of your choice:\r\n\r\n\u2022 Intelligence score\r\n\r\n\u2022 Wisdom score\r\n\r\n\u2022 Charisma score\r\n\r\n\u2022 Class levels (if any)\r\n\r\nAt the DM\u2019s option, you might also realize you know a piece of the creature\u2019s history or one of\r\nits personality traits, if it has any.\r\n\r\n[h3]Misdirection[\/h3]\r\nBeginning at 13th level, you can sometimes cause another creature to suffer an attack meant for\r\nyou. When you are targeted by an attack while a creature within 5 feet of you is granting you\r\ncover against that attack, you can use your reaction to have the attack target that creature instead\r\nof you.\r\n\r\n[h3]Soul of Deceit[\/h3]\r\nStarting at 17th level, your thoughts can\u2019t be read by telepathy or other means, unless you allow\r\nit. You can present false thoughts by succeeding on a Charisma (Deception) check contested by\r\nthe mind reader\u2019s Wisdom (Insight) check.\r\n\r\nAdditionally, no matter what you say, magic that would determine if you are telling the truth\r\nindicates you are being truthful if you so choose, and you can\u2019t be compelled to tell the truth by\r\nmagic.\r\n\r\n[hr]\r\nPhantom\r\nMany rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves\u2019 guilds value them as highly effective information gatherers and spies.\r\n\r\n[h3]Whispers of the Dead[\/h3]\r\nEchoes of those who have died cling to you. Whenever you finish a rest you may designate one skill or tool proficiency to become proficient in until your next rest.\r\n\r\n[h3]Wails from the Grave[\/h3]\r\nImmediately after you deal sneak attack damage you may target a second creature you can see within 30ft of the initial target. You may then roll half your sneak dice rounded up and deal that much necrotic damage to the second target.\r\nYou may use this a number of times equal to your proficiency bonus and regain expended uses on a long rest.\r\n\r\n[h3]Tokens of the Departed[\/h3]\r\nAt 9th level, whenever a creature dies within 30ft of you may claim a portion of their departing soul in the form of a soul trinket.\r\nYou may have a maximum number of these equal to your proficiency bonus and may not create more while you have the maximum.\r\n\r\nThey may be used in the following ways:\r\n[ul]\r\n[li]Passively gain advantage on death saving throws and constitution saving throws by carrying at least one.[\/li]\r\n[li]Destroying one to trigger Wails from the Grave without expending a use of it's feature after successfully sneak attacking.[\/li]\r\n[li]Destroy the trinket to ask the soul contained therein a single question, it will answer as concisely as possible but has no obligation to tell you the truth.[\/li]\r\n[\/ul]\r\n[h3]Ghost Walk[\/h3]\r\nAt 13th level you may spend a bonus action to assume a spectral form. While in this form you have a flying speed of 10 ft, you can hover and attack rolls have disadvantage against you. You can also move through objects and creatures as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object or creature.\r\nYou stay in this form for 10 minutes or until you end it as a bonus action.\r\nYou may use this once per long rest unless you destroy a soul trinket as part of the bonus action to use it again.\r\n[h3]Death's Friend[\/h3]\r\nAt 17th level your association with death grants you the following benefits.\r\n[ul]\r\n[li]When you use your Wails from the Grave you can deal the necrotic damage to both the first and second creature.[\/li]\r\n[li]At the end of a long rest, a soul trinket appears in your hand if you don't currently have any, as the souls of the dead are drawn to you.[\/li]\r\n[\/ul]\r\n[hr][h2]Scout[\/h2]\r\nYou 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 \u2013 these are just a few of the roles that Scouts assume as they range the world.\r\n[h3]Skirmisher[\/h3]\r\nStarting at 3rd level, you are difficult to pin down during a fight. You can move up to half your\r\nspeed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn\u2019t\r\nprovoke opportunity attacks.\r\n\r\n[h3]Survivalist[\/h3]\r\nWhen you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival\r\nskills if you don\u2019t already have it. Your proficiency bonus is doubled for any ability check you\r\nmake that uses either of those proficiencies.\r\n\r\n[h3]Superior Mobility[\/h3]\r\nAt 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming\r\nspeed, this increase applies to that speed as well.\r\n\r\n[h3]Ambush Master[\/h3]\r\nStarting at 13th level, you excel at leading ambushes and acting first in a fight.\r\nYou have advantage on initiative rolls. In addition, the first creature you hit during the first round\r\nof a combat becomes easier for you and others to strike; attack rolls against that target have\r\nadvantage until the start of your next turn.