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Životy

Kostky životů 1d8 za úroveň

Odbornosti

DEX , INT

Rogue

Úroveň Bonus odbornosti Vlastnosti Sneak Attack
1 + 2 Expertise Sneak Attack Thieves' Cant Weapon Mastery 1d6
2 + 2 Expertise Sneak Attack Thieves' Cant Weapon Mastery 1d6
3 + 2 Expertise Sneak Attack Thieves' Cant Weapon Mastery 2d6
4 + 2 Expertise Sneak Attack Thieves' Cant Weapon Mastery 2d6
5 + 3 Expertise Sneak Attack Thieves' Cant Weapon Mastery 3d6
6 + 3 Expertise Sneak Attack Thieves' Cant Weapon Mastery 3d6
7 + 3 Expertise Sneak Attack Thieves' Cant Weapon Mastery 4d6
8 + 3 Expertise Sneak Attack Thieves' Cant Weapon Mastery 4d6
9 + 4 Expertise Sneak Attack Thieves' Cant Weapon Mastery 5d6
10 + 4 Expertise Sneak Attack Thieves' Cant Weapon Mastery 5d6
11 + 4 Expertise Sneak Attack Thieves' Cant Weapon Mastery 6d6
12 + 4 Expertise Sneak Attack Thieves' Cant Weapon Mastery 6d6
13 + 5 Expertise Sneak Attack Thieves' Cant Weapon Mastery 7d6
14 + 5 Expertise Sneak Attack Thieves' Cant Weapon Mastery 7d6
15 + 5 Expertise Sneak Attack Thieves' Cant Weapon Mastery 8d6
16 + 5 Expertise Sneak Attack Thieves' Cant Weapon Mastery 8d6
17 + 6 Expertise Sneak Attack Thieves' Cant Weapon Mastery 9d6
18 + 6 Expertise Sneak Attack Thieves' Cant Weapon Mastery 9d6
19 + 6 Expertise Sneak Attack Thieves' Cant Weapon Mastery 10d6
20 + 6 Expertise Sneak Attack Thieves' Cant Weapon Mastery 10d6

Vlastnosti třídy

Úroveň 1

Expertise
Sneak Attack
Thieves' Cant
Weapon Mastery

Úroveň 10

Ability Score Improvement

Úroveň 11

Improved Cunning Strike

Úroveň 12

Ability Score Improvement

Úroveň 13

Subclass Feature

Úroveň 14

Devious Strikes

Úroveň 15

Slippery Mind

Úroveň 16

Ability Score Improvement

Úroveň 17

Subclass Feature

Úroveň 18

Elusive

Úroveň 19

Epic Boon

Úroveň 2

Cunning Action

Úroveň 20

Stroke of Luck

Úroveň 3

Rogue Subclass
Steady Aim

Úroveň 4

Ability Score Improvement

Úroveň 5

Cunning Strike
Uncanny Dodge

Úroveň 6

Expertise

Úroveň 7

Evasion
Reliable Talent

Úroveň 8

Ability Score Improvement

Úroveň 9

Subclass Feature

Odbornosti

Armor

light

Weapons

simple

Martial weapons that have the Finesse or Light property

Skills

Počáteční vybavení

Vlastnosti třídy

Expertise (Level 1)

You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

Sneak Attack (Level 1)

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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.

You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Thieves' Cant (Level 1)

You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.

Weapon Mastery (Level 1)

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Cunning Action (Level 2)

Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Rogue Subclass (Level 3)

You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.

Steady Aim (Level 3)

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

Cunning Strike (Level 5)

You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6)

You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner's Kit on your person.

Trip (Cost: 1d6)

If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6)

Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Uncanny Dodge (Level 5)

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).

Expertise (Level 6)

You gain Expertise in two of your Skill Proficiencies of your choice.

Evasion (Level 7)

You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.

Reliable Talent (Level 7)

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclass Feature (Level 9)

You gain a feature from your Rogue Subclass.

Ability Score Improvement (Level 10)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Improved Cunning Strike (Level 11)

You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclass Feature (Level 13)

You gain a feature from your Rogue Subclass.

Devious Strikes (Level 14)

You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

Daze (Cost: 2d6)

The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.

Knock Out (Cost: 6d6)

The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Obscure (Cost: 3d6)

The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

Slippery Mind (Level 15)

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclass Feature (Level 17)

You gain a feature from your Rogue Subclass.

Elusive (Level 18)

You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of the Night Spirit is recommended.

Stroke of Luck (Level 20)

You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Multitřídy

Získané odbornosti

Armor light
Skills Choose Vybrat 1 z Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight Of Hand, Stealth
Toolproficiencies Thieves' Tools: true

Podtřídy

Vlastnosti podtřídy

Acrobat Roguish Archetype

Aerialist

Apothecary

Apothecary

Arachnoid Stalker

Arachnoid Stalker (Level 3)

Sling Webs and Crawl Walls

A life-changing event, such as being cursed by a drider or being bitten by a dangerously transmuted arachnid, has imbued you with the abilities of a spider. This transformation might have left you physically unchanged, or you may have developed a half-dozen eyes, lanky and hairy limbs, or a set of inhuman mandibles. Whatever the side effects, you can now produce deadly poison and ropes of silken web from your palms, and even scale walls with your fingertips.

Webbing

You can magically produce sticky, silken spider webs from your hands as a Bonus Action. This web dissolves after 1 minute. When you create the webs, you can use them to do one of the following.

Pull Yourself

You project a line of web at a point you can see within 30 feet, pulling yourself to that point in a straight line without provoking Opportunity Attacks. You can use this benefit as a Reaction when you fall to pull yourself up to 10 feet in any direction.

Manipulate Objects

You can use a line of web to manipulate an object that isn't being worn or carried within 30 feet. For example, you can pull an object to your hand, close a door, or snatch a Small or smaller object weighing less than 10 pounds.

