Points de Vie
Maîtrises
Rogue
| Niveau | Bonus de Maîtrise | Capacités | Sneak Attack | Focus Points | Exploits Mastered |
|---|---|---|---|---|---|
| 1 | + 2 | Expertise Sneak Attack Thieves' Cant Focus Exploits Roguish Archetype | 1d6 | 3 | 2 |
| 2 | + 2 | Expertise Sneak Attack Thieves' Cant Focus Exploits Roguish Archetype | 1d6 | 4 | 2 |
| 3 | + 2 | Expertise Sneak Attack Thieves' Cant Focus Exploits Roguish Archetype | 2d6 | 5 | 3 |
| 4 | + 2 | Expertise Sneak Attack Thieves' Cant Focus Exploits Roguish Archetype | 2d6 | 6 | 3 |
| 5 | + 3 | Expertise Sneak Attack Thieves' Cant Focus Exploits Roguish Archetype | 3d6 | 7 | 3 |
| 6 | + 3 | Expertise Sneak Attack Thieves' Cant Focus Exploits Roguish Archetype | 3d6 | 8 | 4 |
| 7 | + 3 | Expertise Sneak Attack Thieves' Cant Focus Exploits Roguish Archetype | 4d6 | 9 | 4 |
| 8 | + 3 | Expertise Sneak Attack Thieves' Cant Focus Exploits Roguish Archetype | 4d6 | 10 | 4 |
| 9 | + 4 | Expertise Sneak Attack Thieves' Cant Focus Exploits Roguish Archetype | 5d6 | 11 | 4 |
| 10 | + 4 | Expertise Sneak Attack Thieves' Cant Focus Exploits Roguish Archetype | 5d6 | 12 | 5 |
Capacités de Classe
Niveau 1
Niveau 10
Niveau 2
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Équipement de Départ
Capacités de Classe
Expertise (Level 1)
Choose either (a) two of your skill proficiencies or (b) 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.
Sneak Attack (Level 1)
Once per turn, when you hit a creature with a finesse or ranged weapon attack, you can deal an extra 1d6 damage to that creature. One of the following must also apply:
a. You have advantage on your attack roll.
b. Your target is within 5 ft of a creature hostile to it (not including yourself) that is not incapacitated. In addition, you don't have disadvantage on your attack roll.
The amount of the extra damage you deal increases as you gain rogue levels, as shown in the Sneak Attack column of the Class Features (Rogue) table.
Thieves' Cant (Level 1)
You can speak in 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 is able to understand such messages. It takes four times longer to convey such 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.
Trusted Crew
You can teach your allies a few basic phrases and symbols of thieves' cant to enable them to understand your own coded dialect and secret messages.
Whenever you finish a long rest, you may choose a number of creatures equal to your Intelligence modifier (minimum of 1). If you were able to teach these creatures some basic phrases during your rest, they gain the Trusted Crew status and can understand you whenever you speak, write, or sign in thieves' cant.
Your trusted crew can't speak or understand thieves' cant as a general practice—only the unique dialect spoken by you and the rest of your crew.
Change Dialect:
When you finish a long rest, you can change your specific dialect of thieves' cant. Any creature that had your Trusted Crew status now loses it.
Greater Trusted Crew:
Starting at 5th-level, creatures that benefit from your Trusted Crew status can now speak and sign in thieves' cant with you or any other creature that has your Trusted Crew status.
Secret Message
You can spend a bonus action to pass a secret message in thieves' cant to a creature that can see or hear you clearly. Your message can be conveyed vocally or with sign language, and can be up to two words long.
Focus (Level 1)
You have a number of focus points, as shown in the Focus Points column of the Class Features (Rogue) table. You can spend focus to outwit your foes with cunning exploits—and you may learn other applications from your Roguish Archetype.
You recover all expended focus points when you finish a long rest.
Exploits (Level 1)
You master two exploits of your choice from your list of exploit options. Once per turn, you may spend a focus point to use one of your mastered exploits.
Mastering New Exploits:
You master additional exploits as you gain more rogue levels, as show in the Exploits Known column of the Class Features (Rogue) table.
Replacing a Mastered Exploit:
When you finish a long rest, you may replace one of your mastered exploits with a different one.
