SIGNING IN

Livspoeng

Livsterninger 1d8 per niva

Kyndigheter

DEX , INT

Rogue

Niva Dyktighetsbonus Egenskaper Sneak Attack
1 + 2 Expertise Sneak Attack Thieves' Cant 1d6
2 + 2 Expertise Sneak Attack Thieves' Cant 1d6
3 + 2 Expertise Sneak Attack Thieves' Cant 2d6
4 + 2 Expertise Sneak Attack Thieves' Cant 2d6
5 + 3 Expertise Sneak Attack Thieves' Cant 3d6
6 + 3 Expertise Sneak Attack Thieves' Cant 3d6
7 + 3 Expertise Sneak Attack Thieves' Cant 4d6
8 + 3 Expertise Sneak Attack Thieves' Cant 4d6
9 + 4 Expertise Sneak Attack Thieves' Cant 5d6
10 + 4 Expertise Sneak Attack Thieves' Cant 5d6
11 + 4 Expertise Sneak Attack Thieves' Cant 6d6
12 + 4 Expertise Sneak Attack Thieves' Cant 6d6
13 + 5 Expertise Sneak Attack Thieves' Cant 7d6
14 + 5 Expertise Sneak Attack Thieves' Cant 7d6
15 + 5 Expertise Sneak Attack Thieves' Cant 8d6
16 + 5 Expertise Sneak Attack Thieves' Cant 8d6
17 + 6 Expertise Sneak Attack Thieves' Cant 9d6
18 + 6 Expertise Sneak Attack Thieves' Cant 9d6
19 + 6 Expertise Sneak Attack Thieves' Cant 10d6
20 + 6 Expertise Sneak Attack Thieves' Cant 10d6

Klasseegenskaper

Niva 1

Expertise
Sneak Attack
Thieves' Cant

Niva 10

Ability Score Improvement

Niva 11

Reliable Talent

Niva 12

Ability Score Improvement

Niva 13

Roguish Archetype feature

Niva 14

Blindsense

Niva 15

Slippery Mind

Niva 16

Ability Score Improvement

Niva 17

Roguish Archetype feature

Niva 18

Elusive

Niva 19

Ability Score Improvement

Niva 2

Cunning Action

Niva 20

Stroke of Luck

Niva 3

Roguish Archetype
Steady Aim

Niva 4

Ability Score Improvement

Niva 5

Uncanny Dodge

Niva 6

Expertise

Niva 7

Evasion

Niva 8

Ability Score Improvement

Niva 9

Roguish Archetype feature

Kyndigheter

Armor

light

Skills

Startutstyr

Alternativt kan du starte med: 4d4 × 10|4d4 × 10|Starting Gold

Klasseegenskaper

Expertise (Level 1)

At 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.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack (Level 1)

Beginning 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.

You 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.

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

Thieves' Cant (Level 1)

During 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 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, 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.

Cunning Action (Level 2)

Starting 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.

Roguish Archetype (Level 3)

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Steady Aim (Level 3)

3rd-level rogue optional feature

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Uncanny Dodge (Level 5)

Starting 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.

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.

Evasion (Level 7)

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Roguish Archetype feature (Level 9)

At 9th level, you gain a feature granted by your Roguish Archetype.

Ability Score Improvement (Level 10)

When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Reliable Talent (Level 11)

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Roguish Archetype feature (Level 13)

At 13th level, you gain a feature granted by your Roguish Archetype.

Slippery Mind (Level 15)

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Roguish Archetype feature (Level 17)

At 17th level, you gain a feature granted by your Roguish Archetype.

Elusive (Level 18)

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Stroke of Luck (Level 20)

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Multiklassing

Multiklassekrav

{"dex":13}

Oppnådde Kyndigheter

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

Underklasser

Underklasse-egenskaper

Acrobat Roguish Archetype

Acrobat (Level 3)

Even Acrobats who are not inclined toward larcenous behavior are rarely looked up to by the rest of their society. Acrobats are almost always wanderers, as even a small town quickly tires of its entertainers, so they must move on to the next, where their tricks and displays may be considered new and impressive.

Aerial Agility

Starting at 3rd level, you gain the ability to move in flying leaps with incredible speed, precision, and power. Few obstacles can prevent you from reaching your destination.

When you move, you can instead take two short movements by flying. Each movement is at half your speed, and you must end each one on a creature, solid object, or ground. If you do not, you fall and your movement ends.

In addition you gain proficiency in the Acrobatics skill and a climbing speed equal to half your walking speed.

Graceful Descent (Level 9)

Starting at 9th level, you no longer take damage from falling less than 100 feet.

In addition, you have resistance to falling damage.

Improved Aerial Agility (Level 13)

Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits.

  • When you move you can instead take 3 short movements by flying.

  • Whenever you end your flying movement and you are within 5 feet of a climbable surface you may grab onto that surface as though you were climbing upon it.

Fall Upon Them (Level 17)

At 17th level, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack you can add 3d6 extra weapon damage to the damage roll and the creature must make a Dexterity saving throw or be knocked prone.

Aerialist

Aerialist (Level 3)

You have a knack for incredible leaps, falls, and feats of acrobatics. Circus performers, airship sailors, tree-top scouts, and flying characters like aarakocra often follow this archetype. Your tactics usually involve striking from above, leaping over enemies or onto the high ground for better aim. You might even seek that rush of adrenaline that your daring feats bring, always looking for new and more dangerous stunts to slake your thirst.

Natural Acrobat

When you choose this archetype at 3rd level, you gain proficiency in the Acrobatics skill. If you already have proficiency in this skill, you gain proficiency with a tool of your choice or learn a language of your choice instead. Also, your proficiency bonus is doubled for any ability check you make using the Acrobatics skill.

Aerial Agility

Starting at 3rd level, you are capable of incredible flips, jumps, and aerial maneuvers. You have a flying speed equal to half your walking speed on each of your turns. To make use of this speed, you can't be wearing medium or heavy armor. When you end your turn while flying using this speed, you fall unless you can stop the fall.

In addition, you can choose to calculate your jumping distance using your Dexterity score instead of Strength.

Height Advantage

At 3rd level, you also learn how to tactically exploit any height advantage, gaining 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 the bottom of your space is vertically higher than the top of the target's space by at least 1 foot for every 3 feet of horizontal distance between you and the target.

For example, if you are 15 feet away from the target, then the bottom of your space must be at least 5 feet higher than the top of the target's space. If you are 60 feet away, then it must be at least 20 feet higher. If there is 0 feet between your spaces, as there would be if you were making a melee attack with most weapons, then the bottom of your space must simply be above the top of the target's space.

All the other rules for Sneak Attack still apply to you.

Agile Kip-Up (Level 9)

Starting at 9th level, you only use 5 feet of movement to stand up from prone. Also, when you're knocked prone, you can use your reaction to immediately stand back up and move up to 5 feet to an unoccupied space without provoking opportunity attacks.

Rules Tip: Falling and Prone

Reducing the damage from a fall can enable you to stay on your feet when you finally land!

Falling

At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.

Stick the Landing (Level 13)

At 13th level, the distance you can high jump is doubled, and you can use your reaction when you fall to make a Dexterity (Acrobatics) check and reduce any falling damage you take by the result.

In addition, the flying speed granted by your Aerial Agility feature is increased by 5 feet.

Acrobatic Dodge (Level 17)

When you reach 17th level, you learn how to incorporate your acrobatic maneuvers into your defenses. When you use your Uncanny Dodge feature, you make a Dexterity (Acrobatics) check and also reduce the damage you take from the attack (after it has been halved) by the result.

You can't make this check if you are prone, you can't move, or your speed is reduced.

Apothecary

Apothecary (Level 3)

Zealous Inquisitor

You have trained in the science of chemistry and learned to make a variety of concoctions that heal and harm. You may specialize in cruel poisons and admixtures that debilitate your enemy, restoratives and drugs that empower your allies, or dabble in both. Apothecaries often learn their craft under a mentor or at an academic institution, but it's also possible to learn this science through books and experimentation.

Chemist

Starting at 3rd level, you gain proficiency in alchemist's supplies, herbalism kits, and poisoner's kits if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses any of those proficiencies.

Craft Concoction

When you choose this archetype at 3rd level, you learn to craft poisons, tinctures, and admixtures from materials you have on hand.

Concoctions. You learn three concoctions of your choice, which are detailed under "Concoctions" below. You learn two additional concoctions of your choice at 9th, 13th, and 17th level. Each time you learn new concoctions, you can also replace one concoction you know with a different one.

Doses. You can spend 1-minute crafting a dose of concoction you know with materials you have on hand. You can create up to 3 doses per day and regain all your expended doses when you finish a long rest. All concoctions become inert and have no effect after 24 hours. You can create an additional dose per long rest when you reach 9th (4 doses), 13th (5 doses), and 17th level (6 doses).

Saving Throws. Creatures immune to poison are immune to the effects of your concoctions. Some of your concoctions require a creature to make a saving throw to resist the concoction's effects. The saving throw DC is calculated as follow:

Concoction save DC = 8 + your proficiency bonus + your Intelligence modifier

Biochemical Lore (Level 9)

Starting at 9th level, when you are within 30 feet of a creature you can see, you know if they have vulnerability, resistance, or immunity to poison.

Preventative Measures (Level 13)

Starting at 13th level, you have resistance to poison damage and advantage on saving throws against being poisoned.

Cocktail Crafter (Level 17)

Starting at 17th level, when you finish a long rest, choose one concoction you know. You make a number of doses of that concoction equal to your Intelligence modifier (minimum 1). These do not count against the doses you can make until your next long rest.

Concoctions (Level 17)

The following concoctions are presented in alphabetical order:

Black Tear Powder. You can blow a dose of this powder into the eyes of a creature within 5 feet with the Use an Object action. When you do, that creature must succeed on a Constitution saving throw or be blinded for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the blinded effect on a success.

Blisterskin Oil. You can throw a dose of this oil onto a creature within 5 feet with the Use an Object action. The creature takes 1d8 acid damage and an additional 1d8 acid damage at the start of each of its turns for the next minute. The creature can end this effect by using an action to clean the oil from itself.

Bitterbite Toxin. You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage, it deals extra poison damage. This extra damage is equal to your Sneak Attack damage. This destroys the dose of toxin. A weapon can only benefit from one dose of bitterbite toxin at a time.

Charming Philter. You can apply a dose of this philter to yourself or a target creature within 5 feet that you can see with the Use an Object action. For the next hour, when a creature that must breathe enters a space within 15 feet of the target it must succeed on a Wisdom saving throw or be charmed by the target for the remainder of the duration of the philter. This effect automatically ends if the creature takes damage from the target or one of the target's allies and cannot affect the creature again for 24 hours.

Flashfreeze Powder. You can blow a dose of this powder towards a creature within 5 feet with the Use an Object action. When you do, that creature must succeed on a Dexterity saving throw or take cold damage and have its movement speed is reduced to 0 until the start of your next turn. This cold damage is equal to your Sneak Attack damage. If the creature succeeds on the saving throw, it takes half damage and its speed is unaffected.

Haste Tar. A creature can apply a dose of this tar to their gums with the Use an Object action. When it does, for the next minute the creature adds half your proficiency bonus to its AC and can take the Attack (one weapon attack only), Dash, or Disengage action as a bonus action on its turn. After that minute, the creature gains a level of exhaustion.

Mule Mix. A creature can pinch a dose of this mix into its mouth with the Use an Object action. When it does, it has advantage on Strength saving throws, it deals an additional 1d6 damage when it makes weapon attacks that add Strength to hit, and it is considered one size larger for determining carrying capacity and the weight it can push, pull, or lift. These effects end after one hour, at which time the creature gains a level of exhaustion.

Nervewrecker Toxin. You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage to a creature, the creature must succeed on a Constitution saving throw or be poisoned and take 1d10 poison damage at the start of each of its turns. The creature can repeat this saving throw at the end of each of its turns, ending this effect on a success. Restorative Tonic. A creature can consume a dose of this tonic with the Use an Object action. When a creature drinks this tonic, roll your Sneak Attack damage dice. The creature regains hit points equal to the result.

Revenant's Resolve. A creature can consume a dose of this mixture with the Use an Object action. When it does, roll your Sneak Attack damage dice. The creature gains temporary hit points equal to the result, and for the next minute ignores the effect of any levels of exhaustion it has. After that minute, the creature gains a level of exhaustion.

Stonesleep Tincture. A willing creature can consume a dose of this tincture with the Use an Object action. When it does, the creature can choose to fall asleep on its turn anytime within the next minute. If it does, the creature is petrified for 8 hours. When this effect ends after 8 hours, the creature gains all the benefits of having finished a long rest and loses an additional level of exhaustion.

Sleeping Syrup. A creature can apply a dose of this syrup to a weapon, food, or drink with the Use an Object action. A creature that consumes the food or drink or who takes damage from that weapon must succeed on a Constitution saving throw or gain a level of exhaustion. A creature that fails that saving throw must succeed on another Constitution saving throw after one minute has passed or become unconscious for 8 hours. When a creature uses its action to rouse the sleeping creature or the sleeping creature takes damage, the sleeping creature may make another Constitution saving throw, waking up on a success.

Smelling Salts. A creature can take the Use an Object action to administer a dose of these salts to itself or another creature within 5 feet of it. When it does, the creature affected can choose to wake up or end one effect causing it to be charmed, frightened, or stunned.

Tangle Root Toxin. You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage, the creature is inebriated for the next minute. While inebriated, it has disadvantage on Perception ability checks and the first time each turn it uses its movement, it must succeed on a Dexterity saving throw or fall prone and have its movement speed reduced to 0 until the end of its turn.

Waking Nightmare Acid. You can apply a dose of this acid to a weapon with the Use an Object action. The next time this weapon deals damage, the creature must make a Wisdom saving throw. If the creature fails, it is frightened and takes 1d6 psychic damage at the start of each of its turns for the next minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Universal Antidote. A creature can drink a dose of this antidote with the Use an Object action. When it does, all poisons and non-magical diseases currently afflicting the creature immediately end. Additionally, for the next minute, the creature has resistance to poison damage and advantage on saving throws against poison.

Apothecary

Apothecary (Level 3)

You have trained in the science of chemistry and learned to make a variety of concoctions that heal and harm. You may specialize in cruel poisons and admixtures that debilitate your enemy, restoratives and drugs that empower your allies, or dabble in both. Apothecaries often learn their craft under a mentor or at an academic institution, but it's also possible to learn this science through books and experimentation.

Chemist

Starting at 3rd level, you gain proficiency with alchemist's supplies'24, the herbalism kit, and the poisoner's kit. Your proficiency bonus is doubled for any ability check you make that uses any of those proficiencies.

Craft Concoction

When you choose this archetype at 3rd level, you learn to craft poisons, tinctures, and admixtures from materials you have on hand.

Concoctions

You learn three concoctions of your choice, which are detailed under "Concoctions" below. You learn two additional concoctions of your choice at 9th, 13th, and 17th level. Each time you gain a rogue level, you can replace one concoction you know with a different one.

Doses

You can spend 1 minute crafting a dose of concoction you know with materials you have on hand. You can create up to 3 doses per day and regain all your expended doses when you finish a long rest'24. All concoctions become inert and have no effect after 24 hours. You can create an additional dose per longrest when you reach 9th (4 doses), 13th (5 doses), and 17th level (6 doses).

Saving Throws

Some of your concoctions require a creature to make a saving throw to resist the concoction's effects. The saving throw DC is calculated as follows:

Concoction

Biochemical Lore (Level 9)

Starting at 9th level, when you are within 30 feet of a creature you can see, you know if it has vulnerability, resistance, or immunity to poison.

Preventative Measures (Level 13)

Starting at 13th level, you have resistance to poison damage and advantage on saving throws against being poisoned.

Cocktail Crafter (Level 17)

Starting at 17th level, when you finish a long rest'24, choose one concoction you know. You make a number of doses of that concoction equal to your Intelligence modifier (minimum 1). These do not count against the doses you can make until your next long rest'24.

Arachnoid Stalker

Arachnoid Stalker (Level 3)

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

Webbing

Starting when you choose this archetype at 3rd level, you can magically produce sticky, silken spider webs from your palms. You can project a line of web as a bonus action, allowing you to create a temporary rope, pull an unattended object, close doors, or snatch a small object weighing less than 10 pounds within 60 feet. This line of web dissolves after 1 minute.

If you project the line of web at a point you can see within 60 feet, you can pull yourself to that point in a straight line. This expends movement and provokes opportunity attacks normally.

You can use this ability as a reaction when you fall to pull yourself up to 10 feet in any direction, or create a rope of web of up to 60 feet in length and anchor it to a point you choose.

Venomous Strike

Also at 3rd level, you can produce an endless supply of deadly spider venom. When you deal Sneak Attack damage to a creature, you can choose to change the Sneak Attack damage dice to d8s and cause it to deal poison damage.

Wall Crawling (Level 9)

Starting at 9th level, you have the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.

Additionally, if you are on a ceiling, you can hide from any creature that is at least 10 feet or more below you even if you otherwise lack appropriate cover.

Web Walker (Level 13)

Beginning at 13th level, you can cast the spell web at will, without using a spell slot or spell components. Your save DC for this spell equals 8 + your Dexterity modifier + your proficiency bonus. Additionally, you ignore movement restrictions caused by webbing.

Paralytic Venom (Level 17)

Beginning at 17th level, when you use your Venomous Strike to deal poison Sneak Attack damage to a creature, you can force that target to make a Constitution saving throw (DC equals 8 + your Dexterity modifier + your proficiency bonus). If the target fails its saving throw, it is paralyzed for 1 minute. The paralyzed creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this ability, you can't use it again until you finish a short or long rest.

Arcane Sniper

Arcane Sniper (Level 3)

The Arcane Sniper strikes down their targets from stealth with bolts of energy rather than arrows or blades. Whether sniping from afar, or spying on foes the Arcane Sniper's skills will get the job done. The practice of arcane sniping evolved during the Last War as magewright soldiers explored ambush tactics.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

You learn three cantrips from the wizard spell list: You learn fire bolt, a cantrip with a spell attack roll and 1 other cantrip of your choice. If you already know fire bolt you may select another cantrip from the wizard spell list instead. At 10th level you learn another cantrip from the wizard spell list.

Spell Slots

The Arcane Sniper 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.

You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.

Spells Known

You know three 1st-level wizard spells of your choice, two of which must be evocation or illusion spells.

The Spells Known column in Table: Arcane Sniper Spellcasting shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation 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.