Create Rope

You create a 60-foot-long Rope of web and anchor it to a point you choose.

Web Spell

You cast Web without a spell slot as a part of the Bonus Action used for this feature (DC equals 8 plus your Dexterity modifier and Proficiency Bonus). When you cast it using this feature, the webs fill a 5-foot Cube, and the spell's duration becomes 1 minute. You can cast this spell using this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Venomous Strike

When you deal Sneak Attack damage to a creature, you can choose for the Sneak Attack to deal d8s of Poison damage instead of d6s of the same type dealt by the weapon.

Wall Crawling (Level 9)

You've become accustomed to moving like a spider, granting you the following benefits.

Climber

You gain a Climb Speed equal to your Speed.

Hiding on Ceilings

If you are on a ceiling and Lightly Obscured, you can take the Hide action as long as any enemy that could see you is below you.

Spider Climb

You can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.

Spider Sense (Level 13)

When you make a saving throw and take damage, you can take a Reaction to use your Uncanny Dodge, halving the damage you take (round down).

Paralytic Venom (Level 17)

You gain the following Cunning Strike option.

Paralyze (Cost: {@dice 4d6})

When you deal Poison damage with your Venomous Strike, the target must succeed on a Constitution saving throw or have the Paralyzed condition until the end of your next turn.

Arachnoid Stalker

Arcane Sniper

Arcane Trickster

Arcane Trickster

Arcane Trickster (Level 3)

Enhance Stealth with Arcane Spells

Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.

Spellcasting

You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.

Cantrips

You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list (see that class's section for its list). Mind Sliver and Minor Illusion are recommended.

Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.

When you reach Rogue level 10, you learn another Wizard cantrip of your choice.

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of 1st+ Level

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.

Changing Your Prepared Spells

Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus

You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.

Mage Hand Legerdemain

When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.

Magical Ambush (Level 9)

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.

Versatile Trickster (Level 13)

You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.

Spell Thief (Level 17)

You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to force the creature to make an Intelligence saving throw. The DC equals your spell save 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 level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it until the 8 hours have passed.

Once you steal a spell with this feature, you can't use this feature again until you finish a Long Rest.

Arcane Trickster

Assassin

Assassin

Assassin (Level 3)

Practice the Grim Art of Death

An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.

Assassinate

You're adept at ambushing a target, granting you the following benefits.

Initiative

You have Advantage on Initiative rolls.

Surprising Strikes

During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.

Assassin's Tools

You gain a Disguise Kit and a Poisoner's Kit, and you have proficiency with them.

Infiltration Expertise (Level 9)

You are expert at the following techniques that aid your infiltrations.

Masterful Mimicry

You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.

Roving Aim

Your Speed isn't reduced to 0 by using Steady Aim.

Envenom Weapons (Level 13)

When you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.

Death Strike (Level 17)

When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack's damage is doubled against the target.

Assassin

Assassin (Variant)

Avenger

Avian Menace

Black Flame Zealot

Blade of Radiance

Bloodknife

Bloodknife

Bouncer

Bouncer

Cat Burglar

Clover

Copycat

Craftsman

Cryosleeper

Cyber Ninja

Cyber Ninja (Level 3)

Wield your Cyber Katana with Supernatural Speed

A Cyber Ninja's talents of agility and precision are honed to the absolute limit through high technology. Bearing superhuman agility and a devastating blade, you can infiltrate any location and eliminate your foes with a single stroke.

Cyber Katana

You have a high-tech blade known as a Cyber Katana, which has the following traits:

  • Weapon Category:
  • Damage on a Hit:
  • Properties:
  • Mastery:

You have a +1 bonus to attack and damage rolls with your Cyber Katana. This bonus increases when you reach Rogue levels 9 (+2) and 17 (+3).

If the Cyber Katana is lost, you can build a new one for 100 CR over the course of 8 hours, which can be done during a Long Rest.

Ninja Agility

As a Bonus Action, you can do one of the following.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once) and regain all expended uses when you finish a Short or Long Rest.

Dodge

You take the Dodge action.

Flash Step

You move up to 30 feet in a straight Line without provoking Opportunity Attacks.

Ultra Slash (Level 9)

Once on each of your turns when you take the Attack action, you can replace one of your attacks with your Cyber Katana with an enormous slash. Choose up to three creatures you can see within 10 feet of yourself. Each creature makes a Dexterity saving throw (DC 8 plus your Dexterity modifier and your Proficiency Bonus), taking Slashing or Lightning damage equal to the damage dealt by your Cyber Katana plus half your number of Sneak Attack damage dice (round down) on a failed save or half as much damage on a successful one.

Covert Techniques (Level 13)

You can leverage your supernatural speed to use the following techniques.

Cloaking Device

You can expend a use of your Ninja Agility as a Bonus Action to gain the Invisible condition until the start of your next turn. This invisibility ends early immediately after you make an attack roll, deal damage, or you force a creature to make a saving throw.

Uncanny Deflection

When you use your Uncanny Dodge, you can expend a use of your Ninja Agility to attempt to deflect the attack. Roll 1d10 and add it to your AC against this attack, potentially causing it to miss. You must be holding your Cyber Katana to use this Reaction.

If this Reaction causes a ranged attack to miss, you can deflect the attack toward a creature you can see within 60 feet of yourself. The target takes damage equal to half your number of Sneak Attack damage dice (round down). The damage is the same type dealt by the attack.

Omni Slash (Level 17)

When you use your Ultra Slash, you can perform an improved slash. You can choose up to six creatures within 30 feet of yourself. Add all of your Sneak Attack damage dice to the damage roll, instead of half of them.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Daredevil

Daredevil

Dark Petitioner

Dawn Blade

Dirty Player

Divine Agent

Divine Hand

Divine Herald

Divine Herald

Divine Sniper

Dustwalker

Enforcer

Enforcer

Falconer

Fencer

Fencer

Field Medic

Gambler

Gambler

Ghost-Faced Killer

Graverobber

Great Assassin

Grifter

Grim Surgeon

Heretic

Highway Rider

Highway Rider

Highway Rider (Level 3)

A Steed Makes the Best Partner in Crime

Stalking the backroads, the Highway Rider strikes fear into the heart of every traveler and penny-pinching merchant. They run down their prize astride a swift and loyal steed—and then make a quick getaway.