Saving Throws:
Some of your exploits require your target to make a saving throw. The saving throw DC is calculated as follows:
Exploit
Roguish Archetype (Level 1)
Rogues share many features—quick reflexes, expertise in a wide range of skills, and a deadly precision-based approach to combat. But different rogues steer those talents in different directions. Do you like to steal, stealth, or cheat your marks? Do you fight from the shadows, or dance in the center of battle? Do you favor the weight of a loaded crossbow, or the cold metal of a freshly-sharpened dagger?
Choose a Roguish Archetype to reflect your own focus and preferred techniques.
You gain features from your Roguish Archetype at 1st, 3rd, 7th, and 9th-level.
Roguish Exploits
You gain access to four unique exploits from your Roguish Archetype. Add these to your list of exploit options.
Cunning Action (Level 2)
Roguish Archetype Feature (Level 3)
At 3rd level, you gain a feature from your Roguish Archetype.
Ability Score Improvement (Level 4)
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Uncanny Dodge (Level 5)
When an attacker that you can see hits you with an attack, you can spend your reaction to halve the attack's damage against you.
Greater Exploits (Level 5)
Your Roguish Exploits are now more effective.
Greater Expertise (Level 6)
At 6th-level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of expertise.
Greater Ability Score Improvement (Level 6)
At 6th-level, you gain another ability score improvement.
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Evasion (Level 7)
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.
Roguish Archetype Feature (Level 7)
At 7th level, you gain a feature from your Roguish Archetype.
Superior Ability Score Improvement (Level 8)
At 8th-level, you gain another ability score improvement.
You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.
Roguish Archetype Feature (Level 9)
At 9th level, you gain a feature from your Roguish Archetype.
Superior Exploits (Level 9)
Your Roguish Exploits are even more effective.
Roguish Fortune (Level 10)
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.
You can use this feature up to three times, and you regain expended uses when you finish a long rest.
Multiclassage
Prérequis de Multiclassage
{"dex":13}
Maîtrises Acquises
Sous-classes
Capacités de Sous-classe
Magician
Magician (Level 1)
Magicians are masters of illusion. They skillfully guide your attention toward games and facades to distract you from what they do in the shadows. Of course, none of it is real magic, but the more you think you see, the easier it will be to fool you. Or in other words, the closer you look, the less you see.
Roguish Exploits
Add the following four exploits to your list of exploit options: Beguile, Switcheroo, Deposit, Disappear.
Beguile
When you make an ability check and use Deception or Performance, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this exploit, but you must decide before the GM says whether your check succeeds or fails.
Greater Beguile:
Starting at 5th level, you may roll 1d6 and add it to the roll.
Superior Beguile:
Starting at 9th level, you may roll 1d8 and add it to the roll.
Switcheroo
When you deal your sneak attack damage to a Large or smaller creature, you can attempt to switch places with the target creature if the target is within 15 feet of you. The creature must make a Wisdom saving throw. If it fails, you and the creature switch places. When you switch places with a large or larger creature, it can be moved anywhere so long as square touches your old position
Greater Switcheroo:
Starting at 5th level, you can target huge creatures with this exploit.
Superior Switcheroo:
Starting at 9th level, you can target gargantuan creatures with this exploit.
Deposit
When you hit an adjacent Large or smaller creature with a melee weapon attack and you have a small item in one hand, you can attempt to plant it on that creature. The creature must make a Wisdom saving throw. If it fails, deposit that item into that creature's inventory. You must be able to hold your deposited item comfortably with one hand. If you had advantage on your attack roll, you can choose to trigger one additional effect. Don: If the item can be worn (eg: Gloves, Watches, Manacles), the target must wear the item. Inconspicuous: The creature is not immediately aware that it has been planted on them.
Greater Deposit:
Starting at 5th level, you can use this exploit against Huge creatures.
Superior Deposit:
Starting at 9th level, you can use this exploit against Gargantuan creatures.
Disappear
When a Larger or smaller creature makes a weapon attack against you, you can spend your reaction to attempt teleport 10 feet away from your current location after the creature makes the attack roll. The creature must make a Constitution saving throw. On a failed save, the creature loses sight of you and you teleport. If the destination you chose to teleport to is behind cover, you can attempt to teleport before the creature makes the attack roll. At your discretion, this exploit can leave behind a small sensory effect like birds flying away or cards scattering before being burned up like flash-paper at your previous location.