\r\n\r\n[h3]Sudden Strike[\/h3]\r\nStarting at 17th level, you can strike with deadly speed. If you take the Attack action on your\r\nturn, you can make one additional attack as a bonus action. This attack can benefit from your\r\nSneak Attack even if you have already used it this turn, but you can\u2019t use your Sneak Attack\r\nagainst the same target more than once in a turn.\r\n\r\n[hr][h2]Soulknife[\/h2]\r\nMost assassins strike with physical weapons, and many burglars and spies use thieves\u2019 tools to infiltrate secure locations, whereas a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves\u2019 guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business, and most governments would be happy to employ a Soulknife as a spy.\r\n\r\n[h3]Psionic Powers[\/h3]\r\nYou have a number of Psionic Energy dice equal to twice your proficiency bonus, all of which are d6s. They may be used for the following effects.\r\nYou also may reclaim expended dice after a long rest or may regain one dice on a bonus action once per rest.\r\nAs you reach higher levels the dice increase in size: at 5th level (d8), at 11th level (d10), and 17th level (d12).\r\n\r\n[ul]\r\n[li]Psi-Bolstered Knack[\/li]\r\n[\/ul]\r\nWhen failing a skill or tool check in something you are proficient in you may spend a Psionic Energy dice to roll it and add the number on to the check.\r\n[ul]\r\n[li]Psychic Whispers[\/li]\r\n[\/ul]\r\nAs an action choose a number of creatures equal to your proficiency bonus and then roll one Psionic Energy dice. For a number of hours equal to the result rolled you and the chosen creatures may communicate telepathically within 1 mile of each other, if you chose a creature that cannot speak at least 1 language it cannot benefit from this. Any creature within this telepathic connection may disconnect themselves from it prematurely at will.\r\n\r\nYou can use this once per day without expending a Psionic Energy die, subsequent uses spend the rolled dice.\r\n\r\n[h3]Psychic Blades[\/h3]\r\nYou can manifest a psionic blade as part of an Attack action to use as the attacking weapon.\u00a0\r\nThe blade is a simple melee weapon with the finesse and thrown properties with a normal range of 60ft and no long range and on a hit deals damage equal to 1d6 + the ability modifier used for the attack.\r\nAfter the attack the weapon immediately vanishes and leaves no trace that can identify the wound as a psychic blade.\r\n\r\nImmediately after the attack you may spend a bonus action to make a second attack with your other hand. The damage dice this time is 1d4 instead of 1d6\r\n\r\n[h3]Soul Blades[\/h3]\r\nAt 9th level your Psychic Blades are now Soul Blades, granting them the following benefits.\r\n[ul]\r\n[li]Homing Strikes[\/li]\r\n[\/ul]\r\nIf you make an attack roll and miss you can roll one Psionic Energy dice and add the number rolled to the attack roll. If this would case the attack to hit the dice is expended.\r\n[ul]\r\n[li]Psychic Teleportation[\/li]\r\n[\/ul]\r\nAs a bonus action you may spend a Psionic Energy die to throw a Psychic blade at a distance in feet up to 10x the number rolled on the spent Psionic Energy die. You then teleport to this location, causing the blade to vanish as you do.\r\n\r\n[h3]Psychic Veil[\/h3]\r\nAt 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 the effect at will. This effect ends by you dealing damage or inflicting a saving throw on another.\r\nOnce you've used this feature you cannot again until after a long rest or after you spend a Psionic Energy die.\r\n\r\n[h3]Rend Mind[\/h3]\r\nAt 17th level you can sweep your psionic blade through the mind of a target. When you use your Psychic Blades to deal Sneak Attack damage you can force the target creature to make a Wisdom saving throw of DC 8 + proficiency bonus + Dex modifier. If they fail the save the target is stunned for 1 minute.\r\nThe stunned creature may repeat the save at the end of each of its turns.\r\nYou can only use this ability once per long rest, unless you expend 3 Psionic Energy dice to use it again.\r\n\r\n[hr][h2]Swashbuckler[\/h2]\r\nYou 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.\r\nA Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.\r\n[h3]Fancy Footwork[\/h3]\r\nWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away\r\nwithout reprisal. During your turn, if you make a melee attack against a creature, that creature\r\ncan\u2019t make opportunity attacks against you for the rest of your turn.\r\n\r\n[h3]Rakish Audacity[\/h3]\r\nStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to\r\nyour initiative rolls equal to your Charisma modifier.\r\n\r\nYou also gain an additional way to use your Sneak Attack; you don\u2019t need advantage on the\r\nattack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other\r\ncreatures are within 5 feet of you, and you don\u2019t have disadvantage on the attack roll. All the\r\nother rules for Sneak Attack still apply to you.