Whenever 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 evocation or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell
Spell

Arcane Sniping

At 3rd level, you gain the ability to sneak attack with cantrips with ranged spell attack rolls that deal damage instead of with a finesse or ranged weapon. The sneak attack dice deal the same damage as the spell. If the spell deals more than one type of damage then you choose one of them for the sneak attack dice. When you sneak attack this way the cantrip deals damage as if cast by a 1st level character.

Stealthy Spellcasting (Level 9)

At 9th level, you gain the ability cast a spell and ignore its verbal and somatic components a number of times equal to your intelligence modifier. You regain all expended uses after finishing a long rest.

Cover Fire (Level 13)

At 13th level, if you hit a creature with a ranged spell attack you can choose an ally within 60 feet of the creature. That creature has disadvantage on attack rolls against that ally until the end of the ally's next turn.

Arcane Sniping Master (Level 17)

At 17th level, you can sneak attack with a spell of 1st level or higher that has a spell attack roll instead of with a finesse or ranged weapon. Once you use this feature you can't use it again until you finish a short rest.

Arcane Trickster

Arcane Trickster (Level 3)

Some 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.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

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.

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard 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.

For 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.

Spells 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.

The 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever 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're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

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

Spell
Spell

Mage Hand Legerdemain

Starting 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:

  • You can stow one object the hand is holding in a container worn or carried by another creature.

  • You can retrieve an object in a container worn or carried by another creature.

  • You can use thieves' tools to pick locks and disarm traps at range.

You 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's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Versatile Trickster (Level 13)

At 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.

Spell Thief (Level 17)

At 17th level, 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 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's 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't 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't cast that spell until the 8 hours have passed.

Once you use this feature, you can't use it again until you finish a long rest.

Arcane Trickster

Arcane Trickster (Level 3)

Some 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.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

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.

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard 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.

For 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.

Spells 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.

The 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever 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're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

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

Spell
Spell

Mage Hand Legerdemain

Starting 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:

  • You can stow one object the hand is holding in a container worn or carried by another creature.

  • You can retrieve an object in a container worn or carried by another creature.

  • You can use thieves' tools to pick locks and disarm traps at range.

You 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's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Versatile Trickster (Level 13)

At 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.

Spell Thief (Level 17)

At 17th level, 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 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's 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't 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't cast that spell until the 8 hours have passed.

Once you use this feature, you can't use it again until you finish a long rest.

Assassin

Assassin (Level 3)

You focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Infiltration Expertise (Level 9)

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Impostor (Level 13)

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Death Strike (Level 17)

Starting 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.

Assassin

Assassin (Level 3)

You focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Infiltration Expertise (Level 9)

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Impostor (Level 13)

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Death Strike (Level 17)

Starting 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.

Assassin (Variant)

Assassin (Variant) (Level 3)

The Assassin Roguish Archetype was originally published in the Player's Handbook, and is widely regarded as one of the more underwhelming subclasses, as it fails to deliver on its fantasy. The Alternate Assassin is an attempt to bring the Assassin up to par with the other official rogue subclasses.

Assassin's Strike

You are at your deadliest when your enemies don't see you coming. Starting at 3rd level, you gain the following benefits:

  • You have advantage on any attack rolls you make against creatures that have not yet acted in combat.

  • When you hit a creature that is surprised with an attack, your attack becomes an automatic critical hit.

  • When you score a critical hit and roll a 1 on any of your damage dice for that attack, you can re-roll those dice. You must use the new roll, even if you roll another 1.

Infiltrator

You have the skills to infiltrate and sow death wherever your target dwells. When you adopt this Archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Moreover, when you make a Charisma (Deception) check while wearing a disguise you created with your disguise kit, you can treat a roll of 7 or lower on the d20 as an 8.

Stolen Identity (Level 9)

You have mastered the dark art of stealing another creature's identity. Starting at 9th level, over the course of an hour, you can craft a perfect disguise of a humanoid creature you have slain, so long as you have the corpse and a disguise kit. To see through your disguise, a creature must succeed on an Intelligence (Investigation) or a Wisdom (Insight) check, contested by your Charisma (Deception) check.

Also, over an 8 hour period, which can be during a long rest, you can use this disguise to completely assume the life of the slain humanoid. After which, other creatures believe you to be that person until given an obvious reason not to.

Impostor (Level 13)

The skill with which you adopt another creautre's identity is nearly supernatural. Beginning at 13th level, when you make a Charisma (Deception) check to thwart a creature trying to see through your disguise you have advantage on your roll.

Poisoned Blade (Level 13)

Your skills with a poisoner's kit have grown beyond normal limits. At 13th level, you can use a bonus action to soak your blade with poison. The next time you hit with an attack with that blade, you can apply your Sneak Attack bonus, even if you don't meet the normal requirements for Sneak Attack, and your Sneak Attack damage becomes necrotic damage.

Once you use this bonus action you must finish a short or long rest before you can use it again.

Death Strike (Level 17)

You have become a master of instant death. Starting at 17th level, when you hit a creature with a Sneak Attack, you can cause the attack to become an automatic critical hit.

Once you use this feature you must finish a short or long rest before you can use it again.

Avenger

Avenger (Level 3)

As an avenger, you are an agent of divine justice, a deadly weapon in the service of the gods. You might be the sworn disciple of a single god, enforcing their will upon the world, or perhaps you dedicate yourself to an entire pantheon, a heaven-sent executioner armed with righteous purpose.

Armour of Faith

Starting when you choose this archetype at 3rd level, your faith shields you from harm. While visibly wearing a holy symbol and not wearing armour or wielding a shield, your AC equals 15 + your Dexterity modifier (to a maximum of +2).

Crusader's Arms

At 3rd level, you gain proficiency with martial weapons. In addition, you can use your Sneak Attack with any melee weapon, even if it isn't a finesse weapon.

Divine Judgement

Beginning at 3rd level, you can swear an oath to end a life in the name of the gods. As a bonus action, choose one creature you can see within 60 feet of you. For 10 minutes, the target is marked for divine judgement. The judgement ends early if you or the target dies, or if you choose to end it.

Until the judgement ends, your attack rolls against the target can't have disadvantage, and you can use your Sneak Attack against the target even if you don't have advantage on the attack roll.

Once you use this feature, you can't use it again until the target is reduced to 0 hit points, or until you finish a short or long rest.

Fated Strike (Level 13)

At 13th level, the will of the gods grant your every strike an impossible accuracy. You have advantage on attack rolls against the target of your Divine Judgement.

Shift Judgement

Also at 13th level, you learn to shift your Divine Judgement from one foe to a greater threat. As a bonus action, you can move your judgement to a creature you can see within 60 feet of you, ending the mark on the original target.

Once you use this feature, you can't use it again until you finish a short or long rest.

Noble Duel (Level 17)

Starting at 17th level, none shall interfere with your hunt. For the duration of your Divine Judgement, you have resistance to all damage dealt by creatures other than the target of your judgement.

Additionally, while moving directly towards the target of your Divine Judgement, you can move through the spaces of other creatures, and your movement doesn't provoke opportunity attacks.

Avian Menace

Avian Menace (Level 3)

Rogues who follow the Avian Menace path are those who have learned to train and control a small troupe of thieving geese to do their bidding. These geese can create chaos on the battlefield, allowing their nefarious master to slip past unnoticed and strike from unexpected angles.

Goose Whisperer

You gain proficiency with Wisdom (Animal Handling) checks, and your proficiency bonus is doubled for any check you make to interact with birds when using the aforementioned ability. In addition, you gain a troupe of three small geese, trained to follow your orders without question, and to the best of their ability. The geese troupe shares your AC, Dexterity and Wisdom scores, and proficiency bonus, and have a Strength, Constitution, Intelligence, and Charisma score of cha 10. The geese troupe Medium in size, and is considered a single creature for the purposes of combat and movement. The troupe has a movement speed of 30 ft., swim speed of 40 ft., proficiency in all saving throws and Dexterity (Stealth and Sleight of Hand) checks, and hit points equal to five times your Rogue level (rounding up). The troupe can't attack, but can take other actions as normal, including interacting with intricate objects, such as keys or door handles, and can carry up to 20lbs. The geese troupe can share your space, granting you a +1 bonus to AC if they do so. The goose troupe follow your vocal or physically gestured commands to the best of their ability, provided they can see or hear you, and take their turn in combat directly before or after yours (your choice each turn). If you don't give the troupe a command, they defend themselves and move away from enemies threatening them, but take no other actions. The goose troupe can squeeze through spaces large enough to accommodate a small goose, and have a flight speed of 20 feet, though can't end their movement in the air. If they do so, they float slowly down and settle on the ground. If the goose troupe are reduced to 0 hit points, they scatter in panic and vanish, returning to you after you complete your next long rest.

Flock Tactics (Level 9)

You have learned to coordinate your attacks with your troupe of thieving geese. You can use your bonus action to have your geese move up to half their speed and make a single melee weapon attack with their beaks against a target you can see within range. The beaks deal 3d4 piercing damage, have a range of 5 feet, are considered a Finesse weapon, and can trigger your Sneak Attack feature as if you had made the attack roll on your own turn that round. The geese troupe is proficient in this attack, and their attack bonus is equal to your proficiency bonus + your Charisma modifier.

Winged Ambush (Level 13)

You have trained your geese to set up ambushes for you. As a bonus action on your turn, you can command your geese troupe to fly to a point you can see within range and attempt to hide there, making their Dexterity (Stealth) check with advantage.

When you target a creature with a weapon attack, and that creature is within 20 feet of the geese troupe and hasn't detected them, you can use your reaction to have the geese launch a surprise attack against the target, granting you advantage on the attack roll, and reducing the target's AC by 1d4 until the end of your next turn.

Pocket Pilfering

If you hit with the aforementioned weapon attack, you can have your goose troupe attempt to pilfer the pockets of your target during the confusion. Your goose troupe must make a Dexterity (Sleight of Hand) check versus the target's AC. On a success, the troupe steals a carried item from the target (provided they can carry it), and can immediately move up to their speed in a direction of your choice without provoking opportunity attacks. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.

Master Menace (Level 17)

You have trained your geese to sow chaos and distribution wherever they go. As an action, you can command your troupe of thieving geese to rush forwards up to their speed in a straight line, attacking any creature in their path. Each creature caught in the goose's path must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier), taking 6d6 piercing damage on a failed save, or half as much on a successful one. In addition, if a creature fails this saving throw by 5 or more, the goose troupe steals one small object the creature is carrying, provided it is light enough for them to do so. The geese troupe then disperses and returns to your side with any stolen items in tow. Once you use this feature, you can't do so again until you finish a long rest.

Black Flame Zealot

Black Flame Zealot (Level 3)

In Thay, there is a secret society of holy slayers devoted to Kossuth, the Firelord: The Order of the Black Flame.

Raised from youth in stealth, secrecy, and infiltration—and trained in the rites of Kossuth's clergy—Black Flame Zealots use stealth, divine magic, and their fanatical zeal to further the interests of the Lord of Flames. Not even the exalted Zulkirs of Thay are immune from the machinations of Kossuth's servants, for the Order is respected in Thayan society and often used by the privileged as assassins.

Black Flame Zealots often accompany Thayan embassies on their missions to others of the Forgotten Realms, and more often than not the Red Wizards acting as emissaries don't know they are being watched.

In Other Settings

Black Flame Zealots fit nicely in other settings wherever you have deities that use roguish servants to enact their shadowy agendas. Any deity that includes Fire or Stealth in their portfolio may make use of these zealots.

Spellcasting (Level 3)

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for spell lists, both in the Player's Handbook.

Cantrips. You learn three cantrips: fire bolt, sacred flame, and one other cantrip of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots. The Black Flame Zealot Spellcasting table shows how many spell slots you have to cast your cleric 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.

For example, if you know the 1st-level spell command and have a 1st-level and a 2nd-level spell slot available, you can cast command using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level cleric spells of your choice. The Spells Known column of the Black Flame Zealot Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells 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.

The spells you learn at 8th, 14th, and 20th level can come from any spell list.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through self-discipline and devotion to Kossuth. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell

Spell

Servant of the Black Flame (Level 3)

Starting at 3rd level, Kossuth's confidence in you allows you to cast the flame blade spell without using a spell slot. The flames manifest as flickering tendrils of deepest blackness.

Once you use this ability, you can't use it again until you finish a short or long rest.

Fateful Strike (Level 9)

Beginning at 9th level, you can take a single step to pass through obstacles in order to reach your foe. You can cast the dimension door spell without using a spell slot.

Once you use this ability, you can't use it again until you finish a long rest.

Zealous Heart (Level 13)

At 13th level, your zeal drives you so strongly you can't be frightened.

Unholy Immolation (Level 17)

By the time you reach 17th level, your zeal burns so hotly that any creature you reduce to 0 hit points is immediately consumed by Kossuth's ebon flames and reduced to a fine black ash. The only way to restore life to a being slain in this manner is through a true resurrection spell.

Blade of Radiance

Blade of Radiance (Level 3)

The Blades of Radiance, also called Steel Saints, are known to be one of the most lethal orders of the Church. In order to become a blade, one must be a devout follower of the faith, as only those who would die for the cause are deemed worthy. Prospective members are trained within the walls of the Church, taking on the clergy as their new kin, and discarding whatever familial bonds they might have held onto. Their zealous fervor grants them unrivaled powers on the battlefield, wielding massive weapons as if they were mere toys, infusing their blade with divine powers, and breaking down their foes one by one.

The Blades of Radiance receive an incredibly diverse range of missions. The most brutal of their members handle gruesome matters in a lethal fashion, whereas those of a more empathetic temperament are tasked with protecting their fellows. Despite this sundry in character, they all share one goal: safeguarding the Church and its members, no matter what.

Sanctified Champion

At 3rd level, your intense training bears fruit, granting you proficiency with martial weapons and medium armor. At the end of a long rest, you can perform a ritual on a melee weapon you are proficient with that deals piercing or slashing damage, sanctifying it. It becomes your sanctified blade, and you can only have one such blade at a time. When in your hands, your sanctified blade has the finesse property and is considered silvered.

Divine Blessings

Also at 3rd level, your devotion to eradicating enemies of the Church is made manifest by the righteous powers you wield. You have a pool of points that you can expend to fuel this divine power called Divine points. The number of points in the pool equals 1 + your Wisdom modifier (minimum 1). You regain all your expended Divine points when you finish a short or long rest. In addition, each time you kill an aberration, beast, fiend, or undead of CR ½ or higher with your sanctified blade, you regain one Divine point. Each time you expend a Divine point you gain temporary hit points equal to your Wisdom modifier.

Saving Throws

Some of your divine attacks require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Radiance

You know the following features that each use your Divine points.

  • Armor of the Faithful

    When a creature targets you with an attack, you can expend one Divine point as a reaction. The target must make a Wisdom saving throw against your Radiance save DC. On a failed save, the creature must choose a new target or lose the attack or spell, and the creature can't target you until the start of your next turn. This feature doesn't protect you from area effects, such as the explosion of a fireball.

  • Divine Inspiration

    When you make a Religion, a History, or an Insight check, you can expend one Divine point to reroll the die and must use the new result. You can choose to do so after you roll the die, but before the outcome is determined. You gain a bonus to the check equal to your Wisdom modifier.

  • Rend the Blasphemous

    On your turn after taking the Attack action with your sanctified blade, you can expend one Divine point as bonus action to let the divine hand guide you. Make a weapon attack against a creature within your reach. You gain a bonus to your attack roll equal to your Wisdom modifier.

Righteous Armament (Level 9)

At 9th level your faith gives you the power to rebel against fate itself. You learn the following features that each use your Divine points:

  • Chains of Judgement

    When you hit a creature with your sanctified blade, you can expend one Divine point to create radiant chains that restrain the creature. The target must succeed on a Strength saving throw against your Radiance save DC or take radiant damage equal to your Wisdom modifier and become restrained until the end of your next turn.

  • Divine Retaliation

    When a creature damages you with a melee attack, you can use your reaction and expend one Divine point to make a melee weapon attack with your sanctified blade against the creature. If you hit, you gain a bonus to the attack's damage roll equal to your Wisdom modifier.

  • Erupting Blades

    When you hit a creature with an attack that could apply your Sneak Attack damage, you can expend one Divine point to cause a rain of radiant blades to fall on the battlefield. Instead of damaging the creature with your Sneak Attack, all creatures in a 20-foot-cone originating from the target (including the target) must make a Dexterity saving throw against your Radiance save DC, taking radiant damage equal to your Wisdom modifier + half your Sneak Attack damage on a failed saving throw, or half as much damage on a successful one.

Saintly Revelations (Level 13)

At 13th level, you experience revelations, showing you how to channel divine energy to embolden your blade. You learn two cleric cantrips of your choice. In addition, you can cast protection from evil and good, heroism, and shield of faith at will, requiring no components, and only targeting yourself. Wisdom is your spellcasting modifier for these spells.

Starting at 17th level, you do not need to concentrate on these spells, though you can only have a single spell from this feature active at a time.

Final Judgement (Level 17)

At 17th level, your sanctified blade becomes imbued with holy power. You can speak a command word (no action required) to cause your blade to emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light lasts until you speak the command word again or you stow your weapon. While emitting light in this way, the weapon is considered a magic weapon and attacks made with it deal an extra 2d4 radiant damage on a hit.

In addition, while wielding the blade, as an action, you can cast spirit guardians, requiring no components. Creatures within the area of the spell are considered within 5 feet of an enemy for the purposes of your Sneak Attack. Once you cast the spell in this way, you can't do so again until you finish a long rest, unless you expend three Divine points to use it again.

Bloodknife

Bloodknife (Level 3)

The Infernal Legions have many soldiers, but none are more deadly then those known as Bloodknives. The elite warriors of Hell's armies, Bloodknives enhance their significant skills with infernal blood magic. By sacrificing their own vitality, they gain access to sinister abilities beyond the skill of other mortal warriors. Experts at sowing chaos and death among, their foes, Bloodknives are dispatched by the Lords of Hell only when an especially powerful foe needs to be dealt with.

Dread Strike

You can sacrifice your own vitality to empower your attacks with infernal magic. Beginning at 3rd level, when you hit a creature with a weapon attack, you can expend one of your Hit Dice to empower the attack with the following benefits:

  • You do not need advantage on your attack roll for this attack in order to use your Sneak Attack.

  • The damage from your Sneak Attack becomes necrotic.

  • If the attack reduces the target to 0 hit points, you regain the Hit Die you expended to use this feature, and you gain temporary hit points equal to your Rogue level.

Forked Tongue

You have been imbued with sinister infernal power that fuels your Bloodknife abilities and alters your physical form. When you adopt this Archetype at 3rd level, you learn to speak, read, and write your choice of Abyssal or Infernal. Depending on the language you learn, you gain additional benefits:

  • Abyssal

    You gain proficiency in Intimidation. Whenever you make a Charisma (Intimidation) check by speaking in Abyssal, you can treat a roll of 7 or lower on the d20 as an 8.