Hair Trigger

You gain proficiency with Blackpowder Pistols. In addition, when you roll Initiative and don't have Disadvantage on that roll, you can immediately take a Reaction for one of the following options:

Trusty Mount

You always have the Find Steed spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence.

Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.

Ride Them Down

You don't need Advantage on the attack roll to Sneak Attack if you or a controlled mount you ride moves at least 20 feet, and you don't have Disadvantage on the attack roll.

Horse Lord (Level 9)

You can spend 1 minute grooming and caring for your mount, at the end of which it gains a number of Temporary Hit Points equal to twice your Rogue level.

In addition, your cunning extends to your steed. While you control a mount, it can take one of the following actions as a Bonus Action: Dash, Disengage, or Dodge.

True Grit (Level 13)

You gain proficiency in Constitution saving throws. In addition, when you are subjected to an effect that allows you to make a Constitution 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.

Desperado (Level 17)

When you are reduced to 0 Hit Points and not killed outright, you can use your Hair Trigger feature immediately before you fall Unconscious.

Improviser

Improviser Thief

Infiltrator

Infiltrator

Infiltrator (Level 3)

Rogue Subclass: Hack the 'Verse

The most advanced security systems in the 'Verse amount to circuits and wires—an Infiltrator's speciality. Trained in hacking and covert operations, Infiltrator Rogues specialize in technological subterfuge, using system backdoors and a few well-placed viruses to open any door and undermine any foe.

Codebreaker

Your hacking experience grants you the following benefits.

Autonomous Protocol

When you succeed on a Hacking attempt, you can code instructions for the system to follow. Describe a circumstance, such as a character entering a few keystrokes of data or a certain amount of time passing, and one the operations to be performed in response. You can describe up to eight such circumstances and responses on a device. This code deletes itself after 24 hours.

Data Expert

You gain proficiency in the Data skill. If you already have proficiency in it, you gain Expertise in it.

Quick Hack

You can attempt to hack a device as a Utilize action, rather than over the course of one minute.

Cyberattack

You can cast Technical Difficulties without expending a spell slot a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. Intelligence is your spellcasting ability for this spell.

In addition, whenever you cast that spell, if a creature is carrying the affected Magical Technology, it takes 2d6 Lightning damage and can't make Opportunity Attacks until the start of its next turn. The damage increases by 1d6 when you reach Fighter levels 5 (3d6), 11 (4d6), and 17 (5d6).

Technical Exploits (Level 9)

Your skill in creating and using malware grants you the following benefits.

R-Virus

When you succeed on a Hacking attempt, you can infect connected Magical Technology of the same type with a virus. You gain full access to similar connected devices within 300 feet. For example, if you succeed on a Hacking attempt to open a door, you can open every connected door without making another Hacking attempt; or if you disable a camera, you can also disable every other camera within range that is connected to it.

Thermalsight Static

While entirely in Heavily Obscured conditions, such as Darkness or fog, you have the Invisible condition to any creature that relies on Thermalsight to see you.

Electromagical Burst (Level 13)

You can cast Electromagical Pulse as a Bonus Action without a spell slot. Intelligence is your spellcasting ability for this spell. Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.

Mind Hack (Level 17)

When you hit a creature with your Sneak Attack, you can attempt to temporarily overwrite the target's mind with a bio-magical virus. The target must succeed on an Intelligence saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus) or have the Charmed condition until the end of your next turn. The Charmed target is Friendly to you and your allies, and follows any commands you issue to it (no action required), such as "Attack that creature" or "Move over there." The Charmed target takes no other actions other than the commands you issue to it.

Once a creature fails its saving throw against this feature, you can't use it again until you finish a Long Rest.

Infiltrator

Infiltrator

Inquisitive

Inquisitive

Inquisitive

Steady Eye (Level 9)

Your ability to understand your enemies allows you to predict posible actions against you. You gain the following Cunning Strike options.

  • Discerning Senses (Cost: 1d6).
  • Piercing Knowledge (Cost: 1d6).

Unerring Eye (Level 13)

Your senses pierce through deception. You have Truesight within a range of 5 feet, provided you don't have the Blinded or Deafened condition.

As a Bonus Action, you can extend your Truesight to a range of 30 feet until the end of your next turn. You can extend your Truesight this way a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a Long Rest.

Eye for Weakness (Level 17)

You learn to exploit a creature's weaknesses by carefully studying its tactics and movement. When you hit a creature with Advantage, your Sneak Attack damage against that creature increases by 3d6.

Inquisitive (UA)

Jumper

Justicar

Justicar

Lurk

Man Who Laughs

Marauder

Marauder

Marksman

Masked

Mastermind

Mastermind

Mastermind

Mastermind (Level 3)

Wield Influence and Secrets with Strategic Precision

A Mastermind excels in the art of manipulation and intrigue, using their understanding of people and their motivations to shape events from the shadows. Whether operating as a cunning spy, a calculating courtier, or a devious schemer, a Mastermind's true power lies in their ability to turn words into weapons and secrets into valuable assets. Masterminds thrive on their knack for negotiation, covert operations, and leveraging information to outmaneuver opponents and achieve their objectives.

Master of Intrigue

Your refined cunning and practiced manipulations enable you to deceive, influence, and blend into any crowd.

  • Tongue for Deceit
  • Mastermind's Tools

Master of Tactics

Your mastery on the battlefield allows you to direct your allies with unmatched precision.