\r\n\r\n[h3]Panache[\/h3]\r\nAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a\r\nCharisma (Persuasion) check contested by a creature\u2019s Wisdom (Insight) check. The creature\r\nmust be able to hear you, and the two of you must share a language.\r\n\r\nIf you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls\r\nagainst targets other than you and can\u2019t make opportunity attacks against targets other than you.\r\nThis effect lasts for 1 minute, until one of your companions attacks the target or affects it with a\r\nspell, or until you and the target are more than 60 feet apart.\r\n\r\nIf you succeed on the check and the creature isn\u2019t hostile to you, it is charmed by you for 1\r\nminute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately\r\nif you or your companions do anything harmful to it.\r\n\r\n[h3]Elegant Maneuver[\/h3]\r\nStarting at 13th level, you can use a bonus action on your turn to gain advantage on the next\r\nDexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.\r\n\r\n[h3]Master Duelist[\/h3]\r\nBeginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If\r\nyou miss with an attack roll, you can roll it again with advantage. Once you do so, you can\u2019t use\r\nthis feature again until you finish a short or long rest.\r\n\r\n[hr][h2]Thief[\/h2]\r\nYou 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.\r\n[h3]Fast Hands[\/h3]\r\nStarting 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.\r\n\r\n[h3]Second-Story Work[\/h3]\r\nWhen 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.\r\n\r\n[h3]Supreme Sneak[\/h3]\r\nStarting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.\r\n\r\n[h3]Use Magic Device[\/h3]\r\nBy 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.\r\n\r\n[h3]Thief's Reflexes[\/h3]\r\nWhen 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.\r\n\r\n[hr][h2]Trickster[\/h2]\r\nThe tools of your trade are a silver tongue and wit keener than any blade. Those who fit this archetype are often as foolish as they are wise, talking themselves into trouble as often as they do out. Armed with clever words and cunning plans, tricksters make for unlikely heroes with tales of their acts of canny bravery and skillful deceit becoming the stuff of legend.\r\n\r\n[h3]Fated[\/h3]\r\nStarting when you choose this archetype at 3rd level, when you have advantage or disadvantage you must roll 3d20 instead of 2d20. If you have advantage, use the highest of the three rolls. If you have disadvantage, use the lowest of the three rolls.\r\n\r\n[h3]Cleverness[\/h3]\r\nBeginning at 3rd level you can use your Cunning Action to give an ally within 30 feet that can see or hear you advantage on an attack roll or ability check until the start of your next turn.\r\n\r\n[h3]Cunning Plan[\/h3]\r\nStarting at 9th level you can spend 10 minutes making a specific plan. Choose a number of friendly creatures up to to your Charisma modifier (minimum 1). When each of these creatures carries out a predetermined action within the next hour they will have advantage on that action. You can\u2019t use this feature again until you finish a short rest.\r\n\r\n[h3]Guile[\/h3]\r\nBy 13th level your wits are unfailing. If your total for a Charisma skill check or saving throw is less than your Charisma score, you can use that score in place of the total. You can\u2019t use this feature again until you finish a short rest.\r\n\r\n[h3]Hero\u2019s Trick[\/h3]\r\nAt 17th level when you would make a roll with disadvantage you may choose to roll with advantage instead. You can\u2019t use this feature again until you finish a short rest.\r\n","tabledata":"Lvl | Proficiency Bonus | Sneak Attack | Features\r\n1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant\r\n2nd | +2 | 1d6 | Cunning Action\r\n3rd | +2 | 2d6 | Roguish Archetype\r\n4th | +2 | 2d6 | Ability Score Improvement\r\n5th | +3 | 3d6 | Uncanny Dodge\r\n6th | +3 | 3d6 | Expertise\r\n7th | +3 | 4d6 | Evasion\r\n8th | +3 | 4d6 | Ability Score Improvement\r\n9th | +4 | 5d6 | Roguish Archetype Feature\r\n10th | +4 | 5d6 | Ability Score Improvement\r\n11th | +4 | 6d6 | Reliable Talent\r\n12th | +4 | 6d6 | Ability Score Improvement\r\n13th | +5 | 7d6 | Roguish Archetype Feature\r\n14th | +5 | 7d6 | Blindsense\r\n15th | +5 | 8d6 | Slippery Mind\r\n16th | +5 | 8d6 | Ability Score Improvement\r\n17th | +6 | 9d6 | Roguish Archetype Feature\r\n18th | +6 | 9d6 | Elusive\r\n19th | +6 | 10d6 | Ability Score Improvement\r\n20th | +6 | 10d6 | Stroke of Luck","tags":"Rogue,Classes","isShared":"on","templateId":"25","blockId":"528072","world":"91f587c1-752f-4a5a-946f-c6ec9fde3364","folder":"1444"}