  • Infernal

    You gain proficiency in Persuasion. When you make a Charisma (Persuasion) check to convince a creature to agree to bargain, contract, or an agreement of any kind, you can treat a roll of 7 or lower on the d20 as an 8.

Sinister Vitality (Level 9)

You are able to draw life from the pain you inflict. Starting at 9th level, when you score a critical hit with a weapon attack, you can use your reaction to regain an expended Hit Die.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Hellish Curse (Level 13)

You are able to curse your foes with dark magic. Beginning at 13th level, when you hit a creature with a Dread Strike, you can mutter a curse in the language of your Forked Tongue, causing the target to be blinded, deafened, or unable to speak (your choice) until the beginning of your next turn.

Touch of Death (Level 17)

You are a master of the infernal magic within your soul, and wield magic comparable to the most powerful servants of the Lords of Hell. Starting at 17th level, you can use Dread Strike at will, without expending your Hit Dice to fuel the ability.

When you use Dread Strike, you can expend a Hit Die and force the target to make a Constitution saving throw (the DC equals 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target suffers one level of exhaustion.

Bloodknife

Bloodknife (Level 3)

The Infernal Legions have many soldiers, but none are more deadly then those known as Bloodknives. The elite warriors of Hell's armies, Bloodknives enhance their significant skills with infernal blood magic. By sacrificing their own vitality, they gain access to sinister abilities beyond the skill of other mortal warriors. Experts at sowing chaos and death among, their foes, Bloodknives are dispatched by the Lords of Hell only when an especially powerful foe needs to be dealt with.

Dread Strike

You can sacrifice your own vitality to empower your attacks with infernal magic. Beginning at 3rd level, when you hit a creature with a weapon attack, you can expend one of your Hit Dice to empower the attack with the following benefits:

  • You can use your Sneak Attack on this attack, even if the attack does not meet the requirements for Sneak Attack.

  • The damage from your Sneak Attack becomes necrotic.

  • If the attack reduces the target to 0 hit points, you regain the Hit Die you expended to use this feature, and you gain temporary hit points equal to your Rogue level.

Forked Tongue

You have been imbued with sinister infernal power that fuels your Bloodknife abilities and alters your physical form. When you adopt this Archetype at 3rd level, you learn to speak, read, and write your choice of Abyssal or Infernal. Depending on the language you learn, you gain additional benefits:

Abyssal

You gain proficiency in Intimidation. Whenever you make a Charisma (Intimidation) check by speaking in Abyssal, you can treat a roll of 7 or lower on the d20 as an 8.

Infernal

You gain proficiency in Persuasion. When you make a Charisma (Persuasion) check to convince a creature to agree to bargain, contract, or an agreement of any kind, you can treat a roll of 7 or lower on the d20 as an 8.

Sinister Vitality (Level 9)

You are able to draw life from the pain you inflict. Starting at 9th level, when you score a critical hit with a weapon attack, you can use your reaction to regain an expended Hit Die.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Hellish Curse (Level 13)

You are able to curse your foes with dark magic. Beginning at 13th level, when you hit a creature with a Dread Strike, you can mutter a curse in the language of your Forked Tongue, causing the target to be blinded, deafened, or unable to speak (your choice) until the beginning of your next turn.

Touch of Death (Level 17)

You are a master of the infernal magic within your soul, and wield magic comparable to the most powerful servants of the Lords of Hell. Starting at 17th level, you can use Dread Strike at will, without expending your Hit Dice to fuel the ability.

When you use Dread Strike, you can expend a Hit Die and force the target to make a Constitution saving throw (the DC equals 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target suffers one level oF:EXhaustion.

Bouncer

Bouncer (Level 3)

Zealous Inquisitor

Most rogues focus on the elegant arts of infiltration, trickery, and mind games, but as a Bouncer, you prefer the simple but effective techniques of the back alleys - using anything within your reach as a weapon, even your foes themselves. You rely more on brute strength and an ability to tie your opponents in knots than cunning, though you know better than to discard any natural advantages. Other rogues may think you lack guile, but you'd rather have a reputation for an iron fist than a silver tongue.

Back Alley Training

When you choose this archetype at 3rd level, you augment your clandestine skills with the rough and tumble practices of the back alleys, learning to utilize everything around you to your advantage. You gain proficiency with the Athletics skill, medium armor, and improvised weapons.

You also gain an additional way to use your Sneak Attack; you can use your Sneak Attack against a creature when you make an attack with a melee weapon, even if it doesn't have the finesse property. All other rules of Sneak Attack still apply to you.

Anything at Hand

At 3rd level, while you have a creature of your size or smaller grappled, you can use it as a melee improvised weapon. If the creature is the same size as you, you treat it as though it's a weapon with the two-handed property; otherwise, you can make the attack with only the hand you used to grapple the creature. When you do, you deal bludgeoning damage depending on the creature's size category, as shown in the Improvised Creature Weapons table. When you deal damage with a creature used as an improvised weapon, the target of the attack and the creature used for the attack each take half the damage you rolled, instead of the normal damage for the attack.

Improvised Creature Weapons
Size CategoryDamage Die

Tiny

1d4

Small

1d6

Medium

1d8

Large*

1d10

Huge*

1d12

Gargantuan*

3d6

Improvised Creature Weapons of Larger Categories

Per the normal grappling rules, you can only grapple a creature that is no more than one size category larger than you. Since players may be able to increase their size beyond Medium through the use of spells and magic items, the table includes size categories that they won't be able to grapple under normal circumstances.

Barroom Brawler (Level 9)

At 9th level, when you take the Attack action and make only grapple attempts, you can make a weapon attack as a bonus action this turn.

Menacing Glare (Level 13)

Starting at 13th level, you have a look in your eye that implies you can tie your opponents into knots. As a bonus action on your turn, you stare into the eyes of a creature you can see, and who can see you, within 30 feet of you, promising violence. Make a Strength (Intimidation) check contested by the target's Wisdom (Insight) check. If you succeed, the creature is frightened of you for 1 minute, or until you use this feature on a different target. If a creature frightened this way ends its turn in a location where it doesn't have a direct line of sight to you, it regains its composure and is no longer frightened.

Once you use this feature on a creature, you can't use it on that creature again until you finish a long rest.

Ballroom Blitzer (Level 17)

Beginning at 17th level, when you make an attack using a creature you have grappled, you can use your Sneak Attack even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

Bouncer

Bouncer (Level 3)

Most rogues focus on the elegant arts of infiltration, trickery, and mind games, but as a Bouncer, you prefer the simple but effective techniques of the back alleys - using anything within your reach as a weapon, even your foes themselves. You rely more on brute strength and an ability to tie your opponents in knots than cunning, though you know better than to discard any natural advantages. Other rogues may think you lack guile, but you'd rather have a reputation for an iron fist than a silver tongue.

Back Alley Bruiser

When you choose this archetype at 3rd level, you augment your clandestine skills with the rough and tumble practices of the back alleys, learning to utilize everything around you to your advantage. You gain proficiency with the Athletics skill, medium armor, and improvised weapons.

You also gain an additional way to use your Sneak Attack; you can use your Sneak Attack against a creature when you make an attack with a melee weapon, even if it doesn't have the finesse property. All other rules of Sneak Attack still apply to you.

Anything at Hand

Starting at 3rd level, while you have a creature of your size or smaller grappled, you can use it as a melee |improvised weapon. If the creature is the same size as you, you treat it as though it's a weapon with the two-handed property; otherwise, you can make the attack with only the hand you used to grapple the creature. When you do, you deal bludgeoning damage depending on the creature's size category, as shown in the Improvised Creature Weapons table. When you deal damage with a creature used as an improvised weapon, the target of the attack takes half the damage (rounded up), and the creature used as an improvised weapon takes an equal amount of bludgeoning damage. This damage is calculated before resistances, immunities, and other reductions to damage are taken into account.

Improvised Creature Weapons
Size CategoryDamage Die

Tiny

1d4

Small

1d6

Medium

1d8

Large

1d10

Huge

2d10

Gargantuan

3d10

Barroom Brawler (Level 9)

Starting at 9th level, when you take the Attack action and make only grapple attempts, you can make a weapon attack as a bonus action this turn.

Menacing Glare (Level 13)

Starting at 13th level, you have a look in your eye that implies you can tie your opponents into knots. As a bonus action on your turn, you stare into the eyes of a creature you can see, and who can see you, within 30 feet of you. Make a Strength (Intimidation) check contested by the target's Wisdom (Insight) check. If you succeed, the creature is frightened of you for 1 minute, or until you use this feature on a different target. If a creature frightened this way ends its turn in a location where it doesn't have a direct line of sight to you, it regains its composure and is no longer frightened.

Once you use this feature on a creature, you can't use it on that creature again until you finish a long rest'24.

Ballroom Blitzer (Level 17)

Starting at 17th level, when you make an attack using a creature you have grappled, you can use your Sneak Attack even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

Cat Burglar

Breaking and Entering (Level 13)

At 13th level, when you make an attack against a door, gate, window, shutters, bars, or similar object or structure that is blocking or barring an egress, you have advantage on the attack roll, and you can add your Sneak Attack damage on a hit. You can choose for this damage to be audible out to a range of 100 feet or to be audible only within 5 feet of the point where you hit the object or structure. Similarly, you can choose for this damage to appear more or less impactful than it actually is, such as neatly carving a hole for you to squeeze through a wall or window or bursting a door off its hinges.

Your expertise at deftly dismantling crafted works extends to constructs and undead. You don't need advantage on the attack roll to use your Sneak Attack feature against constructs and undead. As normal, you can't use Sneak Attack if you have disadvantage on the attack roll.

Master Burglar (Level 17)

At 17th level, you can slip past a fire-breathing statue unscathed or tread lightly enough to not set off a pressure plate. The first time on each of your turns that you would trigger a trap or magic effect with a trigger, such as the glyph of warding spell, you can choose to not trigger it.

As a bonus action, you can choose a number of creatures equal to your proficiency bonus that you can see within 30 feet of you and grant them the effects of this feature for 1 hour. Once you grant this feature to others, you can't do so again until you finish a long rest.

Clover

Clover (Level 3)

Clovers are rogues with supernatural fortune. You might believe your luck to be the blessing of the gods, the favour of your ancestors, or simply your birthright. Alternatively, many clovers are highly superstitious; you might think your luck is owed to simple, ritualistic habits. At your option, you can roll on the Superstitions table below to create a quirk.

Superstitions
d6Quirk

1

Your failings aren't your fault. It's all bad luck!

2

If you don't wash your blades in salt at least once a week, they'll always miss their target.

3

If you hide in the shadow of a church or another holy place, you're guaranteed to be found.

4

It's terrible luck to gamble in a well-lit room.

5

Don't ever break a crystal ball, or else you'll have terrible luck for as long as you live.

6

If you beat someone lucky, you win their luck, too.

Born Gambler

Beginning when you choose this archetype at 3rd level, you gain proficiency with all gaming sets, and you can add double your proficiency bonus to any check you make with them.

Lucky Break

Starting at 3rd level, when you roll the maximum number on any of your Sneak Attack die, that die explodes, which means you can roll one additional Sneak Attack die and add it to the attack's damage. This additional die can explode. Critical hits don't cause you to roll this additional die a second time.

Risky Play (Level 9)

Starting at 9th level, when you make a weapon attack, you can take a risk. You gain advantage on the attack roll, and the next attack roll made against you before the start of your next turn has advantage. After taking a risk using this feature, you can't do so again until the start of your next turn.

Black Cat (Level 13)

Beginning at 13th level, when a hostile creature that you can see within 60 feet of you scores a critical hit, you can steal its luck as a reaction. The hit becomes a normal hit, and the next time you hit the attacker with an attack before the end of your next turn, you can cause that hit to become a critical hit.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Winning Hand (Level 17)

Starting at 17th level, when you roll your Sneak Attack dice, you can choose the result of each die. The additional die you roll with Lucky Break can't be adjusted in this way.

Once you use this feature, you can't use it again until you finish a short or long rest.

Copycat

Copycat (Level 3)

Not every rogue has the benefit of extensive training; some have to make do with learning on the fly, and to the Copycat rogue, being able to quickly imitate skills and abilities they observe and turn them against the ones who developed them is an art form they have perfected.

Imitate Skill

Starting at 3rd level, you gain the ability to quickly pick up new skills just by seeing someone else perform them, regardless of skill. Any time a creature you see performs an ability check, you can gain proficiency in that skill for one minute. If you already had proficiency in that skill, your proficiency bonus is doubled for the duration. This effect has no effect if you have expertise in the given skill or if your proficiency bonus was already doubled through other means.

Pattern Fighter

At 3rd level, when a creature hits you with an attack, you can use your reaction to memorise their attack patterns and copy them. If you make an attack roll against that creature on your next turn, on a hit, you deal additional damage equal to the damage you took from the attack you copied.

Spell Improviser (Level 9)

At 9th level, you are able to copy the most basic forms of spells. When you see a creature cast a cantrip, you can on your next turn cast that cantrip as if you knew the spell without requiring material components.

Beginners Luck (Level 13)

At 13th level, not only are you adept at copying skills, but you are also able to improve on them to a degree. When you imitate a skill via the Imitate Skill ability, you also gain advantage on the next skill check you make that uses that skill.

Skill Bandit (Level 17)

At 17th level, you have the ability to, through carefully coordinated movements, undermine the ability of others to perform tasks they should be well trained at. When you deal damage with your Sneak Attack feature, you also impose a penalty to the creature's next attack roll, ability check, or save. This penalty is equal to your proficiency modifier.

Craftsman

Craftsman (Level 3)

While some rogues prefer to focus on their agility or accuracy, the Craftsmen are the rogues that like to solve their problems using any tool they can get at their disposal. These rogues face problems with clever thinking, and an even more clever use of the items they can find, making makeshift ropes, tents, or bags of caltrops to execute their plan.

Mundane Creations

At 3rd level, you start to understand how different items are created and how they can be improved.

Tools of the Trade

Your familiarity with thieves' tools and their versatility allows you to use them as tinker's tools whenever something requires you to do so.

Favored Formulae

Choose four of the items detailed under the Adventuring Gear table. These are your Favored Formulae and cost a quarter their normal price for your crafting (rounded down). You can choose two additional items as your Favored Formulae when you reach 9th, 13th and 17th level.

Crafting Favored Items

By spending 1 hour with your tinker's tools over the course of a short or long rest, you can craft items from your list of Favored Formulae, worth up to 6gp. You decide how many of each type of item you want to make. The maximum cost of these items increases as you gain levels in this class, increasing to 2 times your Rogue level. If an item in your favored formulae is worth less than 1 gp, you can spend 1 minute to craft it during the adventuring day.

For example, hunting traps cost 1 gp to craft for a Craftsman that has them as one of their favored formulae. At 3rd level, as part of a long or short rest, they can craft up to 6 hunting traps.

Crafting

You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor.

For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp.

While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses).

Potent Creations

Whenever an item you create forces a creature to make a saving throw, you can choose to set that saving throw's DC to 8 + your proficiency bonus + your Intelligence modifier. Additionally, whenever an item you have created deals damage to a creature, it takes additional damage equal to your Intelligence modifier.

Junkyard Survival

Starting at 3rd level, while crafting an item in your list of favored formulae, you may scavenge for material scraps to reduce the material cost of your designs. If you choose to do so, the amount of gp you need to expend for your crafting is reduced by a number equal to your Rogue level + your Intelligence modifier.

Collecting scraps does not speed up or slow down the creation process and these scraps have no value to others, as they are simply stray pieces of wood, stone, metal, or other materials, specifically collected for the design you're currently working on.

Depending on your environment, your DM may determine that you can not find appropriate scraps for your design. Additionally, an item made this way looks rough and impractical; you have disadvantage and suffer a -5 penalty on charisma checks made to sell such an item.

Fast Hands (Level 9)

Starting at 9th level, you can use the bonus action granted by your Cunning Action to take the Use an Object action.

Windup Familiar (Level 13)

When you reach 13th level, as part of a long rest, you can craft a clockwork familiar.

A clockwork familiar has the form of an animal you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. It has the statistics of the chosen animal, though it is a Construct instead of a Beast and has a speed of 30 feet or a flying speed of 20 feet (your choice). It has immunity to poison and psychic damage, as well as the charmed, frightened, poisoned conditions and exhaustion.

The familiar remains inactive, until you take the Use an Object action to cause it to animate. For the next minute, the familiar moves in a straight line away from the point where you activated it, causing a ruckus and distracting everyone within 15 feet of it. Creatures distracted by the familiar make Dexterity Saving throws with disadvantage and attacks against them have advantage. As a free action on your turn, you can change the direction a windup familiar within 5 feet of you is moving towards.

After the familiar drops to 0 hit points, or after it takes damage, you can spend a minute to repair it, healing it to full hit points.

Preparation Work (Level 17)

Beginning at 17th level, you can lay mechanical traps on the ground, setting the stage to suit your needs. While crafting an item, you can spend another 10 gp to encase it in an intricate trap design, that allows you to program it. When crafting a trap in this way, you may specify a trigger and how the trap should act.

The trap can only cause the original item's effect, but how it does so may vary; for example, a trap made with a base of Alchemist's Fire may include a tripwire that when stepped on, flings the flask of Alchemist's Fire towards where the tripwire was disturbed.

You can plant a trap on the ground or a wall, using the Use an Object action, and once you do so, it can be discovered by a successful Intelligence (Investigation) check against your effect save DC. If you have proficiency in Stealth, you can additionally add your proficiency bonus to this DC.

At your DM's discretion, a trap may be triggered more than once, if it makes sense for it to do so. Otherwise, once triggered, the trap can not be used again.

Cryosleeper

Silence of Snowfall (Level 9)

When you reach 9th level, you conjure gentle winds of soft snow from within yourself to soften your tread, lest you disturb the rest of others.

others. You leave no footprints in snow, gain resistance to falling damage, and can cast the silence spell centered on yourself a number of times equal to your Constitution modifier (a minimum of once). Constitution is your spellcasting ability for this spell. When you cast silence in this way, it moves with you, and you cannot be detected by tremorsense. You regain all uses of this feature once you finish a long rest.

Sleepwalker (Level 13)

At 13th level, the cold within you numbs you to pain and debilitation. When you are incapacitated, you can still take actions and reactions.

In addition, when you are paralyzed, petrified, stunned, or unconscious, you can still move at half your normal movement speed and make Strength and Dexterity saving throws, albeit with disadvantage.

You are also aware of your surroundings when petrified or unconscious (though you still cannot speak or communicate in any intelligible way), and ignore the effects of the first three levels of exhaustion if you are suffering them.