  • Cunning Assistance
  • Masterful Direction

Master of Deceit (Level 9)

Your keen understanding of social dynamics allows you to resist manipulation and subtly influence those around you.

  • Discerning Mind
  • Keeness of Tongue

Master of Misdirection (Level 13)

You gain the following Cunning Strike option:

  • Reflex Strike (Cost: 5d6).

Soul of Deceit (Level 17)

Your mind is an impenetrable fortress, you gain the following benefits.

  • Psychic Resistance
  • Sealed Thoughts
  • Accomplished Liar

Mindhunter

Misdirector

Misfortune Bringer

Misfortune Bringer

Misfortune Bringer

Misfortune Bringer (Level 3)

Curse Those You're About to Strike

You've matched your penchant for illicit activities with the ability to mark your enemies for mishap and misfortune. Whether you were imbued with magic by spending time among the Fey or you learned the art of cursing from a long line of hedge Wizards, you are a Misfortune Bringer. Although not universal, many Misfortune Bringers possess heterochromia iridum—eyes of two different colors—and they use only one when glaring at targets they intend to curse.

Evil Eye

You can place a minor curse with a glance. As a Bonus Action, choose a creature you can see within 60 feet of yourself to be cursed by your Evil Eye. While a creature is cursed by your Evil Eye, you can deal Sneak Attack damage to the creature if you don't have Disadvantage on the attack roll.

The creature remains cursed by your Evil Eye for 1 minute or until you curse a different creature with your Evil Eye, whichever comes first.

Misfortunist

You learn Misfortunes that you can inflict on those cursed by your Evil Eye.

Misfortunes

You learn two Misfortunes of your choice, which are detailed under "Misfortunes" below.

You learn an additional Misfortune of your choice when you reach Rogue levels 9, 13, and 17. When you finish a Long Rest, you can replace one Misfortune you know with a different one.

Jinx Points

You have 4 Jinx Points. You gain 2 additional Jinx Points at Rogue level 13. To use a Misfortune option, you must spend the number of Jinx Points that it costs.

You regain all expended Jinx Points when you finish a Short or Long Rest.

Saving Throws

If a Misfortune requires a saving throw, the DC equals 8 + your Charisma or Intelligence modifier (your choice) + your Proficiency Bonus.

Steal Luck (Level 9)

When a creature you can see within 30 feet of yourself is about to make a D20 Test with Advantage, you can take a Reaction to prevent the roll from being affected by Advantage. When you do so, you regain 1 expended Jinx Point.

Once you use this feature, you can't do so again until you finish a Short or Long Rest.

Curse Caster (Level 13)

You can take a Magic action and spend 3 Jinx Points to cast Bestow Curse.

Improved Steal Luck (Level 17)

You can use your Steal Luck feature three times, and you regain all expended uses when you finish a Long Rest.

Moonstrike

Moonstrike (Level 3)

Rogues who pick this archetype have always felt closer to the energy that is being provided by the celestial bodies. Due to this they can utilise it for their fighting style.

Moon Phase

When you choose this archetype at 3rd level, you have become so attuned to the energy of the moon that you can change your own to reflect one of its phases. After you finish a Long Rest, you can choose to enter one of the following phases:

  • New Moon

    While in the new moon phase, your energy is nothing but dark. While hiding in dim light or darkness, you have advantage on Dexterity (stealth) checks to hide.

  • Waxing Moon

    While in the waxing moon phase, you are filled with luck. After having rolled a saving throw, you can use your reaction to add 1d4 to the result of the roll, potentially turning a failure into a success.

  • Full Moon

    While in the full moon phase, your energy is so bright, that you gain an additional 60 feet of darkvision. In addition to that, rolling a Wisdom (perception) check in darkness doesn't impose disadvantage.

  • Waning Moon

    While in the waning moon phase, you have an easier time cutting down your foe. After you have rolled your attack roll, you can choose to use your reaction to add an 1d4 to that roll, potentially turning a miss into a hit.

Star Shower

Starting at 9th level, you can let the stars rain. After you finish a Short or Long Rest, you can let stars rain down from the sky. The energy from it gives up to 10 creatures, of your choice, that you had rested with, Temporary Hit Points equal to 1d10 + your rogue level.

These temporary hitpoints last until they finish another rest.

Cunning Strike: Solar Burst (Level 9)

Also at 3rd level, you get an additional cunning strike option:

  • Solar Burst (Cost: 1d6)

    Your sneak attack becomes radiant damage. Additionally, the target must succeed a Constitution saving throw or have disadvantage on Wisdom (perception) checks until the end of its next turn.

Better Moon (Level 13)

Starting at 13th level, you have become even more attuned to the energy of the moon, each phase offers an additional effect. Additionally, you may have the effects of two consecutively listed phases active, such as New and Waning. You cannot gain the benefits of both the New and Full Moon or Waxing and Waning Moon Phases at the same time.

  • New Moon

    Your weapon attacks deal necrotic damage. Also, when you don't deal sneak sneak attack damage, you deal critical damage when rolling a 19 and 20.

  • Waxing Moon

    Your attacks give you life. When you deal sneak attack damage to a creature, you gain Temporary Hit Points equal to your proficiency bonus plus half your level (rounded down).

  • Full Moon

    Your weapon attacks deal radiant damage. Also, on an attack without sneak attack damage, you can add an extra 2d6 to that damage.

  • Waning Moon

    When you hit a creature and deal sneak attack damage, you may roll another attack, as part of the same attack action, against that creature.

Solar Eclipse (Level 17)

Starting at 17th level, you can let your inner sun be blocked by the moon. As an action, you form a 30-foot-radius sphere of magical darkness around you. You can see perfectly fine in the darkness created by this effect. It lasts for 1 minute or until you are Incapacitated.

In addition to that, any other creature that starts its turn in the sphere, or enters it for the first time, must succeed on a Constitution saving throw, using the DC of the Cunning Strike ability, or it takes 3d6 necrotic damage. Half as much on a success.