Greater Disappear:
Starting at 5th level, you can teleport 20 feet away.
Superior Disappear:
Starting at 9th level, you can teleport 30 feet away.
Fancy Footwork
You know how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
The Long Game
You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice.
You also gain the ability to use dice and Dragonchess pieces as sling bullets, and cards as daggers, adding your proficiency bonus to the attack roll.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. Upon listening to them for an hour, you can imitate that creature's individual voice near-perfectly.
Hypnotic Trigger (Level 3)
Your voice becomes an alluring and commanding presence. You gain the ability to cast the Suggestion spell without any material components. You can use this ability once per long rest at 3rd level, twice per long rest at 6th level, and 3 times per long rest at 9th level.
While the spell is active, if you spend at least 1 minute observing or interacting with the target outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Constitution score
Intelligence score
Wisdom score
Charisma score
Class levels (if any)
At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
The Closer You Look (Level 7)
You have advantage on attempts to pickpocket and make attack rolls and against creatures that have made attack rolls against you or targetted you with single target spells/effects within the last turn.
Grand Spectacle (Level 9)
You have an eye for the flashiest items in the room and know how to use them to create a massive spectacle. As an action, you can quickly use "invisible" strings to pull up to three objects you have touched with your hands in the last minute so long as they remained within 30 feet of you since you've touched them. These objects become extremely distracting for up to 5 minutes. Creatures within 20 feet of one of these objects must make a wisdom saving throw against your Exploit Save DC or be blinded for up to 5 minutes or until your spectacle ends. During your spectacle, you can move any of these objects to another location within 30 feet of you. The spectacle ends when you choose to stop maneuvering the objects or until your concentration ends (as if concentrating on a spell).
You can use this ability once per long rest.
Thief
Thief (Level 1)
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype—but so do 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.
Roguish Exploits
Add the following four exploits to your list of exploit options: heist, pickpocket, robbery, and slink.
Heist
When you make an ability check and use Deception or Sleight of Hand, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this exploit, but you must decide before the GM says whether your check succeeds or fails.
Greater Heist:
(5th-level) Your bonus increases from 1d6 to 1d8.
Superior Heist:
(9th-level) Your bonus increases from 1d8 to 1d10.
Pickpocket
When you hit an adjacent Large or smaller creature with a melee weapon attack and you have at least one free hand, you can attempt to pickpocket it. The creature must make a Wisdom saving throw. If it fails, you take hold of one item of your choice that the creature carries and is not currently wearing or wielding. You must be able to hold your pickpocketed item comfortably with one hand. If you had advantage on your attack roll, the creature is not immediately aware that they have been pickpocketed by you.
Greater Pickpocket:
(5th-level) You can use this exploit against Huge creatures.
Superior Pickpocket:
(9th-level) You can use this exploit against Gargantuan creatures.
Robbery
When you deal your sneak attack damage to a Large or smaller creature, you can attempt to make the creature drop an item. The creature must make a Wisdom saving throw. If it fails, the creature drops one item of your choice that it is holding. If you are adjacent to the creature, you can catch the dropped item if you are unrestrained and have at least one free hand.
Greater Robbery:
(5th-level) You can use this exploit against Huge creatures.
Superior Robbery:
(9th-level) You can use this exploit against Gargantuan creatures.
Slink
When a creature hits you with an attack roll and you are not incapacitated, you can spend your reaction and attempt to evade the attack. Roll 1d6 and add the result to your AC—if the attack roll doesn't beat your slink AC, it misses.
Greater Slink:
(5th-level) You may roll 1d8 when you attempt to slink.
Superior Slink:
(9th-level) You may roll 1d10 when you attempt to slink.
Fast Hands
You can spend a bonus action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work (Level 3)
You gain the ability to climb faster than normal—climbing no longer costs you extra movement.
In addition, whenever you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak (Level 7)
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Stolen Secrets (Level 9)
You have acquired enough magical knowledge that you can now 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.
Spellcasting:
If an item requires you to use your own spellcasting ability when you cast a spell from the item, your spellcasting ability modifier is +0.