Forced Hibernation (Level 17)

Forced Hibernation When you reach 17th level, your frigid energy is able to penetrate far more than just your target's body. When you use your Bone-Chilling Grasp bonus action, you can choose to forgo its normal effects and instead force the target to make a Wisdom saving throw against the same DC. On a failure, a blanket of relentless cold knocks the target unconscious for the next minute. If the target takes damage or another creature uses an action to shake or slap the sleeper awake, it wakes early.

On a success, the target is shaken by the experience, and has disadvantage on all Intelligence, Wisdom, and Charisma saving throws until the start of its next turn. Creatures immune to being frightened have advantage on this saving throw.

Daredevil

Daredevil (Level 3)

Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their skills in stealth and sleight of hand to avoid danger. However, there are some who seek this danger out, living for the adrenaline rush that comes with near death experiences. Daredevils are rogues who would rather leap across rooftops then walk the streets, and in turn, they develop a knack for avoiding certain death.

Aerialist

When you leap through the air you appear to be flying to all but the most potent observers. Beginning at 3rd level, you have a climbing speed equal to your movement speed.

In addition, you use your reflexes and acrobatic skill to propel yourself through the air. When you make a running or standing long or high jump, you use your Dexterity score, in place of Strength, to calculate the distance of your jump.

Death From Above

When you adopt this Archetype at 3rd level, you learn to turn your airborne body into a projectile. If you move at least 10 feet through the air, then land within 5 feet of a creature one size larger then you or smaller, you can force it to make a Strength saving throw as an action. (Save DC is equal to 8 + your proficiency bonus + your Dexterity modifier.) On a failure, it falls prone and takes 2d6 bludgeoning damage.

This special attack can apply your Sneak Attack damage, even if it doesn't meet the requirements for Sneak Attack.

Jumping in 5th Edition

As a Daredevil, you use your Dexterity, in place of Strength, to determine the distance you can jump. With a 10 foot running start, high jump a number of feet equal to 3 + your Dexterity modifier, and you can long jump a number of feet equal to your Dexterity score. Your jump's distance is deducted from your remaining movement speed.

If you don't have a 10 foot running start, the distance you can high and long jump is halved.

Slow Fall (Level 9)

Beginning at 9th level, your experience with falling from great heights has made you an expert at landing without hurting yourself. Whenever you fall and are not incapacitated, you can reduce any falling damage you would take by an amount equal to five times your rogue level.

If you manage to land on something soft that breaks your fall, like a wagon full of hay, you take no damage from the fall.

Defy Death (Level 13)

Your affinity for risky behavior has been cause for many near death experiences, granting you a certain sad familiarity with death. Starting at 13th level, you add your proficiency bonus to your death saving throws. When you make a death saving throw and the result is a 20 or greater, it has the same effect as if you had rolled a 20 on the d20.

Airborne Strikes (Level 17)

You can maneuver yourself while airborne to strike at your enemies in unexpected ways. Starting at 17th level, you have advantage on attack rolls you make while airborne and at least 5 feet off the ground. Moreover, you have advantage on Dexterity ability checks you make while you are airborne.

Daredevil

Daredevil (Level 3)

Most people live their lives in safety, doing their best to avoid risky situations. Even most rogues use their skills in stealth and sleight of hand to avoid danger. However, there are some who seek this danger out, living for the adrenaline rush that comes with near death experiences. Daredevils are rogues who would rather leap across rooftops then walk the streets, and in turn, they develop a knack for avoiding certain death.

Jumping in 5th Edition

As a Daredevil, you use your Dexterity, in place of Strength, to determine the distance you can jump. With a 10 foot running start, high jump a number of feet equal to 3 + your Dexterity modifier, and you can long jump a number of feet equal to your Dexterity score. Your jump's distance is deducted from your remaining movement speed.

If you don't have a 10 foot running start, the distance you can high and long jump is halved.

Aerialist

When you leap through the air you appear to be flying to all but the most potent observers. Beginning at 3rd level, you have a climbing speed equal to your movement speed.

In addition, you use your reflexes and acrobatic skill to propel yourself through the air. When you make a running or standing long or high jump, you use your Dexterity score, in place of Strength, to calculate the distance of your jump.

Death From Above

When you adopt this Archetype at 3rd level, you learn to turn your airborne body into a projectile. If you move at least 10 feet through the air, then land within 5 feet of a creature one size larger then you or smaller, you can force it to make a Strength saving throw as an action. (Save DC is equal to 8 + your proficiency bonus + your Dexterity modifier.) On a failure, it falls prone and takes 2d6 bludgeoning damage.

This special attack can apply your Sneak Attack damage, even if it doesn't meet the requirements for Sneak Attack.

Slow Fall (Level 9)

Beginning at 9th level, your experience with falling from great heights has made you an expert at landing without hurting yourself. Whenever you fall and are not incapacitated, you can reduce any falling damage you would take by an amount equal to five times your rogue level.

If you manage to land on something soft that breaks your fall, like a wagon full of hay, you take no damage from the fall.

Defy Death (Level 13)

Your affinity for risky behavior has been cause for many near death experiences, granting you a certain sad familiarity with death. Starting at 13th level, you add your proficiency bonus to your death saving throws. When you make a death saving throw and the result is greater then 20, it has the same effect as if you had rolled a 20 on the d20.

Airborne Strikes (Level 17)

You can maneuver yourself while airborne to strike at your enemies in unexpected ways. Starting at 17th level, you have advantage on attack rolls you make while airborne and at least 5 feet off the ground. Moreover, you have advantage on Dexterity ability checks you make while you are airborne.

Dark Petitioner

Dark Petitioner (Level 3)

As a rogue, you know that the path to peace and prosperity is rarely as virtuous as the Vassals of the Sovereign Host claim. Victory must be won by pragmatism, sacrifice, and the blood of those who aren't afraid to get their hands dirty--like you. With these tenets, you ask the Dark Six for the gift of their power.

Though some Dark Petitioners worship the Six as great leaders to venerate and emulate, many among the Five Nations don't hold their patrons in such high esteem. For these petitioners, their rites and rituals instead serve to appease the dark powers, and to turn the Six's attention to their enemies. Do you enjoy the power of Dol Azur's blessing on a poisoned blade? Or do you only hope that your offerings to the Mockery will cause your opponent to stumble first?

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips

You learn the guidance cantrip and two cantrips of your choice from the following list: dancing lights, friends, message, resistance, spare the dying, thaumaturgy, true strike, and Traveler's enigma. At 10th level, you learn another cantrip of your choice from this list.

Spell Slots

The Dark Petitioner Spellcasting table shows how many spell slots you have to cast your cleric 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.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice. The Spells Known column of the Dark Petitioner Spellcasting table shows when you learn more cleric 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.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since your spells come from your appeasement or veneration of the Dark Six. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell
Spell

Pragmatic Petition

You ask the Six for their guidance and protection when you take advantage of an opening, no matter how dishonorable another Vassal might consider it. When you hit a creature with an attack on your turn, you can use the bonus action granted by your Cunning Action to cast one of your Dark Petitioner cantrips, regardless of its normal casting time.

Azur's Advantage (Level 9)

If you roll a 1 or 2 on one or more of your Sneak Attack dice when dealing damage to a creature that is blinded, charmed, deafened, frightened, grappled, incapacitated, poisoned, prone or restrained, you can reroll those dice and must use the new roll.

Shadow's Veil (Level 13)

Through careful positioning, cunning and a divine gift or two, you've learned to slip out of a weakened creature's sight. When you hit a creature with an attack, you can choose to become invisible to that creature for 1 minute or until you dismiss this effect (no action required). This invisibility ends early if you deal damage to a creature or 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 spell slot to use this feature again.

Keeper's End (Level 17)

When you reduce a creature to 0 hit points, you can steal that creature's soul and keep it joined with your own. While a creature's soul is joined to yours, that creature can be restored to life only by a wish spell.

Additionally, when you have to make a death saving throw, you can instead choose to release a soul you have stolen. When you do so, you regain 1 hit point, and that soul is no longer joined to yours.

Dawn Blade

Dawn Blade (Level 3)

Even churches and temples of deities of goodness and light have need of those willing to get their hands dirty and willing to sully their honor in service of what must be done. Dawn blades are devout rogues, drawing divine power from deities of light to strike as a sudden ray of searing sunlight in the darkness. They are often considered controversial by other adherents of their faith, yet the faith's leadership understands such agents are sometimes necessary.

Eyes of the Dawn

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, the range increases by 30 feet.

Dawn Strike

Starting at 3rd level, when you deal damage with your Sneak Attack feature, you can magically change the extra damage dealt to radiant damage. When you hit an undead or a creature of shadow with such a Sneak Attack, you deal an extra 1d6 radiant damage.

Radiant Beam

Beginning at 3rd level, when you deal radiant damage to a creature with a melee weapon attack, you can use a bonus action to throw a portion of that radiant energy at a different creature you can see within 30 feet of you. Make a ranged weapon attack against the second creature. You are proficient with this beam, and you don't have disadvantage on the ranged attack roll from being within 5 feet of the first creature (though you can still have disadvantage from other sources). On a hit, the beam deals 1d6 radiant damage.

When you reach 10th level in this class, the beam's damage increases to 2d6.

Bolstering Light (Level 9)

Starting at 9th level, when you reduce a creature to 0 hit points with radiant damage, choose one of the following:

  • Gain temporary hit points equal to twice your rogue level for 1 hour.

  • End one condition affecting you. The condition can be blinded, deafened, or poisoned.

  • End one curse affecting you.

  • End one disease affecting you.

Sudden Illumination (Level 13)

At 13th level, when you hit a creature with your Radiant Beam, it must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Sudden Illumination save DC

Dawn Flare (Level 17)

At 17th level, when you use your Dawn Strike feature to deal radiant damage to a creature that can't see you, the creature must make a Constitution saving throw.

Dawn Flare save DC

On a failed save, the creature takes 10d6 radiant damage and can't regain hit points until the start of your next turn. Once a creature takes damage from this feature, it is immune to your Dawn Flare for 24 hours.

Dirty Player

Dirty Player (Level 3)

Not everyone in siegeball plays fair. In fact, some players are known for their propensity for rules breaking. When a slide-tackle or direct attack goes unpunished, a player sneaks a shiv into a game, or some other disreputable act gets past a referee's watch, you can be certain that the offending player is a Dirty Player. Such players are valued for their ability to bruise the opposing team, taking the punishment for illegal plays while the rest of their team profits off their misdeeds. Though dirty players are loathed by fans, they are nonetheless a vital part of the highest and lowest levels of strategy in the game.

Unsporting Action

Starting when you choose this archetype at 3rd level, you can use your bonus action to take the Block or Follow action, or to attempt to Tackle a creature of Medium size or smaller. These actions are detailed in the Other Actions section.

Subtle Strike

Also at 3rd level, you've mastered the skill of harming someone in plain sight. When you make a melee Sneak Attack against a creature, you can forfeit your additional damage to completely conceal the attack. Creatures more than 5 feet away from the target merely see you draw close to the target―they do not see your weapon, an attack, or immediate evidence of the attack.

In a siegeball game, you can use a Subtle Strike to automatically succeed on the Dexterity (Stealth) check made to attack a player illegally.

Additionally, you can make Sneak Attacks with unarmed strikes.

Theatrical Dive (Level 9)

By 9th level, you've mastered the art of exaggerating the blows you take. You can use your reaction when you take damage to feign taking a mortal blow. You fall prone and make a Charisma (Deception) check, with advantage, contested by the Wisdom (Insight) check of each creature that sees you fall. If you succeed against a creature, that creature believes that you have dropped to 0 hit points, and will act accordingly.

In a siegeball game, this may result in a penalty to an opposing player.

Feinting Move (Level 13)

Starting at 13th level, your slippery positioning and sudden shifts in direction can trip up even experienced opponents. When you move, you can use your bonus action and use 10 feet of your movement to feint a creature within 10 feet of you. Choose one of the following effects:

  • That creature can't take reactions until the start of your next turn.

  • The next attack roll made against that creature by a creature other than yourself has advantage.

  • The creature has disadvantage on all Wisdom checks and saving throws until the beginning of your next turn.

Low Blow (Level 17)

At 17th level, whenever you hit a Large or smaller creature with a Sneak Attack, you can knock the target prone.

Divine Agent

Divine Agent (Level 3)

Not all priests are clerics. Not all problems can be solved by prayer and preaching. Sometimes a more subtle touch is needed to steer the world as the faith dictates, and that is the role of a Divine Agent. A blade in the night that commits the lesser evil for the greater good, or a quick end to someone that sniffed too close the Cult of Vecna's business, both could be the work of these divinely guided rogues.

Good is not nice, evil is not stupid. Whatever the organization or god a Divine Agent serves, it is one that understands the practical nature of the world. Spying, stealing, extracting information, purging the heretics... they have many tasks before them, and complete them with a grim determination.

A Divine Agent is almost always lawful, following an organizational code with zealous focus, but the laws they follow may or may not have any relation to the laws of the land they are in.

Purification

Starting at 3rd level, when you deal damage with your Sneak Attack, you can choose to deal the extra damage as radiant damage.

Church Militant

When you choose this archetype at 3rd level, you gain proficiency with the religion skill and martial weapons, and when you use Holy Water as a weapon, it counts as a ranged weapon you have proficiency with. Your proficiency bonus is doubled for Intelligence (Religion) checks.

Sanctification (Level 9)

At 9th, you learn the spells protection from evil and good, divine favor, and shield of faith. Wisdom is your spellcasting ability for these spells. You can cast these spells without consuming a spell slot a number of times equal to your Wisdom modifier (combining all uses of these spells). You regain all uses after completing a long rest. You can use a Holy Symbol as your focus for these spells.

Additionally, during a short or long rest, you can create one flask of Holy Water from normal water by expending 25 gold of components and reciting a ten minute ritual.

Divine Guidance (Level 13)

Starting at 13th level, you gain the ability to cast guidance and augury at will (the normal consequence of casting augury multiple times still applies). Additionally, if you have dealt radiant damage to a creature within the last minute, you have advantage on all Wisdom (Perception) or Intelligence (Investigation) checks against it or its magical effects, and can see that unimpeded by darkness (even magical darkness).

Cleansing Fire (Level 17)

Starting at 17th level, you can use the bonus action granted by your Cunning Action to grasp your holy symbol and burn away any evil affliction, ending the effect of a curse, disease, or condition inflicted by magic on yourself. When you do this, you take 1d12 fire damage that cannot be resisted in any way, but gain an equal number of temporary hit points.

Once you use this feature, you cannot do so again until you complete a short or long rest.

Additionally, flame strike and fire shield are added to the spells you can cast using Sanctification.

Divine Hand

Divine Hand (Level 3)

As a Divine Hand, you focus your training on the arts of death and execution. However, unlike an assassin you do not employ yourself in the service of mortals. You have a higher calling, and have devoted yourself into the service of a deity. With this deity you have formed a personal connection—they speak with you directly, ordering you to dispose of their enemies and giving you other such tasks. To assist you in your endeavors, your deity has granted you divine powers. These powers can help you slay any foe, but are especially effective against the enemies of your deity.

Divine Hands are often members of a clergy, working directly for the church of their deity. But others work outside of any organization, and perform their duties independently—working only for themselves and their deity.

Right Hand of God

When you choose this archetype at 3rd level, you develop a closer relationship with your deity. You gain proficiency in the Religion skill. If you already have this proficiency, you instead gain proficiency in another skill of your choice.

Also, you gain the duty to hunt down the enemies of your deity. When you gain this archetype, determine with your DM what the enemies of your deity might be. They could be creature types (such as fiends and undead), specific types of humanoids, or even members of specific organizations. These enemies are considered your divine quarries. If your deity has many enemies, then only their most important ones might be considered your divine quarries, at the DM's discretion.

You have advantage on Wisdom (Survival) checks to track your divine quarries.

Judgement

Also at 3rd level, you can mark a foe as the target of your divine ire. As a bonus action, you can choose one creature you can see within 120 feet of you. Until the end of the turn, 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.

If you use your Sneak Attack against the marked target during the duration, you can expend a use of this feature to empower your strike. The attack's damage type becomes radiant, and it gains one of the following bonus effects:

  • The target's speed is reduced by 10 feet.

  • The target can't take reactions.

  • The target can't regain hit points.

The effect you choose lasts until the start of your next turn. You can empower your attack a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. If the target is one of your divine quarries, you can empower your strike against it without expending a use of this feature, even if this feature has no uses remaining.

Swift Judge (Level 9)

Starting at 9th level, whenever you mark a foe with your Judgment feature, you can use one the actions granted by your Cunning Action as part of the same bonus action.

Divine Gift (Level 13)

At 13th level, your deity bestows divine magic upon you. You learn the guidance and thaumaturgy cantrips, and you can cast detect magic, but only as a ritual. Your spellcasting ability for these spells is Wisdom.

Also, you can call upon your deity as a bonus action, and have them reveal their enemies to you. Until the end of your next turn, you know the location of any of your divine quarries within 120 feet of you that are not behind total cover. You know the creature type of any being you sense, but not its specific identity.

You can take this bonus action a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Holy Executioner (Level 17)

Beginning at 17th level, your divine judgment becomes especially harsh. Whenever you use your Judgment feature against a creature and choose to empower your strike, your attack deals an additional 4d6 radiant damage to your target.

Divine Herald

Divine Herald (Level 3)

Your strict upbringing made you an unwavering and swift agent of divine retribution. You don't simply exist to serve the priests of your order, you have a higher purpose and calling—to alleviate the world of false prophets and heretics.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips

You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Divine Herald 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.

For example, if you know the 1st-level spell cure wounds and you have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice.

The Spells Known column of the Divine Herald Spellcasting table shows when you learn more cleric spells of 1st level or higher. The spells must be of a level for which you have spell slots. Casting the spell doesn't remove it from your list of known spells.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

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

Spell
Spell

Harbinger of Faith

Starting at 3rd level, your Sneak Attack deals radiant damage instead of dealing the damage of the same type as your weapon. If you follow an evil god, it deals necrotic damage instead.

Additionally, when you hit a creature with a weapon attack on your turn, you can instill doubt in your target, causing it to question its convictions. The target must make a successful Wisdom saving throw or suffer disadvantage on the next attack it makes within 1 minute. You can use this feature an amount of times equal to your Wisdom modifier (minimum of 1). You regain all uses after a long rest.

Dogma Votary

At 3rd level, your studies have given you a wide knowledge of religion and its impact on life. Whenever you make an Intelligence (History or Religion) check to recall information about the gods or their worshipers, you are considered proficient in these skills and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Guise of the Believer (Level 9)

Starting at 9th level, your time spent among the zealous gives you impeccable insight into their mannerisms, speech patterns, and venerable demeanor, even outside of your religious affiliation.