You can use this feature once, regaining all uses when you finish a Short or Long Rest.

Mycelian

Nightmare

Nightmare

Ninja

Paramour

Paramour

Path of the Ruffian

Path of the Umbral Stalker

Phantom

Phantom

Phantom

Phantom (Level 3)

Harness Death's Power to Walk the Shadowed Line

The Phantom Rogue specializes in harnessing the power of death and straddling the line between life and the afterlife. Drawing strength from the dead, they become conduits of the departed's knowledge and wielders of negative energy, eventually becoming like ghosts. Phantoms often serve as spies or gatherers of secret information otherwise lost to the grave. They are typically trained in death-focused places like Shadar-kai enclaves or necromancer strongholds, or they work as agents of death gods, enforcing the inevitability of death upon those who would cheat it.

Whispers of the Dead

Echoes of those who have died cling to you. Whenever you finish a Short or Long Rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this Proficiency when you use this feature to choose a different Proficiency that you lack.

Tokens of the Departed

When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a Reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a Soul Trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.

These Soul Trinkets fuel certain powers you have from this subclass. When a Soul Trinket is expended, it is also destroyed and you can't make a trinket from that creature again. Likewise, when you regain expended uses, a new Soul Trinket is made. The Soul Trinket table shows the number of Soul Trinkets you have when you reach certain Rogue levels.

Soul Trinkets
Rogue LevelNumber of Trinkets

3

2

5

5

9

8

13

10

17

12

You can't use an ability that requires a Soul Trinket if all your trinkets have been expended. You regain half (rounded up) of your expended Soul Trinkets when you finish a Long Rest, as the spirits of the dead are drawn to you.

Wails from the Grave

As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can expend a Soul Trinket to target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes Necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.

Whispers of the Departed (Level 9)

You now regain one expended Soul Token when you finish a Short Rest. In addition, You gain additional uses for your Soul Trinkets:

  • Phantom Vitality
  • Speak with Phantoms

Ghost Walk (Level 13)

You can phase partially into the realm of the dead, becoming like a ghost. As a Bonus Action, you assume a spectral form. While in this form, you have a Fly Speed of 10 feet, you can Hover, and attack rolls have Disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a Bonus Action. Once you use this feature, you can't do so again until you finish a Long Rest unless you expend a Soul Trinket (no action required) to restore your use of it.

Death's Friend (Level 17)

Your association with death has become so close that you gain the following benefits:

  • Resonant Wail
  • Wailing Choir
  • Phantom Call

Phantom

Phantom (UA)

Phantom Blade

Phantom Blade

Phantom Thief

Quickdraw

Rimeblade

Roguish Archetype Ninja

Roguish Archetype Stormscale

Ruffian

Ruffian

Runetagger

Saboteur

Saboteur

Saboteur

Sanguine Thief

Sanguine Thief (Level 3)

Eliminate Your Prey with Blood Magic

In dark alleyways across Etharis, deals are made in coin and blood, but a few enterprising Rogues have posed the question: "Why not both?" Sanguine Thieves are assassins who harness the power of Sangromancy to fuel their abilities, finding new and innovative ways to utilize the blood they see all too frequently in their line of work.

Sanguine Thieves learn to draw upon the vitae of their victims, extending their ability to use blood magic beyond the limits of their own vitality. When cornered, Sanguine Thieves can unleash this power in a hail of crimson darts or fade before a foe's blade, leaving nothing behind but a red mist.

Spellcasting

You have learned to cast Wizard spells, as well as spells from the Sangromancy school. All Sangromancy spells and cantrips are treated as Wizard spells for the purposes of this subclass.

Cantrips

You know three cantrips from the Wizard spell list and from the list of Sangromancy spells. Whenever you gain a Rogue level, you can replace one of your cantrips with another Wizard cantrip of your choice.

When you reach Rogue level 10, you learn another Wizard cantrip of your choice.

Spell Slots

The Sanguine Thief Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Sanguine Thief Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Sanguine Thief Spellcasting table. The chosen spells must be of a level for which you have spell slots.

Changing Your Prepared Spells

Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus

You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.

Stolen Power

You draw magic from blood. It is represented by your Sangromancy Dice, which fuel powers you have from this subclass. You have a pool of d8s that you can use on Sanguine Thief features. The number of damage dice in the pool equals the number of damage dice as shown in the Sneak Attack column of the Rogue Features table. You can't have more Sangromancy Dice than the number of damage dice shown in the Sneak Attack column for your level, unless you have Sangromancy Dice from a different source.

Blood Magic

You can spend Sangromancy Dice instead of Hit Dice when you cast Sangromancy spells.

Your pool regains all expended dice when you finish a Long Rest.

Steal Blood

When you deal Sneak Attack damage, you can restore 1 Sangromancy Die.

If you are Bloodied, instead of restoring 1 Sangromancy Die when you deal Sneak Attack damage, you can immediately roll the die and regain a number of Hit Points equal to the roll's total.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Bloody Blades (Level 9)

When you finish a Long Rest, you can spend up to 2 Hit Dice or Sangromancy Dice to create a number of Daggers equal to the number of dice spent in this way. Each Dagger counts as an Arcane Focus for your Sanguine Thief spells, and you can cast spells with Somatic components even if you wield these weapons in one or both hands.

Additionally, when you score a Critical Hit with this weapon, you can cause the weapon to deal extra damage to the target. The extra damage is a number of d8s equal to the number of Hit Dice or Sangromancy Dice spent on this feature. The extra damage is Necrotic.

The Daggers lasts until you finish a Long Rest.

Bloodstitch (Level 13)

As a Magic action, you can spend 3 Hit Dice or Sangromancy Dice to fling a wave of needle-like blood shards. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Dexterity saving throw against your spell save DC, taking 3d8 Necrotic damage on a failed save or half as much damage on a successful one. You regain 1 Hit Die or Sangromancy Die (your choice) for each creature reduced to 0 Hit Points by this feature.

Once you use this feature, you can't do so again until you finish a Short or Long Rest.

Bloody Exit (Level 17)

When a creature hits you with an attack roll, you can take a Reaction and spend 5 Hit Dice or Sangromancy Dice to turn into bloody mist. The attack automatically misses you, you can teleport up to 30 feet to an unoccupied space you can see, and you regain your normal form. As part of this Reaction, you can make an attack with a Melee weapon immediately after you teleport. On a hit, this attack deals an extra 5d8 Necrotic damage to the target.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Sapper

Scavenger

Scavenger

Scion of the Three

Scion of the Three (Level 3)

Become a Gruesome Agent of Malice

A Scion of the Three draws power from a group of malevolent gods known as the Dead Three: Bane, deity of tyranny; Bhaal, deity of violence and murder; and Myrkul, deity of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others find themselves thrust on this path by a curse. Either way, a scion's power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.

Scions of the Three are most common in Baldur's Gate, where the Dead Three have long competed for influence over mortal hearts. Underground cults to Bane, Bhaal, and Myrkul often count Scions of the Three among their most useful agents. Outside Baldur's Gate, secular thieves' guilds such as the Shadow Thieves of Amn or Xanathar's guild in Waterdeep might cautiously call on a Scion of the Three to undertake an especially violent contract.

Bloodthirst

When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Dread Allegiance

Choose one of the Dead Three: Bane, Bhaal, or Myrkul. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.

GodDamage ResistanceCantrip

Bane

Psychic

Minor Illusion

Bhaal

Poison

Blade Ward

Myrkul

Necrotic

Chill Touch

Strike Fear (Level 9)

You gain the following Cunning Strike option.

Terrify (Cost: {@dice 1d6})

The target must succeed on a Wisdom saving throw, or it has the Frightened condition for 1 minute. While the target is Frightened in this way, you have Advantage on attack rolls against the target.

The Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Aura of Malevolence (Level 13)

You radiate malignant power associated with one of the Dead Three. When you use Bloodthirst and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage Resistance granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores Resistance.

Dread Incarnate (Level 17)

You gain the following benefits.

Cutthroat

You regain one expended use of Bloodthirst when you finish a Short Rest.

Murderous Intent

When you roll for your Sneak Attack damage, you can treat a roll of a 1 or 2 on the die as a 3.

Scoundrel

Scout

Scout

Scout

Scout (Level 3)

Master the Wilderness as a Swift and Silent Hunter

Scouts are Rogues who thrive far beyond the city's walls, moving through the wilderness with unmatched agility and stealth. Whether tracking prey, scouting for danger, or ambushing foes, Scouts rely on sharp survival instincts. Often the first to detect threats and strike, they are invaluable as spies, ambushers, and bounty hunters. Their abilities resemble those of Rangers and Barbarians, thriving in natural settings and serving as the eyes and ears of expeditions. Scouts are known for their adaptability, moving unseen through forests, plains, and other wild terrains with precision and speed.

Skirmisher

You are difficult to pin down during a fight. When a creature moves into a space within 5 feet of you or ends its turn there, you can take a Reaction to move up to half your Speed. This movement doesn't provoke Opportunity Attacks.

Starting at level 5, you can move in this way when you use Uncanny Dodge, as part of the same Reaction.

Survivalist

You have Proficiency and Expertise in the Nature and Survival skills. If you already have Expertise with either skill, you instead gain Expertise with a different skill with which you have Proficiency in its place. Likewise, if you have Proficiency in either skill already, you gain Proficiency with a different skill from the Rogue skill list.

Superior Mobility (Level 9)

Your walking speed increases by 10 feet. In addition, you gain a Swim Speed and Climb Speed of 40 feet.

Ambush Master (Level 13)

You excel at leading ambushes, granting you Advantage on Initiative rolls. In addition, you learn the following Cunning Strike option.

  • Ambush Strike (Cost:2d6).

Sudden Strike (Level 17)

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.

Scout (UA)

Shade

Shadow

Shadow

Shadow Master

Shadow Stalker

Shadow Stalker (Level 3)

Some folk keep to the shadows. I bring them with me wherever I go.

Rogues are at home in the shadows, slipping into the darkness to evade their enemies, strike down unsuspecting foes, or carry off great treasures. Some Rogues feel a strange presence when they slip into the darkness, whispers at the edge of their hearing.

These Rogues hear the call of the shadow, and they are fated to become bound. The darkness can sense a void in a creature's heart, a yearning that can never be filled. Or perhaps it can. The shadows reach out with a simple offer: yield something of your past and open a path to a future where your empty heart is filled. Those who hear this offer are doomed to accept it, and they are doomed to regret it. Yet, the shadow chooses its partners carefully, knowing that those marked for its bargain can't resist.

Shadowy Reflection

As a Magic action, you expel your shadow from your side and command its actions. It appears in an unoccupied space within 5 feet of you and is your size. The Shadowy Reflection can manipulate an object, open an unlocked door or container, stow or retrieve an unattended item, or pour out a vial. As a Magic action on your later turns or as part of the Bonus Action when you use your Cunning Action feature, you can control your shadow again. You can move your shadow up to your Speed. The shadow can't attack, active magic items, or carry more than 10 pounds. Your shadow disappears when it takes any damage, is the target of any effect, or if you have the Incapacitated condition.

Shadow Motes

You have the power to control shadows, which is represented by your Shadow Motes. You can expend these motes to enhance or fuel certain Shadow Stalker features. You have an amount of motes equal to your Rogue level. You start knowing three such features: Shadow Scout, Shadow Swap, and Vexing Shadow, each of which is detailed below. When you expend a Shadow Mote, it is unavailable until you finish a Long Rest, at the end of which you regain all your expended motes. You also regain 1 expended Shadow Mote when you reduce a Hostile creature to 0 Hit Points.