When posing as a member of a religious organization, your identity is unquestioned by the masses. You have advantage on Charisma (Deception) checks you make against a discerning creature to expose your guise.

Additionally, you can instill further doubt in your target, granting them disadvantage in the contest with your posturing. Once you have used this feature, you must finish a short or long rest before you can use it again.

Crosier of Penance (Level 13)

At 13th level, the fire of your faith cannot be extinguished. When you are reduced to 0 hit points and don't die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you can immediately roll any number of Hit Dice and regain hit points equal to the result.

After the saving throw succeeds, you can't cast a spell or use this feature again until you finish a long rest.

Last Rites (Level 17)

At 17th level, when you hit a creature that is below its hit point maximum, you can use your Sneak Attack feature on that creature, even if you are at disadvantage.

This damage increases by 1d6 if the target is an undead, fiend, or celestial.

Divine Herald

Divine Herald (Level 3)

The Divine Herald is an unwavering agent of divine retribution, who brings swift justice to false prophets and heretics. A divine herald might answer to the congregation, an inner circle within a church, or be guided by celestial visions that reveal those who bear false witness.

The secret order of Miron's Tears maintains its anonymity within the Church of the Silver Flame. In the hours before her final sacrifice, Tira Miron charged the avenger Samyr Kes to protect the church from the influence of the evil Bel Shalor, eliminating those who succumbed to corruption. The order lay dormant for centuries, but now Miron's Tears prepare to cleanse the Church in the wake of the recent rumors of corruption in the highest levels. While Miron's Tears is an established order of divine heralds, they are found in every faith. A divine herald of the Blood of Vol would fight the Emerald Claw and other Vol priests who abuse the faith of their followers.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Divine Herald 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.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level cleric spells of your choice. The Spells Known column of the Divine Herald Spellcasting table shows when you learn more cleric spells of 1st level or higher. The spells must be of a level for which you have spell slots. Casting the spell doesn't remove it from your list of known spells.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, and your power comes from devotion to your discipline. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC
Spell attack modifier

Harbinger of Faith

Starting at 3rd level, your Sneak Attack deals radiant damage instead of dealing the damage of the same type as your weapon. If you follow an evil god, it deals necrotic damage instead.

Additionally, when you hit a creature with a weapon attack on your turn, you can instill doubt in your target, causing it to question its convictions. The target must make a successful Wisdom saving throw or suffer disadvantage on the next attack it makes within 1 minute.

You can use this feature an amount of times equal to your Wisdom modifier (minimum of 1). You regain all uses after a long rest.

Dogma Votary

At 3rd level, your studies have given you a wide knowledge of religion and its impact on life. Whenever you make an Intelligence (History or Religion) check to recall information about the gods or their worshipers, you are considered proficient in these skills and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Guise of the Believer (Level 9)

Starting at 9th level, your time spent among the zealous gives you impeccable insight into their mannerisms, speech patterns, and venerable demeanor, even outside of your religious affiliation.

When posing as a member of a religious organization, your identity is unquestioned by the masses. You have advantage on Charisma (Deception) checks you make against a discerning creature to preserve your guise.

Additionally, you can instill further doubt in your target, granting them disadvantage in the contest with your posturing. Once you have used this feature, you must finish a short or long rest before you can use it again.

Crosier of Penance (Level 13)

At 13th level, the fire of your faith cannot be extinguished. When you are reduced to 0 hit points and don't die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you can immediately roll any number of Hit Dice and regain hit points equal to the result. After the saving throw succeeds, you can't cast a spell or use this feature again until you finish a long rest.

Last Rites (Level 17)

At 17th level, when you hit a creature that is below its hit point maximum, you can use your Sneak Attack feature on that creature, even if you have disadvantage on the attack roll. This damage increases by 1d6 if the target is an undead, fiend, or celestial.

Divine Sniper

Divine Sniper (Level 3)

Armed with arrows made of pure faith and light, the Divine Sniper specializes in getting in, eliminating their target, and getting out. Empowered by light that shines forth from their very soul, their arrows can light the blackest night. This tradition is common in Thrane and other fortresses of the Silver Flame, as its lay worshippers are encouraged to practice archery. The Argentum actively recruits Divine Snipers, both for their potent archery skills and their roguish abilities. The shulassakar of the Talenta Plains also share deep ties to the Silver Flame, and Divine Snipers are counted among their number. The Deathguard of Aerenal holds both deathless and mortal Divine Snipers, empowered by the light of Irian. Kalashtar and Adarans of the Path of Light refer to Divine Snipers as Soulbows, according them great respect.

Inner Light

Starting at 3rd level, your inner light shines brightly in the darkness. You gain proficiency with the longbow, and you learn the light cantrip, which you can cast as a bonus action with a casting range of 60 feet instead of touch only. Your spellcasting ability modifier for this spell is Charisma.

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 it is in bright light shed by a spell you cast, as long as you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Luminous Arrow

At 3rd level, you manifest arrows of brilliant light when you draw back your bowstring. You no longer need physical ammunition for a longbow or shortbow. When you attack using this feature, your luminous arrow deals radiant damage and vanishes immediately after it hits or misses its target.

Light of Faith (Level 9)

At 9th level, your connection to your inner light deepens. If you cast the light cantrip multiple times, it does not end the spell effect on the previous object. Instead, you can affect a number of objects at a time equal to your Charisma modifier. You can dismiss such an effect as an action or when you cast this spell.

In addition, for the purpose of dispelling magical darkness, your light cantrip counts as a spell of the level equal to one third of your rogue level (rounded down).

Doubleshot (Level 13)

Starting at 13th level, when you take the Attack action on your turn to make a ranged weapon attack, you can make an additional attack as a bonus action.

Daybreak (Level 13)

Beginning at 13th level, you can choose for the light shed by your light cantrip to be considered sunlight.

Once you use this feature, you can't use it again until you finish a short or long rest.

Brilliant Beam (Level 17)

Starting at 17th level, when you draw back your luminous arrow on its bowstring, you can choose to project it as a dazzling ray of sun. As an action, you create a beam of sunlight that is 120 feet long and 5 feet wide, extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 10d6 radiant damage, and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage, and is not blinded. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.

Once you use this feature, you can't use it again until you finish a short or long rest.

Dustwalker

Dustwalker (Level 3)

Either by floating among the gossamer strands of the Astral Sea for extended periods or by some other arcane accident, rare individuals can learn to harness the soft, yet powerful essence of stardust. Some having skill in this regard choose to hone their abilities to engage in deceptive and roguish purpose. By wielding the light and dust of stars, Dustwalkers both exploit the space around them and distract foes, allowing them to excel in whatever endeavours they face.

Astral Steps

Starting at 3rd level when you choose this archetype, you learn to manipulate the scintillatingly magical nature of stardust in order to shift your position in advantageous ways. As a bonus action, you can create a Tiny beacon of intangible and spectral stardust that lasts for up to 1 hour that only you can carry or place. As part of this bonus action or as a subsequent bonus action before the beacon disappears, you can place the beacon in an unoccupied space of your choice within 5 feet of you.

When you use an action or bonus action to Dash, you are able to teleport up to 30 feet from your position to the space that a beacon was placed in as part of that action or bonus action. If the beacon's space is occupied when you try to teleport, this effect fails and nothing happens. Once you teleport to a beacon, it is expended and disappears.

You can create a number of beacons equal to your proficiency bonus + your Intelligence modifier (minimum of 1) and regain all expended uses when you finish a long rest.

Asterism

Also at 3rd level, you can detect the presence of nearby stardust. As an action, you can subtly sprinkle a pinch of stardust on a creature or object of your choice within 5 feet of you that remains on this creature or object for up to 1 hour. You can sense the distance and direction of this creature or object, as long as they are within 500 feet of you.

Fade Away (Level 9)

At 9th level, you become invisible immediately after you teleport with your Astral Steps feature until the end of your next turn. This invisibility ends early if you attack or cast a spell.

Blinding Dust (Level 13)

Beginning at 13th level, your skill in utilizing stardust allows you to use it more offensively. You can use an action to cause a beacon that you create to explode, causing a burst of stardust to fill a 20-foot radius area. Each creature in that area must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier or be blinded for up to 1 minute. A creature can remake the saving throw at the end of each of their turns, ending the effect on itself on a success.

Starforged (Level 17)

At 17th level, you have begun to fully master how to wield stardust to harm and hide. You gain the following benefits:

  • You can teleport up to 120 feet from your position with your Astral Steps feature.

  • Your Fade Away feature now causes you to become invisible for 1 minute. The invisibility still ends early if you attack or cast a spell.

Enforcer

Enforcer (Level 3)

The backbones of any good Thieves' Guild, enforcers are ruthless thugs skilled at intimidation and violence. Usually charged with running protection rackets for the Guild, enforcers also handle internal problems of the Guild, ensuring that no Guild member snitches to the authorities or takes more than his or her own share.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with medium armor and martial weapons.

Brutal Attack

Starting at 3rd level, you can make a Sneak Attack using any simple or martial melee weapon.

Massive Shove (Level 9)

At 9th level, when you make an attack, you can shove the target as a bonus action. If you succeed, you can push the creature up to 15 feet away from you, rather than 5 feet.

Additionally, if you make an attack with a reach weapon, you can use your bonus action to make a shove attempt in reverse, pulling the target towards you on a success.

Threatening Demeanor (Level 13)

By 13th level, you are an expert in threatening postures and gestures. When you roll initiative, choose one creature within 60 feet that you can see to make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Strength or Charisma modifier (your choice). On a failed save, the target is frightened by you for up to 1 minute. While the creature is frightened of you, you can make attack rolls against it with advantage. The frightened creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Double Attack (Level 17)

Starting at 17th level, when you reduce a creature to 0 hit points on your turn, you can use your bonus action to make another attack. This attack can be a Sneak Attack, even if you have already made one on your turn.

Enforcer

Enforcer (Level 3)

Contrary to most rogues, enforcers focus their training on a more brash, rough-and-tumble approach—whether they find themselves up close and personal on the battlefield or shaking someone down in a back alley. Often employed as hired muscle or hitmen, these rogues lean on their physical dominance to intimidate and overpower their foes.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with medium armor, as well as battleaxes, flails, morningstars, and warhammers. In addition, medium armor doesn't impose disadvantage on Dexterity (Stealth) checks for you if it normally would.

Muscular Menace

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to attempt to grapple a creature, and you have advantage on Charisma (Intimidation) checks against any creature you are grappling.

In addition, you learn to combine your tactical precision with devastatingly powerful blows. You can deal your Sneak Attack damage with your unarmed strikes or any melee weapon that doesn't have the heavy property. 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 the creature is grappled and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Bouncer's Brawn (Level 9)

Starting at 9th level, you can also use the bonus action granted by your Cunning Action to attempt to shove a creature. In addition, you gain proficiency in Strength saving throws; if you already have this proficiency, you instead gain proficiency in Charisma saving throws.

Counter Maneuver (Level 13)

At 13th level, you learn to counter a foe's assault. Whenever a creature within 5 feet of you hits you with an attack or grapples you, you can immediately use your reaction to attempt to grapple or shove that creature (your choice). If you use this reaction in response to a creature grappling you and win the contest, you also escape the creature's grapple.

Skull Cracker (Level 17)

Beginning at 17th level, your most precise and powerful strikes can daze your foes and send them reeling. Once on each of your turns, when you hit a creature that is no more than one size larger than you with a melee weapon attack and have advantage on the attack roll, the target must succeed on a Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus) or become stunned until the start of your next turn.

Falconer

Falconer (Level 3)

You have dedicated your life to training an elegant and deadly Bird of Prey. With your winged partner at your side, there is no mission or foe that the two of you cannot take on together. With your Bird of Prey watching from the skies above, there is little that can escape the wrath of your talons and blade.

Bird of Prey

When you adopt this Archetype at 3rd level, you complete the training of a Bird of Prey that will adventure by your side. Your Bird is friendly to you and your allies and obeys your commands. It uses the Bird of Prey stat block on this page, which uses your proficiency bonus (PB) in several places.

In combat, the Bird acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use your bonus action to command it to take an action from its stat block, or another combat action. When you take the Attack action, you can command your Bird to take the Attack action in place of one of your attacks. If you are incapacitated, your Bird of Prey can act on its own.

If your Bird falls to 0 hit points it makes death saving throws like a player character would. Should your Bird of Prey die, your special skills allow you to find another Bird and train it as a Bird of Prey over the course of a long rest.

Falconer's Training

You have dedicated many hours to mastering the delicate art of falconry. Also at 3rd level, you gain proficiency in Animal Handling, and you add double your proficiency bonus to any Wisdom (Animal Handling) checks related to birds.

Fierce Hunter (Level 9)

Through dedicated training you have honed the natural skills of your Bird of Prey. At 9th level, the Bird of Prey adds double its proficiency bonus to both its Perception and Stealth skills

Also, if your Bird of Prey hits a creature with a Talon attack and it meets the requirements for Sneak Attack, your Bird of Prey deals an additional 2d4 slashing damage to the target.

As you gain levels in this class this damage bonus for your Bird of Prey's Talon attack increases again: at 14th level it becomes 3d4, and finally at 17th level it becomes 4d4.

Primal Bond (Level 9)

Your connection with your Bird of Prey has grown. Starting at 9th level, you and your Bird can share simple ideas and convey information to each other with sounds and gestures.

Harrying Strikes (Level 13)

Your Bird of Prey can swoop in and interfere with your foe's ability to fight. Starting at 13th level, when a creature within 10 feet of your Bird of Prey makes an attack, your Bird can use its reaction to impose disadvantage on their attack roll.

Falconer of Legend (Level 17)

You and your Bird of Prey fight as one creature. Beginning at 17th level, both you and your Bird of Prey have advantage on attack rolls while you are within 10 feet of each other.

Fencer

Fencer (Level 3)

While most warriors focus on overcoming their foes through strength of arms or brute force, the archetypal Fencer does so through precise strikes and superior martial abilities. What they lack in overwhelming strength and stamina, they make up for with their finesse, skill, and technique.

Classical Training

At 3rd level, you gain proficiency with medium armor. You also don't need advantage on your attack roll to apply your Sneak Attack if you use an Exploit as part of that attack.

Fencer's Exploits

You have studied and learned various advanced martial techniques. At 3rd level, you gain the following features:

  • Martial Exploits

    You learn two Exploits of your choice from the list at the end of this Archetype. You can only use one Exploit per ability check or attack. When you gain a level, you can replace one Exploit you know with another of your choice. You learn another Exploit at 9th, 13th, and 17th level.

  • Exploit Dice

    You have three d6 Exploit Dice. To use an Exploit you must expend one of these dice, and you regain all expended Exploit Dice when you finish a short or long rest.

    As you gain levels in this class your Exploit Dice grow in size and number. At 9th level you gain a fourth Exploit Die, and your dice become d8s. When you reach 17 level, you gain a fifth Exploit Die and all of your Exploit Dice become d10s.

  • Saving Throws

    Some of your Exploits require your target to make a saving throw to resist your Marital Exploit's effects. The saving throw DC is calculated as follows:

    Exploit

Fencer Exploits

The Exploits listed below are available to Fencer rogues, who focus on overcoming their foes with skill and technique.

  • Crippling Strike

    When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, the creature takes additional damage equal to your Exploit Die and its speed is reduced to 0 until the start of your next turn.

  • Disarm

    When you hit a creature with a weapon attack, you can expend an Exploit Die to force it to make a Strength saving throw. On a failure, it takes extra damage equal to your Exploit Die, and it to drops an item of your choice.

  • Feint

    As a bonus action, you can expend an Exploit Die and force a creature that can see you within 30 feet to make a Wisdom saving throw. On a failure, you add your Exploit Die to both your attack and damage roll for the first attack you make against that creature before the end of your next turn.

  • Fluid Grace

    When you make a Dexterity (Acrobatics) or a Charisma (Performance) check you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know whether you succeed or fail.

  • Martial Focus

    When you make a weapon attack, you can expend an Exploit Die as part of the attack to grant yourself advantage on your attack roll. You can use this Exploit after you roll, but before you know if your attack hits or misses.

  • Riposte

    As a reaction when a creature you can see targets you with a melee attack, you can expend an Exploit Die and add it to your Armor Class against the attack. If the triggering attack misses you, you can immediately make one weapon attack against the attacker as part of the same reaction.

Sharp Reflexes (Level 9)

Your training has honed your reflexes. Starting at 9th level, you add your proficiency bonus to your initiative rolls.

Fencer's Exploits (d8) (Level 9)

At 9th level you gain a fourth Exploit Die, and your dice become d8s.

Counterattack (Level 13)

Starting at 13th level, when a creature hits you with a melee attack, you can Counterattack as a reaction. You gain an extra Exploit Die and make a weapon attack against the attacker. The extra Exploit Die is lost if it is not used to Counterattack.

Fencer's Exploits (d10) (Level 17)

When you reach 17 level, you gain a fifth Exploit Die and all of your Exploit Dice become d10s.

Fencer

Fencer (Level 3)

While most warriors focus on overcoming their foes through strength of arms or brute force, the archetypal Fencer does so through precise strikes and superior martial abilities. What they lack in overwhelming strength and stamina, they make up for with their finesse, skill, and technique.

Classical Training

At 3rd level, you gain proficiency with medium armor. You can also apply your Sneak Attack damage to an attack that uses an Exploit, even if it doesn't meet the normal requirements.

Fencer's Exploits

You have studied and learned various advanced martial techniques. At 3rd level, you gain the following features:

Martial Exploits

You learn two Exploits of your choice from the list at the end of this Archetype. You can only use one Exploit per ability check or attack. When you gain a level, you can replace one Exploit you know with another of your choice. You learn another Exploit at 9th, 13th, and 17th level.

Exploit Dice

You have three d6 Exploit Dice. To use an Exploit you must expend one of these dice, and you regain all expended Exploit Dice when you finish a short or long rest.

As you gain levels in this class your Exploit Dice grow in size and number. At 9th level you gain a fourth Exploit Die, and your dice become d8s. When you reach 17 level, you gain a fifth Exploit Die and all of your Exploit Dice become d10s.

Saving Throws

Some of your Exploits require your target to make a saving throw to resist your Marital Exploit's effects. The saving throw DC is calculated as follows:

Exploit

Sharp Reflexes (Level 9)

Your training has honed your reflexes. Starting at 9th level, you add your proficiency bonus to your initiative rolls.

Additionally you learn another Exploit of your choice, you gain a fourth Exploit Die and your dice becomes d8s.