Shadow Scout

As a Magic action, you can expend 1 Shadow Mote to project your senses through your Shadowy Reflection. For 1 minute, you can see and hear through it as if you were located where it is, and you can move it up to 120 feet away from you. This effect ends early if you take any damage or if you have the Incapacitated condition.

Shadow Swap

When you use your Cunning Action feature, as part of that Bonus Action, you can expend 1 Shadow Mote to swap places with your Shadowy Reflection. You teleport to its space, and it teleports to your space. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to the number of feet you are moved.

Vexing Shadow

Immediately after you hit a creature with an attack roll using a weapon and your Shadowy Reflection is within 5 feet of that creature, you can expend 1 Shadow Mote to gain the Invisible condition against that creature until the end of your next turn.

Shadowed Succor (Level 9)

You can weave shadows to intercept an attack and direct it harmlessly into a void of darkness. When you use your Uncanny Dodge feature, you can reduce the attack's damage against you to 0.

Once you use this feature, you can't use it again until you finish a Long Rest.

Shadow Gate (Level 13)

Your Shadowy Reflection can create an umbral pathway that you and your companions can use. As a Bonus Action while your Shadowy Reflection is within 5 feet of you, you can expend 4 Shadow Motes to cast Dimension Door. Intelligence is your spellcasting ability for it. Your Shadowy Reflection can travel through the spell.

True Shadow (Level 17)

Your Shadowy Reflection gains the ability to become a deadly clone of you. As a Bonus Action, your Shadowy Reflection transforms into an exact duplicate of you.

For 1 hour, your Shadowy Reflection becomes substantial, and you can have it take the Attack, Hide, or Utilize action by controlling it with your Shadowy Reflection feature. Its Attack action uses your game statistics, including class features, feats, and weapons. It vanishes when reduced to 0 Hit Points.

When you make an attack roll against a creature within 5 feet of the duplicate, the attack roll has Advantage.

Once you use this feature, you can't do so again until you finish a Long Rest.

Shadowdancer Roguish Archetype

Sinner

Sinner (Level 3)

Deal in Vice to Jinx Foes and Bend Luck

Vice clings to Sinners like a second skin—cheating, drunkenness, and games of chance are their bread and blood. A scoundrel by nature, sin calls their name, and when whispers of malefic powers reach their ears, they listen. Those powers offer more than temptation; they grant the tools to deceive, steal, and even kill with a precision these rogues never dreamed of.

Perhaps it begins with a meeting in a seedy saloon, a ritual under desert skies, or a cursed temple found deep in the jungle. No matter the road, the end is always the same: Jinxcraft. Through hexes, curses, and foul magic, Sinners cast aside judgment and righteousness. The laws of man and gods are nothing to them. Only the cold comfort of the path of sin remains.

Sinners wield their Jinxcraft through a wide variety of jinxed items that serve as magical weapons. The Jinx Weapon Forms table offers suggestions for how your jinx weapon might appear.

Jinx Weapon Forms
1d4Weapon Form

1

A wooden, glyph-covered talisman carved into the shape of a pistol that fires magenta blasts

2

A pair of bone dice that shoot ghastly green bursts of jinxcraft from their pips

3

Enchanted playing cards that can be thrown with explosive magical power

4

A lucky coin that launches toward foes when flipped and always returns

Hex Slinger

When you deal damage to a creature with your Sneak Attack, you can unleash the power of your Jinxcraft. When you roll your Sneak Attack dice, designate two of the dice before the roll (such as rolling them separately or using different colored dice). The total rolled on these dice determines the effect of your Jinxcraft as noted on the Hex Slinger Jinxes table. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a Short Rest.

Hex Slinger Jinxes
2d6Jinx

2

Snake Eyes. On the target's next turn, it can only do one of the following: move or take an action or a Bonus Action. If it targets you or your allies with an attack on that turn, it takes 2d6 Psychic damage.

3-4

The Nightmare. The target has the Frightened condition until the end of its next turn, and it must immediately take a Reaction to move as far as it can away from you, up to its Speed.

5-6

Whiskey Bottle. The target drops anything it's holding. Until the end of its next turn, when the target picks up an item, it must succeed on a DC 15 Dexterity saving throw or drop the item immediately.

7

Cheap Shot. Until the end of its next turn, the target's Speed is halved, and for that duration, attack rolls against it have Advantage.

8-9

Withered Arm. Until the end of its next turn, the target has Disadvantage on D20 Tests that rely on Strength.

10-11

Bad Luck. Until the end of its next turn, when the target makes an attack roll or a saving throw, it subtracts 1d6 from the total.

12

Dead Man. If the next attack roll you make before the end of your next turn misses, it hits instead. If that first attack roll hits, the attack is automatically a Critical Hit. If you roll a 20 on the d20, roll the attack's damage dice three times instead of twice.

Get Jinxed

You have learned the secret art of Jinxcrafting—drawing magical power from the dark deeds and deals of sin. You gain the following benefits.

Cards and Bones

You gain proficiency with two Gaming Sets of your choice (playing cards and dice recommended).

Jinx Weapon

As a 1-hour ritual using a Gaming Set, you magically create a jinx weapon that channels your Jinxcraft. This weapon takes the form of a Pistol or a Gaming Set (which uses Pistol game statistics). For you, the jinx weapon ignores Loading and creates its own ammunition that deals Force damage. In Gaming Set form, you throw cards, dice, or other Gaming Set pieces, or you use them to unleash bolts of hex magic. Alternatively, you can imbue Jinxcraft into a Simple or Martial weapon you have proficiency with, turning it into your jinx weapon. The infused jinx weapon deals Force damage instead of its normal type. If you create a second jinx weapon, the first vanishes or its Jinxcraft ends.