Counterattack (Level 13)

Starting at 13th level, when a creature hits you with a melee attack, you can Counterattack as a reaction. You gain an extra Exploit Die and make a weapon attack against the attacker. The extra Exploit Die is lost if it is not used to Counterattack.

Additionally you learn another Exploit of your choice.

Exploit Improvement (Level 17)

At 17th level, you learn another Exploit of your choice. Additionally you gain a fifth Exploit Die and all of your Exploit Dice become d10s.

Field Medic

Field Medic (Level 3)

In times of war, many without the natural aptitude to magic are needed on the frontlines to heal and restore their fellow comrades. These individuals are known by many names, but the forces they serve call them field medics, a testament to their ability to restore others even in the war torn fields. Field medics train to both dispatch enemies and repair allies, learning to become skilled with every application of a blade.

Not all field medics have seen combat. Those that have returned from the frontline share their craft with those who wish to learn it. This has evolved the practice into a widely respected art across the lands.

Combat Medic Training

When you choose this archetype at 3rd level, you gain proficiency in Medicine. If you already have this proficiency, you can choose Alchemist's Supplies, a Herbalism Kit, or one other Wisdom skill and gain proficiency in that instead.

Furthermore, you gain the following benefits:

  • You can use the bonus action granted by your Cunning Action to use a Healer's Kit.

  • A creature you stabilise, whether through a Healer's Kit or a successful Wisdom (Medicine) check, that isn't healed regains 1 hit point after 1 minute. If the creature has to start making death saving throws before regaining any hit points, it has advantage on them.

  • You don't need advantage on the attack roll to use your Sneak Attack against a creature if the target is within 5-feet of an unconscious ally. All the other rules for Sneak Attack still apply to you.

Responder's Aid

Also at 3rd level, you can use your knowledge of medicine to provide relief to the injured. Over the course of a long rest, you can create a number of medicinal patches equal to your Wisdom modifier (minimum 1). A patch represents a series of bandages, pain relief, and natural remedies that help to close wounds. These patches last until your next long rest.

As an action, you can apply a patch to a creature within 5-feet of you. When you do so, roll your Sneak Attack dice, and add your Wisdom modifier. The creature regains hit points equal to the total (minimum 1 hit point).

Emergency Reflexes (Level 9)

Starting at 9th level, you can quickly close the gap to your allies. When an ally you can see or hear is reduced to 0 hit points and falls unconscious, you can use your reaction to move up to your speed without provoking opportunity attacks. You must end this move closer to your ally than you started.

Also, your speed isn't halved when you are dragging or carrying an unconscious creature who is the same size as you or smaller.

Forensic Examination (Level 13)

Beginning at 13th level, if you spend at least 1 minute investigating a creature's corpse outside of combat, you can learn certain information about its demise, provided the creature died within the last year. The DM tells you any of the following information, where appropriate:

  • Whether the creature was surprised, incapacitated, or otherwise unable to fight back.

  • The method of its demise if you know it, such as the type of weapon, poison, or spell. If the attack was made by natural weapons, you learn the attacking creature's type.

  • How long ago the creature died.

  • Roughly how old the creature was when it died.

Improved Patches (Level 17)

Finally, at 17th level, you have perfected your abilities. When you apply a patch to a creature, you can also apply one of the following effects:

  • You can reduce the target's exhaustion level by one.

  • You can end one effect reducing the target's hit point maximum or ability scores.

  • You can end either one disease or one condition afflicting the target. The condition can be Blinded, Deafened, Paralyzed, Poisoned, or Stunned.

Gambler

Gambler (Level 3)

While all rogues enjoy risky behavior, the life of a Gambler revolves around this risk. They enjoy nothing more then high stakes situations where they can put everything on the line. Often found in taverns and casinos, these rogues cannot help but gamble away any wealth they acquire in their adventures.

Pick a Card

You can weaponize your trusty deck of cards. Beginning at 3rd level, decks of cards count as improvised weapons for you. When used as a weapon, they have the thrown (30/60) and finesse properties, and on hit, your playing cards deal slashing damage equal to 1d4 + your Dexterity modifier.

Once per turn, when you make a playing card attack the number rolled on the d4 grants your attack a bonus effect:

RollBonus Effect

1

The creatures's movement speed is reduced by an amount of feet equal to five times your proficiency bonus.

2

You can apply your Sneak Attack bonus to this attack even if it doesn't meet the normal requirements for Sneak Attack

3

You gain temporary hit points equal the damage dealt by this attack.

4

You can choose to switch places in the initiative order with the target, starting at the top of the next initiative round.

Gambler's Know-How

In life's games, sometimes you win, and sometimes you need to improvise. When you adopt this Archetype at 3rd level, you gain proficiency with improvised weapons, playing cards, and one other gaming set of your choice. Whenever you make an ability check that uses a gaming set that you are proficient with, you add double your proficiency bonus to your roll.

Also, if you spend at least 1 minute observing or playing a game you aren't familiar with, you can add your proficiency bonus to any ability checks related to that game. Only one game or gaming set can benefit from this feature at a time.

Alternate Rule: Playing Cards

When you play a Gambler rogue, you can choose to use a standard deck of 52 poker cards (and jokers) to determine the bonus effect for your Pick a Card feature. When you hit with a playing card attack, draw a random card from your deck. The card's suit determines the bonus effect for Pick a Card:

Clubs (1), Diamonds (2), Hearts (3), Spades (4). If you draw a joker, you pick which effect happens.

Lucky Streak (Level 9)

Your attacks have been blessed with an entertaining, yet strange, luck. Starting at 9th level, your attack rolls score a critical hit on a roll of 7 or 20 on the d20, but rolls of 13 or 1 on the d20 are both considered critical failures. Good luck!

Quickdraw (Level 13)

Beginning at 13th level, you have advantage on your initiative rolls, and the first Pick a Card attack you make after rolling initiative gains a bonus effect of your choice.

Jackpot (Level 17)

Your good fortune is another's bad luck. Starting at 17th level, whenever you roll a 6 on a d6 for one of your Sneak Attack dice, you roll an additional d6 and add it to your damage roll.

Gambler

Gambler (Level 3)

While all rogues enjoy risky behavior, the life of a Gambler revolves around this risk. They enjoy nothing more then high stakes situations where they can put everything on the line. Often found in taverns and casinos, these rogues cannot help but gamble away any wealth they acquire in their adventures.

Alternate Rule: Playing Cards

When you play a Gambler rogue, you can choose to use a standard deck of 52 poker cards (and jokers) to determine the bonus effect for your Pick a Card feature. When you hit with a playing card attack, draw a random card from your deck. The card's suit determines the bonus effect for Pick a Card:

Clubs (1), Diamonds (2), Hearts (3), Spades (4). If you draw a joker, you pick which effect happens.

Pick a Card

You can weaponize your trusty deck of cards. Beginning at 3rd level, decks of cards count as improvised weapons for you. When used as a weapon, they have the thrown (30/60) and finesse properties, and on hit, your playing cards deal slashing damage equal to 1d4 + your Dexterity modifier.

When you make an attack with playing cards the number rolled on the d4 for damage grants the attack a bonus effect:

RollBonus Effect

1

The creatures's movement speed is reduced by an amount of feet equal to five times your proficiency bonus.

2

You can apply your Sneak Attack bonus to this attack even if it doesn't meet the normal requirements for Sneak Attack

3

You gain temporary hit points equal the damage dealt by this attack.

4

You can choose to switch places in the initiative order with the target, starting at the top of the next initiative round.

Gambler's Know-how

In life's games, sometimes you win, and sometimes you need to improvise. When you adopt this Archetype at 3rd level, you gain proficiency with improvised weapons, playing cards, and one other gaming set of your choice. Whenever you make an ability check with either of your gaming set proficiencies, you can add double your proficiency bonus to your roll.

Also, if you spend at least 1 minute observing or playing a game you aren't familiar with, you can add your proficiency bonus to any ability checks related to that game. Only one game or gaming set can benefit from this feature at a time.

Lucky Streak (Level 9)

Your attacks have been blessed with an entertaining, yet strange, luck. Starting at 9th level, your attack rolls score a critical hit on a roll of 7 or 20 on the d20, but rolls of 13 or 1 on the d20 are both considered critical failures. Good luck!

Quickdraw (Level 13)

Beginning at 13th level, you have advantage on your initiative rolls, and the first Pick a Card attack you make after rolling initiative gains a bonus effect of your choice.

Jackpot (Level 17)

Your good fortune is another's bad luck. Starting at 17th level, whenever you roll a 6 on a d6 for one of your Sneak Attack dice, you roll an additional d6 and add it to your damage roll.

Ghost-Faced Killer

Ghost-Faced Killer (Level 3)

The Ghost-Faced, depending on who you ask, are either an order of assassins or specters of death itself. The members of this guild preserve ancient techniques, passed down through generations, by which a man becomes a spirit, and how that spirit can kill. Inducted members are given a porcelain demon masks of ghostly white to hide their identities and their first mission: to slay a man in broad daylight, and escape invisibly into the air.

Ghost Step

Beginning at 3rd level, as a bonus action, you can become invisible until the beginning of your next turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Ghost Sight (Level 9)

At 9th level, you gain the effects of see invisibility at all times.

True Ghost Step (Level 13)

Starting at 13th level, as a bonus action, you can step into the Border Ethereal until the beginning of your next turn. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the duration ends, you return to the plane you originated from having moved the same distance as you did in the Border Ethereal. If this would return you to the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. After you use this ability, you must complete a short or long rest before using it again.

Dread Strike (Level 17)

Beginning at 17th level, you can make a devastating attack that frightens your target to death. When you make an attack against a creature that can't perceive you, you can designate this attack a Dread Strike. If the attack hits, the creature is frightened and must make a Wisdom saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier. On a failed save, the creature takes 6d6 psychic damage. Creatures immune to fear automatically succeed this saving throw and are not frightened.

Graverobber

Graverobber (Level 3)

You've nearly died. Sometime recently, or earlier in your life, you've fallen to the brink of death and felt your heartbeat stop. In that moment, far from hope, your spirit wandered the border of life and death, where it entered the Forbidden Graveyard. Amidst the sepulchers and crypts of this haunted dimension, you bore witness to the secrets of life and death, speaking with the fallen whose gaze chilled your very soul. Somehow, you returned from that fallen plane, but it has stained you. Your spirit is filled with both the eerie power of darkness and the flowing force of life, granting you the ability to touch the souls of others directly. You might still be living, but your every step is one of a dead man walking.

Spirit Mending

Starting at 3rd level, your unnatural luck and affinity for the energies of life allow you to bring people back from the brink of death. When an ally within 5 feet of you is below half their hit point maximum, you can use your action to pour healing energy into them. The target recovers hit points equal to your rogue level + your Charisma modifier. If the target has been reduced to 0 hit points, they recover half as many hit points instead. Once a creature has been healed by this feature, it can't be targeted again until it finishes a long rest.

Soul Thief

At 3rd level, you learn to steal the life essence of your enemies, and your connection to the grave grants you incredible power. Whenever you or an undead you control kills a creature with an Intelligence score of 6 or greater, you can choose to harvest a fraction of your victim's soul, binding it into a small object you keep about your person, such as a gemstone, doll, or weapon. Each object can contain only one such soul at a time.

As a bonus action, you can choose to unleash one of these enslaved spirits to do your bidding, freeing it from the item. If the spirit was bound to a weapon, you summon a ghostly version of the weapon and use it to make a melee weapon attack with a 15-foot reach. This attack deals force damage. After the attack is made, the ethereal weapon vanishes.

If the spirit was bound to any other item, its release opens a small, shadowy rift to the Graveyard through the Ethereal Plane. You can teleport to a location that you can see within 10 + 5 times your Charisma modifier (minimum 10) feet of you.

Whenever you finish a long rest, your powerful soul calls to the Graveyard, bringing forth a number of spirits for you to bind equal to your Charisma modifier (minimum 1). The maximum number of spirits you can have bound at once is equal to twice your Charisma modifier (minimum 2).

You can choose to release a spirit without effect at any time to make space for a new one.

Whisper to the Fallen (Level 9)

Starting at 9th level, your voice gains an unearthly quality, allowing you to commune with the departed. You can cast speak with dead at will without expending a spell slot, but you can only target a soul that you have bound to an item. You ignore the requirement that the corpse must still have a mouth when you cast the spell using this feature.

Spirits summoned from the Graveyard are mindless and rarely have anything interesting to say.

Hangman's Dance (Level 13)

At 13th level, your control over the spirits of the dead enables you to bend them more fully to your whims. You gain the ability to cast animate dead without expending a spell slot by unleashing one of your bound souls instead.

You can use this feature twice in this way, and you regain all expended uses of it when you finish long rest.

Also, you can use your bonus action to cause all friendly undead within 60 feet of you to surge with otherworldly power. Each undead can use its reaction to move up to 30 feet without provoking opportunity attacks and ignoring difficult terrain.

No Rest for the Wicked (Level 17)

At 17th level, your darkly stained soul fully reconnects with your body, allowing you to bridge the gap between the Graveyard and the other planes with ease. Whenever you roll initiative, you can choose one hostile creature that you can see within 60 feet of you. That creature is marked by the Gate of Souls as a beacon for the energies of the fallen who lurk within the Graveyard. Once per turn when you deal damage to that creature, you can choose to bind a single soul from the Graveyard to an item in your possession. This mark lasts for one minute.

Great Assassin

Great Assassin (Level 3)

You focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth and poison help you eliminate your foes with deadly efficiency.

Assassinate

You have mastered the arts of delivering death to your victims. Once per turn, you can give yourself advantage on a weapon attack; if the attack hits, it is considered a critical hit. You can use this ability a number of times equal to your dexterity modifier, and you regain all uses of it after a long rest. Uses are spent regardless of whether the attack hits or misses.

Ready to Kill

You have advantage against creatures that have not yet taken their turn, and you also have advantage on initiative rolls

Poison Enthusiast (Level 9)

At 9th level you gain proficiency with the poisoner's kit and can apply poisons to your weapons as a bonus action. When you apply a poison to your weapons with this trait you can choose between 4 ammo or one weapon. The poison dilutes after a minute, and in the case of weapon, it also ends if you have hit four times with it.

Additionally, your weapon attacks deal 2d4 additional poison damage.

Unexpected Blow (Level 13)

At 13th level, your great experience allows you to act decisively in the face of hostility. If a combat starts and you are present for its first round, you get an extra turn before it starts. During this turn, consider all other creatures present as surprised.

Lethal Blow (Level 17)

At level 17 you learn to deliver an accurate blow to your victim's vitals. When you hit a critical hit, you can double the damage dealt. You can use this trait once per short rest.

Grifter

Grifter (Level 3)

Swindlers, cheats, and most of all, grifters hang around taverns where people might have a looser grasp on their coins. The archetypal grifter knows that, with the right words and the right scheme, you can part anyone from their money, and even make it seem fair. Grifters are masters of cons, big and small, from counting cards and rolling loaded dice, to pyramid schemes and fraud.

Swindle

Starting when you choose this archetype at 3rd level, you gain proficiency in all gaming sets. Additionally, you learn the cheat cantrip. Charisma is your spellcasting ability for this spell.

Double Bluff

At 3rd level, you can feint between two opponents, striking whichever one is least prepared. You 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 and also within 5 feet of another hostile creature.

Cut And Run (Level 9)

By 9th level, you know to get out of dodge just before a ruse goes south. Whenever you take the Dash action, creatures have disadvantage on opportunity attacks against you. When you take the Disengage action, you can move up to half your speed.

Long Con (Level 13)

At 13th level, you can perfectly rehearse a lie. When you take a long rest, you can choose one falsehood to rehearse. This falsehood can be a single lie or an entire false history. You never need to make a Deception check for this falsehood. You can perfectly recite this falsehood until you use this ability to rehearse another one.

Heist Plan (Level 17)

Starting at 17th level, you always plot out your schemes several moves ahead of time. You can take the Ready action on your turn as a bonus action. Whatever action you choose, your trigger must be based on a hostile creature performing a specific type of action (such as "when the kobold attacks" or "when the mage casts a spell") and can't activate until after your turn ends.

Grim Surgeon

Grim Surgeon (Level 3)

You've developed a unique familiarity with knives, bodies, and blood in your line of work. Like a tinkerer's knowledge of clockwork and gears, you've come to an understanding of how bodies are put together instead. Medical experts in rough or war-torn cities and villages may follow this archetype, but so do rogues who take a particular interest in either clerical or necromantic magic. A grim surgeon uses medical knowledge and strange blood magic to dismantle foes, restore allies, and control bodies like puppets.

Medic

When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this skill.

In addition, your familiarity with blood has become magical, giving you some degree of control over it. As a result, you can use a bonus action to magically stabilize an unconscious creature within 5 feet of you.

You can use this same magic when you apply traditional healing techniques. You can use a bonus action to expend one use of a healer's kit on a creature. When you do, that creature regains hit points equal 1d4 + your proficiency bonus. The creature can't regain hit points from this feature again until it finishes a short or long rest.

Transfusion

Starting at 3rd level, once on each of your turns when you deal Sneak Attack damage to a creature that isn't a construct or an undead, you gain temporary hit points equal to your Wisdom modifier (minimum 1). When you reach 13th level, you gain temporary hit points equal to twice your Wisdom modifier instead. These temporary hit points last until the start of your next turn.

Field Surgeon (Level 9)

By 9th level, your medical expertise and blood magic allow you to painlessly mend an ally's wounds using surgical techniques. You decide to use this feature at the start of a short rest, choosing a willing creature within your reach when you do. Roll your Sneak Attack dice and record the result. At the end of the short rest, that creature regains a number of hit points equal to the total of your Sneak Attack dice roll. Once a creature regains hit points from this feature, it can't do so again until it finishes a long rest.

Toxic Shock (Level 13)

At 13th level, when you gain temporary hit points from your Transfusion feature, the target of the attack is overcome by a wave of sickness. Until the end of its next turn, the target's speed is reduced by 10 feet, and it has disadvantage on the next attack roll or ability check that it makes before the end of its next turn.

Bloodbound (Level 17)

By 17th level, you can command the blood inside certain creatures. Immediately after you deal Sneak Attack damage to a beast or humanoid, you can force that creature to make a Constitution saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failed save, that creature is under the effect of the dominate beast or dominate person spell, respectively, for 1 minute or until you choose to end the effect (no action required).

Once you use this feature, you can't use it again until you finish a short or long rest.