Parlor Trick

You learn one of the following cantrips of your choice: Dancing Lights, Mage Hand, Minor Illusion, Mysterious Presence, or Prestidigitation. Charisma is your spellcasting ability for it.

Borrowed Luck (Level 9)

When you use Hex Slinger, you siphon away a sliver of the target's luck. You gain Heroic Inspiration if you don't already have it. If you do have it, you can expend your Heroic Inspiration instead of expending a use of Hex Slinger.

Pick Your Poison (Level 13)

When you use Hex Slinger, you can roll the designated Sneak Attack dice twice and choose which total to use.

If the roll you choose is the same number on both dice, the target takes Psychic damage equal to half your level. If the roll you choose is a 2 or a 12, you don't expend that use of Hex Slinger.

The Other Side (Level 17)

You can call on your otherworldly friends in low places to change the odds of anything you do in your favor. You gain the following benefits.

Crossroads Devilry

When you miss with an attack roll or fail a saving throw, you can expend and roll any number of your Sneak Attack dice (choose the number before you roll) and add the total rolled to the attack or save, potentially turning a miss into a hit or failure into success. Expended dice return after you next use your Sneak Attack.

Lady Luck's Smiling

When a creature hits you with an attack roll, you can expend and roll any number of your Sneak Attack dice (choose the number before you roll) and add the total rolled to your AC against that attack, potentially causing the attack to miss. Expended dice return after you next use your Sneak Attack.

Sinner

Skinchanger

Skinchanger

Slider

Smooth Criminal

Smuggler

Smuggler

Smuggler

Sniper

Soul Thief

Soulknife

Soulknife

Soulknife (Level 3)

Strike Foes with Psionic Blades

A Soulknife strikes 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. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.

Psionic Power

You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.

Soulknife Energy Dice
Rogue LevelDie SizeNumber

3

D6

4

5

D8

6

9

D8

8

11

D10

8

13

D10

10

17

D12

12

Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.

You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Psi-Bolstered Knack

If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.

Psychic Whispers

You can establish telepathic communication between yourself and others. As a Magic action, choose one or more creatures you can see, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).

The first time you use this power after each Long Rest, you don't expend the Psionic Energy Die. All other times you use the power, you expend the die.

Psychic Blades

You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:

Psychic Blade

The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.

After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a Bonus Action on the same turn if your other hand is free to create it. The damage die of this bonus attack is 1d4 instead of 1d6.

Soul Blades (Level 9)

You can now use the following powers with your Psychic Blades.

Homing Strikes

If you make an attack roll with your Psychic Blade 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, the die is expended.

Psychic Teleportation

As a Bonus Action, you manifest a Psychic Blade, 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.

Psychic Veil (Level 13)

You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the Invisible condition 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 (no action required) to restore your use of it.

Rend Mind (Level 17)

You can sweep your Psychic Blades 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 8 plus your Dexterity modifier and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save 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 (no action required) to restore your use of it.

Soulknife

Soulknife (UA)

Soulknife (UA)

Soulspy

Spellthief

Spellwarp Sniper

Spidertouched

Spy

Stitcher

Stormheart

Stormscale

Street Rat

Surgeon

Surgeon

Swashbuckler

Swashbuckler

Swashbuckler

Swashbuckler (Level 3)

Fight with Poise and Speed, Dancing Around Danger

Swashbucklers are Rogues who blend speed, finesse, and charm to turn combat into a graceful performance. Masters of one-on-one dueling, they dart in and out of danger with unmatched agility, relying on wit and dexterity to outmaneuver opponents. Swashbucklers thrive in duels, pirate skirmishes, and any situation requiring quick thinking and swift strikes. Their flashy, daring combat style sets them apart, making them vexxing for warriors who rely on brute strength alone.

Fancy Footwork

You've learned how to land a strike and then slip away without reprisal. If you make a melee attack against a creature during your turn, that creature can't make Opportunity Attacks against you for the rest of that turn.

Rakish Audacity

When you roll Initiative, you can give yourself a bonus to the roll equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need Advantage on the attack roll to use your 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 (Level 9)

You have practiced new ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.

  • Goad (Cost: 1d6)
  • Awe (Cost: 3d6)

Dashing Strikes (Level 13)

You have practiced new ways to use your Sneak Attack. The following effects are now among your Cunning Strike options.

  • Parrying Stance (Cost: 2d6)
  • Invigorate (Cost: 2d6)

Master Duelist (Level 17)

Immediately after you use your Sneak Attack, you can make another attack against the same target, provided you are within 5 feet of it and no other creatures are within 5 feet of you.

Sídhe

Tamaya

Temple Raider

Temporal Trickster

The Agitator

The Firestarter

The Mimic

The Odyssean

The Odyssean

The Revived (UA)

The Ruffian

The Vengeance Taker

Thief

Thief

Thief (Level 3)

Hunt for Treasure as a Classic Adventurer

A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

Fast Hands

As a Bonus Action, you can do one of the following.

Sleight of Hand

Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.

Use an Object

Take the Utilize action, or take the Magic action to use a magic item that requires that action.

Second-Story Work

You've trained to get into especially hard-to-reach places, granting you these benefits.

Climber

You gain a Climb Speed equal to your Speed.

Jumper

You can determine your jump distance using your Dexterity rather than your Strength.

Supreme Sneak (Level 9)

You gain the following Cunning Strike option.

Stealth Attack (Cost: 1d6)

If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

Use Magic Device (Level 13)

You've learned how to maximize use of magic items, granting you the following benefits.

Attunement

You can attune to up to four magic items at once.

Charges

Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.

Scrolls

You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

Thief's Reflexes (Level 17)

You are 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.

Thief

Thug

Titan Slayer

Trapper

Trickster

Troubadour

True Believer

Umbral Binder

Umbral Stalker

Underfoot

Vampire Spawn

Wayfinder

Wild Card

Wild Card

Wildcard

Witchblade

Zealous Inquisitor

Zealous Inquisitor