Heretic

Heretic (Level 3)

You are inspired to lead change by divine force. Regardless of any personal oaths or beliefs you carry, your deep conviction to a greater purpose provides you with a limited scope of divine power. You are tethered to the will of multiple deities, instead of one, and in doing so can call on their versatile strengths to aid your work. As an arbiter of the greater will of the divine, you are always capable of reaching and beseeching a deity to aid in your endeavors, especially if doing so also disrupts the interests of a competing power. These deities willing to lend their strength to you also accept that your expert hand moves by the grace of all deities, not just theirs, and understand that your actions may not always be congruent with their motivations. Sometimes called white wolves among the devout for being independent and outspoken, Heretics are by all means wolves in sheeps' clothing.

Guise of the Devout

Starting when you choose this archetype at 3rd level, maces have the finesse property for you. In addition, whenever you make an Intelligence (Religion) check to recall information about a religion or deity, treat a roll of 7 or lower on the d20 as an 8.

When you reach 11th level in this class, your Reliable Talent feature also affects any Intelligence (Religion) check you make, even if you are not proficient with the skill.

Heretic's Curse

Starting at 3rd level, you can use a bonus action to place a baneful curse on a creature that you can see within 60 feet of you. This curse lasts for 1 minute or until you use this feature again. For the duration, whenever the cursed creature makes a saving throw against a cleric spell you cast, it must roll a d4 and subtract the number rolled from the total. In addition, you can use your Sneak Attack against the cursed creature even if you do not have advantage on the attack roll, but not if you have disadvantage on it. When you do, you can choose for the Sneak Attack damage to be radiant.

You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest. You can use it three times between rests when you reach 9th level in this class, and four times at 13th level.

Spellcasting

When you reach 3rd level, you gain enough divine favor to cast a limited variety of spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Heretic Spellcasting table below shows how many spell slots you have to cast cleric spells of 1st through 4th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your cleric spells of 1st level or higher, you must expend a spell slot. You regain all expended Heretic spell slots when you finish a short or long rest.

When you reach 13th level in this class, you gain a special spell slot, in addition to your normal ones. This spell slot is the same spell level as your other Heretic spell slots, but is only regained when you finish a long rest.

Spells Known of 1st Level and Higher

When you gain this feature, choose a Divine Domain from the cleric class. Until you finish a long rest, the cleric spells you know are the ones listed in that domain's spell list, provided that you have the spell slots with which to cast them. You can choose the same or a different domain whenever you finish a long rest.

For example, when you are 13th level, you have two 3rd-level spell slots. If you chose the Life domain, you must spend one of those slots to cast the 1st-level spell cure wounds. When you do, you cast it as a 3rd-level spell.

Here is a list of all domains from PHB, SCAG, XGE, & TCE (You are free to use other domains):

Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Peace, Tempest, Trickery, Twilight, War

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, which you gain from a temporary affiliation with a deity associated with the domain you choose. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell
Spell
Rogue LevelCantrips KnownSpell SlotsSlot Level

3

3

1

1

4

3

1

1

5

3

1

1

6

3

2

1

7

3

2

2

8

3

2

2

9

3

2

2

10

4

2

2

11

4

2

2

12

4

2

2

13

4

2

3

14

4

2

3

15

4

2

3

16

4

2

3

17

4

2

3

18

4

2

3

19

4

2

4

20

4

2

4

For the purposes of multiclassing, treat this spellcasting feature as if it were the same as a warlock's Pact Magic. You can use the spell slots you gain from other Spellcasting class features to cast any domain spells that you have Heretic spell slots for.

Conversion (Level 9)

Starting at 9th level, your familiarity with religion and divinity has grown to serve you in new ways. You can change your chosen cleric domain to a different one using a bonus action. Once you do, you can not do so again until you finish a long rest.

You can also use your Evasion feature for any saving throw you make to prevent radiant damage, even if its not a Dexterity saving throw. Further, you can add your proficiency bonus to saving throws against the spells and special abilities of celestials.

Blasphemous Senses (Level 13)

Beginning at 13th level, you can use an action to detect the presence of any aberration, celestial, elemental, fey, fiend, or undead within 60 feet of you, provided you are not blinded or deafened. You know the number and type of any being whose presence you sense, but not its identity or exact location. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Heretic's Blessing (Level 17)

At 17th level, your Heretic's Curse can guide your allies' strikes. Whenever a friendly creature (including yourself ) attacks a target under the effects of your Heretic's Curse, that creature can roll a d4 and add the number rolled to the attack roll.

In addition, you can cast the commune spell once without expending a spell slot. You must finish a long rest before you can do so again. This version of the spell allows you to contact a deity aligned with your current chosen cleric domain, although it may not regard you with the same familiarity that it would a devout follower.

Highway Rider

Highway Rider (Level 3)

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

Starting at 3rd level, when you roll for initiative, you can immediately use your reaction to take one of the following actions:

  • Make one weapon attack with advantage

  • Move your speed, or your mount's speed, without provoking opportunity attacks

  • Take the Dodge action

  • Interact with an object or use an item

Trusty Mount

At 3rd level, you can cast the find steed spell. When you do, its creature type remains beast rather than changing to your choice of celestial, fey, or fiend. Once you cast this spell using this feature, you can't do so again until you finish a long rest.

Ride Them Down

Also at 3rd level, you 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 or your mount moved at least 20 feet this turn, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply.

Horse Lord (Level 9)

At 9th level, you can spend a minute grooming and caring for your mount, at the end of which time it gains temporary hit points equal to twice your level in this class.

In addition, your cunning extends to your steed. While you are controlling a mount, it can spend a bonus action on its turn to take the Dash, Disengage, or Dodge action.

True Grit (Level 13)

At 13th level, 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)

Starting at 17th level, when you are reduced to 0 hit points, you can use your reaction to take one of the actions listed in your Hair Trigger feature immediately before you fall unconscious.

Improviser

Improviser (Level 3)

Improvisers strive to never be caught off guard and to be able to think of solutions most wouldn't consider. Able to utilise their environment and mundane objects, these genius rogues can fashion complex traps and helpful tools at a moment's notice. Many dabble in arcane magic to further augment their attacks and contraptions and often attempt to outsmart their enemies, preparing tactics far in advance of any conflict.

Improvised Trap

You gain proficiency with tinkers' tools if you don't already have it. You can use your action to make an Intelligence check using your tinkers' tools to create an improvised trap in an unoccupied 5 by 5 ft. space within 5 feet, using the environment and supplies you have gathered. The trap is hidden, but can be spotted on a successful Perception check with a DC equal to your tinkers' tool check result. You may only have one trap active at a time and can only lay another by dismantling and using parts of the first.

The trap lasts for one hour. If a creature enters the space in that time it must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save the creature takes 2d6 piercing, slashing, acid or poison damage (your choice when you set the trap) and you can add your Sneak Attack dice, which deal the same damage type as the trap. Alternatively, you can sacrifice your sneak attack damage to instead cause the target to be restrained until the end of its next turn or to be knocked prone.

Beginning at 9th level, the damage of your traps counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Quick Contraption

You can spend one minute using your tinkers' tools to create the right item for a task at hand. Using the materials gathered from your surroundings, you can craft a nonmagical piece of adventuring gear worth no more than 25 gp. The item lasts for one hour, after which it breaks down into its constituent pieces.

Escape Expert (Level 9)

You have mastered the art of escaping from bonds. While your tinkers' tools are on your person, you have advantage on ability checks and saving throws made to escape from effects that would have you grappled or restrained. Additionally, you have advantage on checks made to hide or hold on to your thieves' tools or tinker's tools.

Arcane Augmentation (Level 13)

You have learned to augment your attacks and traps with magical effects. Whenever you roll Sneak Attack damage for a weapon attack or a trap, you can choose to deal acid, cold, fire, lightning, poison, or thunder damage, instead of the normal damage type.

Flash Bomb (Level 17)

You are able to improvise a powerful explosive that can be thrown to disorient and subdue your enemies. As an action, you throw the explosive to a point you choose within 30 feet of you. Each creature with 10 feet must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, each creature takes radiant damage equal to your sneak attack dice and is stunned and blinded for 1 minute. On a successful save a creature takes half damage and is not stunned or blinded.

Creatures that are stunned and blinded by this feature can repeat the save at the end of each of its turns, ending the effect on a success. Once you use this feature, you can't do so again until you finish a long rest.

Improviser Thief

Improviser Thief (Level 3)

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Fast Hands

Starting at 3rd level, you gain the ability to use the bonus action granted by your cunning action to make a Dexterity Sleight of Hand check to use your Thieve's tools, deactivate a trap, try to open a lock, or the Use an Object action.

Aditionally, you gain proficiency with improvised weapons, and if such object (Alchemist's Fire, Ball bearings, Caltrops, Hunting Trap, etc.) has an already set saving throw, you can choose between that DC or the following formula:

Item

Second-Story Work

Also at 3rd level, you gain climbing and swimming speed equal to your walking speed. Furthermore, your running jump now adds your dexterity modifier to the distance and falling from 15 ft or less won't make you fall Prone or recieve fall damage.

Lastly, trying to Roll across a hostile creature will only cost you 5 ft, and passing through your allies won't cost you any extra movement.

Unmatched Dexterity

Starting at this level you gain the ability to use a second bonus action through this feature. You can use this trait a number of times equal to your Dexterity modifier, and you regain its uses after finishing a long rest.

Stealthy and Untouchable (Level 9)

From this level onwards, your movements are agile and refined. You no longer generate attacks of opportunity and gain an extra proficiency among your skills in which you already have proficiency.

Additionally, you gain advantage on Dexterity (Stealth) checks as long as you don't move more than half your speed in the same turn or are prone.

Finder Keepers (Level 13)

Your cunning and greed have led you to be extremely skilled at using, understanding and improvising the operation of any type of equipment that you have managed to get your hands on. From this level onwards, ignore all race, level, class requirements, strength and proficiency over the use of magical and mundane items (Excluding tools).

Additionally, you can activate magic items with your Fast Hands trait, but you cannot replace the magic item DC.

Thief's Reflexes (Level 17)

From this level onwards you have two reactions.

Infiltrator

Infiltrator (Level 3)

An infiltrator is a master of stealth who can break into places others wouldn't dream of, find what it's looking for, and get back out again while eluding or evading anyone who would try to stop him.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and hacking tools.

Sweep

Starting at 3rd level, you know how to size up an area and get the lay of the land in a single sweep of your eyes that often isn't perceptible to those around you.

You can use your bonus action granted by your Cunning Action to make the Search action. You also gain advantage on the check when looking for alarms, surveillance devices, escape routes and any expensive objects that can easily be concealed and carried away.

Infiltration Adept (Level 9)

At 9th level, you have a number of infiltration dice equal to your Dexterity modifier, which are d8s. You regain all of your expended infiltration dice when you finish a short or long rest. You can use an infiltration dice and add it to the result for the following checks after you roll, but before the DM says whether the roll succeeds or fails.

  • Whenever you make a Dexterity (Stealth) check.

  • Whenever you make an attack roll while hiding.

  • Whenever you make a check using, disarming or repairing an electrical or mechanical device.

Engineer (Level 13)

At 13th level, you understand how machines and electrical devices work. You gain advantage on checks to; use, disarm or repair, electrical or mechanical devices.

Additionally, when you fail to deactivate a trap, explosive or alarm, you can use your reaction to avoid triggering the effect (activating the trap, detonate an explosive or trigger an alarm). After you use your reaction for this feature, you must finish a short or long rest to use it again.

Master Infiltrator (Level 17)

At 17th level, your infiltration dice are now d10s, and you can use up to two infiltration dice for each check.

In addition, whenever you make a check using tools you are not proficient, you can add half your proficiency bonus to that roll.

Infiltrator

Infiltrator (Level 3)

Trained in infiltration, espionage, and covert operations by the Firm, infiltrators excel at being completely untraceable agents of intrigue and subterfuge. Despite their vast array of skills, Infiltrators are primarily known for their proprietary Infiltration Rigs, nonmagical devices derived from gnomish tech, capable of an array of illusory, transformative, and technical effects.

Espionage

Starting at 3rd level, you gain proficiency in the Data and Deception skills.

Infiltration Rig

Also at 3rd level, you build your own infiltration rig, which is an interface rig extended with gloves, a visor, and a range of additional functions. While you wear it, you gain the following benefits:

  • You can access arcane terminals, datapads, and ship computers from up to 30 feet away.

  • You have darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

  • You can use your action to detect the location of surveillance devices within 30 feet.

  • You can cast the spell disguise self once, and regain the ability to do so when you finish a long rest. At 9th level, you can cast the spell invisibility once, targeting only yourself, and regain the ability to do so when you finish a long rest. At 13th level, you regain the ability to cast these spells when you take a short or a long rest.

Your infiltration rig can only be used by you, and you can only have one rig at a time. Should your rig be lost or destroyed, you can create a new one with 24 hours of work and 100 gp worth of materials.

Spider Module (Level 9)

At 9th level, while wearing your infiltration rig, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.

Hacking Spike (Level 13)

Starting at 13th level, while wearing your infiltration rig, you gain advantage on all Intelligence (Data) checks made to disable security systems or to acquire sensitive data. Additionally, when you hit a construct with a Sneak Attack using a melee weapon, it must make a Wisdom saving throw (DC equals 8 + your proficiency modifier + your Intelligence modifier). On a failed save, the construct is stunned until the beginning of your next turn, even if it would otherwise be immune to being stunned.

Predator Module (Level 17)

Starting at 17th level, when you use your infiltration rig to cast invisibility, you can choose to cast greater invisibility instead.

Infiltrator

Defensive Reflexes (Level 9)

9th-level Infiltrator feature

You have honed your reflexes to avoid being hit by your enemies. When you use your Uncanny Dodge feature, you can choose to take no damage instead taking half damage.

You can't use this feature more than once during a combat encounter, and you can't use it at all outside of combat.

Combat Ready (Level 13)

13th-level Infiltrator feature

When you roll for initiative and get a result of 20 or higher, you can make one melee or ranged weapon attack before the first creature in the initiative order takes their turn.

Infilrating Assassin (Level 17)

17th-level Infiltrator feature

While there are no friendly creatures in sight or within 120 feet of you, you gain advantage on attack rolls and ability checks with Dexterity (Acrobatics), Dexterity (Stealth), and Dexterity (Sleight of Hand).

In addition, if you name a specific creature as your assassination target at least 10 minutes before encountering that creature and surprise that creature when you attack them, your first attack against them is an automatic critical hit.

Inquisitive

Steady Eye (Level 9)

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Eye for Weakness (Level 17)

At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

Inquisitive

Steady Eye (Level 9)

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Eye for Weakness (Level 17)

At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

Inquisitive (UA)

Eye for Weakness (Level 17)

At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 2d6.

Jumper

Jumper (Level 3)

Specialists in entry and exit, archetypal jumpers are trained in the art of leaping through space in the blink of an eye. Though most jumpers use specialized portal devices to teleport, some have gained their powers through near-catastrophic malfunctions with shipboard teleporters or other dimensional mishaps. Jumpers are essential additions to teams of smugglers and burglars—anyone who wants to get in and out of high-security areas quickly and quietly, without breaking down doors.

Tele-step

Starting when you choose this archetype at 3rd level, you can blink around the battlefield with ease. As a bonus action, you can teleport to any unoccupied location within 10 feet of you that you can see. You can use this ability a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

This ability becomes more powerful as you gain higher levels in this class. At 9th level, this distance increases to 15 feet, and you can carry one willing passenger you touch with you when you teleport.

At 13th level, you can use this ability to teleport up to 30 feet to a location you can see. Once you use this ability to teleport this distance, you must finish a short or long rest before using it again.

Murder Hole (Level 9)

By 9th level, you can quickly open portals on solid surfaces for ingenious weapon attacks. These portals only open for a brief moment, and only objects can pass through them. Once per turn, you can use this ability to make a melee attack against a target that is within 30 feet of you and within 5 feet of a wall, as if you were next to the target, or to make a ranged attack against a creature behind cover within 30 feet of you, as if the creature didn't have cover.

Dimension Hop (Level 13)

At 13th level, you can cast the spell dimension door without using a spell slot or spell components. Once you use this ability, you must finish a short or long rest before you can use it again.

Evacuation Circle (Level 17)

Starting at 17th level, you can cast the spell teleportation circle as a ritual, without using material components. Circles you create in this way can't be made permanent.

Additionally, you can create a destination circle each day by casting this spell using 50 gp worth of diamond dust as a material component. This destination circle lasts for 24 hours, or until it is used, after which it becomes inert. As long as you are on the same plane of existence as the destination circle, you can use your action to teleport yourself and up to eight willing creatures within 30 feet of you to that destination circle.

Justicar

Justicar (Level 3)

Most adventurers who serve the gods do so openly as priests, clerics, and paladins. However, some dark and ruthless gods bestow divine power upon Justicars. These zealous servants work tirelessly to impose the will of their god, and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.

Spellcasting

At 3rd level, your conviction and faith allow you to produce divine spells, much like a cleric or a paladin does.

  • Cantrips

    You learn two cantrips of your choice from the Justicar Spell List at the end of this Archetype, and you learn an additional Justicar cantrip when you reach 10th level.

  • Spell Slots

    The Justicar 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. For example, if you know the wrathful smite spell and have both a 1st and a 2nd-level spell slot, you can cast wrathful smite using either spell slot.

  • Spells Known of 1st-Level and Higher

    You know three 1st-level justicar spells. The Spells Known column of the Justicar Spellcasting table shows when you learn more spells of 1st-level or higher, of a level for which you have spell slots.

    When you gain a level, you can replace one of your Spells Known with another spell from the Justicar Spell List. The spell must also be of a level for which you have spell slots.

  • Spellcasting Ability

    Charisma is your spellcasting ability for justicar spells, as your power is fueled by belief. You use Charisma whenever a spell refers to your spellcasting ability. You also use your Charisma modifier when setting the saving throw DC or making a spell attack roll for a justicar spell.

    Spell
    Spell

Channel Divinity

Also at 3rd level, you gain the ability to channel divine energy directly from your god, and can use it to fuel magical effects. You start with one such divine effect, Shroud of Faith.

Once you use your Channel Divinity, you must finish a short or long rest before you can use it again. Upon reaching 13th level, you can use it twice between short or long rests.

Shroud of Faith

Shroud of Faith. As an action, you grip your holy symbol and invoke the protection of your god. You, and anything you are wearing or carrying, becomes invisible for up to 1 minute. This effect ends early if you attack or cast a spell.

Divine Sense

The presence of evil registers on your senses like a noxious odor, and good rings like music in your ears. Starting at 3rd level, you can use a bonus action to open your awareness to detect such creatures in your presence. Until the end of your next turn, you know the location of any celestials, fiends, or undead within 60 feet that are not shielded from divination magic. You know the creature type of any creature whose presence you sense, but not its identity. You also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell, within the same radius.

Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a spell slot of 1st-level or higher to use it again.

Consecrated Strikes (Level 9)

Your god has consecrated your weapons. Beginning at 9th level, when you hit a creature with an attack that includes Sneak Attack damage, you can expend a spell slot of 1st-level or higher to empower your strike with radiant judgment.

The additional damage from your Sneak Attack becomes radiant damage, and if you roll a 1 or 2 on any of damage dice for this attack, you can re-roll the die, though you must use the new roll, even if your new roll is a 1 or a 2.

Divine Judgement (Level 13)

You pour out divine wrath on those you mark as blasphemers or heretics. Starting at 13th level, you can use a bonus action to mark a creature you can see within 30 feet as a foe of your god. While marked, any attack you make against that creature scores a critical hit on a roll of 19 or 20 on the d20.

Your mark lasts for 1 minute, and ends early if you are incapacitated or you mark another creature. Once you mark a creature you must finish a short or long rest before you can use it again. If you have no uses remaining, you can expend a spell slot of 3rd-level or higher to use it again.

Anointed Inquisitor (Level 17)

Beginning at 17th level, the power of your belief grants you a boon of protection against any magic that would hinder you from carrying the will of your god. Whenever you are forced to make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (minimum of +1).

Justicar

Justicar (Level 3)

Most adventurers who serve the gods do so openly as priests, clerics, and paladins. However, some dark and ruthless gods bestow divine power upon Justicars. These zealous servants work tirelessly to impose the will of their god, and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.

Spellcasting

At 3rd level, your conviction and faith allow you to produce divine spells, much like a cleric or a paladin does.

Cantrips

You learn two cantrips of your choice from the Justicar Spell List at the end of this Archetype, and you learn an additional Justicar cantrip when you reach 10th level.

Spell Slots

The Justicar 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. For example, if you know the wrathful smite spell and have both a 1st and a 2nd-level spell slot, you can cast wrathful smite using either spell slot.

Spells Known of 1st-Level and Higher

You know three 1st-level justicar spells. The Spells Known column of the Justicar Spellcasting table shows when you learn more spells of 1st-level or higher, of a level for which you have spell slots.

When you gain a level, you can replace one of your Spells Known with another spell from the Justicar Spell List. The spell must also be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for justicar spells, as your power is fueled by belief. You use Charisma whenever a spell refers to your spellcasting ability. You also use your Charisma modifier when setting the saving throw DC or making a spell attack roll for a justicar spell.

Spell
Spell

Channel Divinity

Also at 3rd level, you gain the ability to channel divine energy directly from your god, and can use it to fuel magical effects. You start with one such divine effect, Shroud of Faith.

Once you use your Channel Divinity, you must finish a short or long rest before you can use it again. Upon reaching 13th level, you can use it twice between short or long rests.

Shroud of Faith

As an action, you grip your holy symbol and invoke the protection of your god. You, and anything you are wearing or carrying, becomes invisible for up to 1 minute. This effect ends early if you attack or cast a spell.

Divine Sense

The presence of evil registers on your senses like a noxious odor, and good rings like music in your ears. Starting at 3rd level, you can use a bonus action to open your awareness to detect such creatures in your presence. Until the end of your next turn, you know the location of any celestials, fiends, or undead within 60 feet that are not shielded from divination magic. You know the creature type of any creature whose presence you sense, but not its identity. You also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell, within the same radius.

Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a spell slot of 1st-level or higher to use it again.

Consecrated Strikes (Level 9)

Your god has consecrated your weapons. Beginning at 9th level, when you hit a creature with an attack that includes Sneak Attack damage, you can expend a spell slot of 1st-level or higher to empower your strike with radiant judgment.

The additional damage from your Sneak Attack becomes radiant damage, and if you roll a 1 or 2 on any of damage dice for this attack, you can re-roll the die, though you must use the new roll, even if your new roll is a 1 or a 2.

Divine Judgment (Level 13)

You pour out divine wrath on those you mark as blasphemers or heretics. Starting at 13th level, you can use a bonus action to mark a creature you can see within 30 feet as a foe of your god. While marked, any attack you make against that creature scores a critical hit on a roll of 19 or 20 on the d20.

Your mark lasts for 1 minute, and ends early if you are incapacitated or you mark another creature. Once you mark a creature you must finish a short or long rest before you can use it again. If you have no uses remaining, you can expend a spell slot of 3rd-level or higher to use it again.

Anointed Inquisitor (Level 17)

Beginning at 17th level, the power of your belief grants you a boon of protection against any magic that would hinder you from carrying the will of your god. Whenever you are forced to make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (minimum of +1).

Lurk

Mindsight (Level 13)

At 13th level, you gain the ability to perceive the presence of other minds. You are never {@condition blinded} against any creature that is within 60 feet of you if it has an Intelligence score of 4 or higher, and such creatures cannot hide from you.

Slippery Mind (Level 17)

Beginning at 17th level, your mind easily slips from the grasp of magical influence or control. If you fail an Intelligence, Wisdom, or Charisma save against a magical effect, you may use your reaction to succeed on the saving throw instead. Once you use this feature, you must finish a short or long rest before you can use it again.

Man Who Laughs

Man Who Laughs (Level 3)

You have a unique panache for making people laugh instants before you kill them. Street performers, court jesters, and comedians make excellent laughing men, for they are light on their feet, quick to joke, and generally familiar with the tools you employ. Laughing men are experts in getting into their enemies' heads, avoiding sure death, and wrapping up their misdeeds inside pranks and jokes.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the poisoner's kit and the Performance skill.

Punchline

You have an array of gadgets and tools to produce truly lethal jokes. You gain the pranks listed below, which you can use at will.

Pranks that offer a cantrip use Charisma as your spellcasting ability. If one of your pranks calls for a saving throw, the save is:

Pranks

Forked Tongue

You know the cantrip vicious mockery and can cast it at will.

Joy Buzzer

You know the cantrip shocking grasp and can cast it at will.

Laughing Gas Bomb

You can use your action to throw a laughing gas bomb, which is finesse thrown weapon with a range of 30/60 feet, and deals 1d4 poison damage on a hit. Additionally, the target and each creature within 5 feet must make a Constitution saving throw or begin laughing uncontrollably, and have disadvantage on attack rolls until the beginning of your next turn. On a successful save, a creature is immune to the effects of laughing gas bombs for 24 hours.

The damage of this bomb increases as you gain levels in this class. It becomes 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

Trick Flower

You know the cantrip poison spray and can cast it at will.

Mind Games (Level 9)

By 9th level, you can get into an enemy's mind. You can use your action to interact with another creature which can speak at least one language and hear you. This creature must make a Wisdom saving throw.

Mind Games

On a failed save, for 1 minute, you can use Sneak Attack against that creature, even if you do not have advantage against it or if no enemy of the target is within 5 feet of it. For the duration, you can add your Charisma modifier to your pranks' damage rolls against that creature, and you have advantage on Deception, Intimidation, or Persuasion checks against this creature. On a successful save, a creature is immune to this ability for 24 hours.

Unbelievable Quickness (Level 13)

Starting at 13th level, immediately after you use Uncanny Dodge, you can move 5 feet without provoking opportunity attacks.

Laugh at Death (Level 17)

Starting at 17th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Until the end of your next turn, you have advantage on attack rolls, and other creature have disadvantage on attack rolls against you.

Once you use this ability, you can't use it again until you finish a long rest.

Marauder

Marauder (Level 3)

Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency.

Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.

Marauder Training

When you choose this archetype at 3rd level, you gain proficiency with water vehicles, medium armor, shields, and martial weapons.

Additionally, you can apply the extra damage from your Sneak Attack to attacks made with any weapon you are proficient with, not just finesse or ranged weapons.

Smash and Grab

Also at 3rd level, you learn techniques to break down barriers that stand between you and your treasures. You can apply the extra damage from your Sneak Attack to any attack made against an object, even if you don't have advantage on the attack roll.

Brutal Coercion (Level 9)

At 9th level, you can use the bonus action granted by your Cunning Action to make a Charisma (Intimidation) check against a creature you can see within 30 feet of you, contested by the target's Wisdom (Insight) check, provided the target can see or hear you. If your check succeeds, the target drops the object you choose, which lands at its feet. If the creature is frightened, you automatically succeed on the check.

Frenzied Blows (Level 13)

Starting at 13th level, you learn to sacrifice precision in exchange for frenzied strikes. Once per turn when you take the Attack action and have advantage on an attack roll, you can forgo the advantage for that roll to make an additional weapon attack as part of the same action.

Terror Strike (Level 17)

Beginning at 17th level, you can turn the brutality of combat into a tool to terrify your foes. Once per turn when you hit a creature with a weapon attack, you can choose a creature that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or become frightened until the start of your next turn. The DC for this saving throw is equal to half the damage you dealt with the attack.

Marauder

Marauder (Level 3)

Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency.

Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.

Marauder Training

When you choose this archetype at 3rd level, you gain proficiency with water vehicles, medium armor, shields, and martial weapons.

Additionally, you can apply the extra damage from your Sneak Attack to attacks made with any weapon you are proficient with, not just finesse or ranged weapons.

Smash and Grab

Also at 3rd level, you learn techniques to break down barriers that stand between you and your treasures. You can apply the extra damage from your Sneak Attack to any attack made against an object, even if you don't have advantage on the attack roll.

Brutal Coercion (Level 9)

At 9th level, you can use the bonus action granted by your Cunning Action to make a Charisma (Intimidation) check against a creature you can see within 30 feet of you, contested by the target's Wisdom (Insight) check, provided the target can see or hear you. If your check succeeds, the target drops the object you choose, which lands at its feet. If the creature is frightened, you automatically succeed on the check.

Frenzied Blows (Level 13)

Starting at 13th level, you learn to sacrifice precision in exchange for frenzied strikes. Once per turn when you take the Attack action and have advantage on an attack roll, you can forgo the advantage for that roll to make an additional weapon attack as part of the same action.

Terror Strike (Level 17)

Beginning at 17th level, you can turn the brutality of combat into a tool to terrify your foes. Once per turn when you hit a creature with a weapon attack, you can choose a creature that you can see within 30 feet of you. If the target can see you, it must succeed on a Wisdom saving throw or become frightened until the start of your next turn. The DC for this saving throw is equal to half the damage you dealt with the attack.

Marksman

Marksman (Level 3)

Unlike many rogues you've fine-tuned your skills with all manner of ranged weaponry, able to hit targets with deadly ease. You excel at striking from a distance, carefully lining up the perfect shot to fell foes in short order, and halting enemies in their tracks using your vigilant reactions, with the most skilled of your sort able to lay down a barrage of fire effortlessly.

Deadly Aim

Starting at 3rd level you've honed a killer's aim, staying still to line up the perfect shot. As a bonus action, you give yourself advantage on your next ranged attack roll on the current turn, which scores a critical hit on a roll of 19 or 20. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

At 13th level you can use this bonus action if you have moved no more than half your movement speed during this turn.

At 17th level your next attack after using your Deadly Aim bonus action scores a critical hit on a roll of 18-20.

Bonus Proficiencies

Also at 3rd level you gain proficiency with light crossbows, longbows and heavy crossbows.

Additionally if your Dungeon Master uses rules for firearms, you are proficient with them too.

Talented Tinker

3rd-level marksman rogue optional feature

If your DM is using the rules for firearms included in Armour, Items and Weapons Galore! then at 3rd level you also become skilled in quickly repairing firearms. You gain proficiency in tinker's tools and can repair a broken firearm as a bonus action instead of an action.

Overwatch (Level 9)

Starting at 9th level you're able to hold a deadly vigil, ready to halt enemies in their tracks. As an action, you draw a line 15 feet wide and 150 feet long out from yourself in a direction you choose and your speed becomes 0 until the end of your turn.

Once per turn, when a creature you can see willingly moves into or within the area, you can make one ranged weapon attack against them provided they are within your weapon's range. On a hit, the target's speed is also reduced to 0 until the start of its next turn.

Attacks made as part of this action ignore the loading quality of ranged weapons with which you are proficient.

This feature lasts until the start of your next turn and ends early if you move 5 feet or more, are incapacitated, or when you have made a number of attacks equal to your Dexterity modifier (minimum of 1).

You can use this feature three times and regain all expended uses when you finish a long rest.

Master Marksman (Level 13)

Starting at 13th level, your shooting skills have become exceptional. When you make an attack roll with a ranged weapon, you can choose to re-roll one of the dice once, but must use the new result. You can choose to use this feature after you roll the die, but before the outcome is determined.

You can use this feature a number of times equal to your Dexterity modifier (minimum of 1) and regain all expended uses when you finish a long rest.

Deadly Aim Improvement (Level 13)

At 13th level you can use this bonus action if you have moved no more than half your movement speed during this turn.

Rapid Fire (Level 17)

At 17th level you're able to lay down a withering hail of fire. You ignore the loading quality of ranged weapons with which you are proficient.

Additionally on your turn, when you score a critical hit with a ranged weapon you can make another attack with the same weapon against the same target. An extra attack made with this feature that scores a critical hit will also generate another attack, up to a limit equal to your Dexterity modifier (minimum of 1).

A note on Rapid Fire

Additionally if your DM is using the rules for firearms included in Armour, Items and Weapons Galore! then at 17th level you also ignore the "reload" property of firearms with which you are proficient, being able to reload them with no action required.

Deadly Aim Improvement (Level 17)

At 17th level your next attack after using your Deadly Aim bonus action scores a critical hit on a roll of 18-20.

Masked

Masked (Level 3)

You are a masked rogue, a master of deception who uses magical masks to transform yourself into whoever you need to be to get the job done. Some masked rogues never allow themselves to be seen without a mask. That way, should they ever need to leave their underworld life behind them, they can take off the mask and melt back into the everyday world with their true identity intact. No matter the situation, you always know how to face it.

Mysterious Masks

When you choose this archetype at 3rd level, you gain access to magical masks that change more than just your appearance. As a bonus action, you can don or switch a mask to gain its benefits.

Your Mask DC is equal to 8 + your proficiency + bonus your Charisma modifier. Choose two of the following mask options:

Crow Mask

You can make Perception checks as a bonus action, and you add your Charisma modifier to your Sleight of Hand and Stealth checks.

Demon Mask

When you hit a creature with your Sneak Attack, it must succeed on a Wisdom Saving throw against your Mask DC or become frightened of you until the start of your next turn.

Fox Mask

While wearing this mask, you can cast the disguise self spell. Intelligence (Investigation) checks made to see through your disguise must succeed against your Mask DC. Once you have used this feature, you must finish a short or long rest before you can use it again.

Noble Mask

You have advantage on all Charisma checks and saving throws.

Ogre Mask

When making Athletics checks or Grappling, you can use your Dexterity modifier instead of your Strength modifier.

Spirit Mask

While wearing this mask you can take the Dodge action as a bonus action.

When you reach 7th, 13th, and 19th levels in this class, choose one additional mask.

Deadly Masquerade

Starting at 3rd level, your masked face confuses your enemies by making you appear to be one of their allies. 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, one of its allies is 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.

A Hated Face (Level 9)

At 9th level, you can call upon the magic of your masks to enrage an enemy and cloud their judgment. As a bonus action, you target a creature you can see within 60 feet of you to create an illusory figure of their most hated creature adjacent to it. The illusion shares your AC and counts as an enemy of the target when determin- ing Sneak Attack. It moves with the target and appears to be injured when hit, but it does not have any hit points. The target must make a Wisdom saving throw against your Mask DC. On a failed save, the target becomes enraged by your illusion and must use its Attack action against your illusion for 1 minute. An affected target can repeat its saving throw at the end of each of its turns, ending the effect on a success. If the affected target hits your illusion on its turn, it makes this saving throw with advantage.

Once you have used this feature, you must complete a short or long rest before you can use it again.

Face To Face (Level 17)

Beginning at 17th level, the power of your masks allows you to transform yourself to make your foes face themselves. As a bonus action, you can target a creature within 60 feet of you that you can see. Your physical appearance and size transform to match the target's but you retain all of your other abilities and attributes. When you are transformed, your attacks against the target have advantage, and the target's attacks against you are made with disadvantage. Additionally, when you deal Sneak Attack Damage to the target or its allies, you deal an additional 3d6 psychic damage on a hit. Your transformation lasts until you dismiss it as a free action or become incapacitated. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain all expended uses when you finish a long rest.

Mastermind

Mastermind (Level 3)

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Insightful Manipulator (Level 9)

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score

  • Wisdom score

  • Charisma score

  • Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Misdirection (Level 13)

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of Deceit (Level 17)

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Mastermind

Mastermind (Level 3)

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Insightful Manipulator (Level 9)

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score

  • Wisdom score

  • Charisma score

  • Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Misdirection (Level 13)

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of Deceit (Level 17)

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Mindhunter

Mindhunter (Level 3)

Mindhunters—also called Ciphers—are rogues whose psychic powers allow them to seize the mind and rattle the spirit. As a cipher, you might use your abilities to be a brilliant spy, a sly political dissident, or a fearsome bounty hunter.

The power of a cipher is rare and often misunderstood. You might have grown up hiding your talents from those eager to keep their secrets, or maybe you only unlocked your abilities recently, and don't yet know the true dangers of using them.

Psychic Power

Starting at 3rd level, you can use your psychic power to cast a spell. The spell must be a divination or enchantment spell on the wizard spell list. The maximum level of spell that you can cast, as well as the level you cast it at, is determined by your rogue level as shown on the Psychic Casting table below. You can cast this spell without using any components.

Once you use this feature, you can't use it again until you finish a short or long rest. Starting when you reach 13th level, you can use this feature twice between rests.

Psychic Casting
Rogue LevelsPsychic Power Spell Level

3rd-6th

1st-level

7th-12th

2nd-level

13th-18th

3rd-level

19th-20th

4th-level

Psychic Power

Psychic Power

Phantom Echoes

Also at 3rd level, you gain the ability to telepathically speak to any creature you can see within 60 feet of you. The target can understand you even if you don't share a language, as long as the target understands at least one language.

As a bonus action, you can trouble a creature that you can see within range of your telepathy with disturbing illusions. The creature makes an Intelligence saving throw against your spell save DC. On a failure, you can use your Sneak Attack against the target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute, or until you use this feature again.

Psychic Backlash (Level 9)

Beginning at 9th level, when a creature forces you to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to force it to make an Intelligence saving throw if it is within range of your telepathy, even if you can't see it. If it fails, your save automatically succeeds, and you can roll the number of Sneak Attack dice for your level. The target takes an amount of psychic damage equal to the total.

Once a creature fails its save against this feature, you can't use it again until you finish a short or long rest.

Mindweb (Level 13)

At 13th level, you unlock the ability to extend your telepathy to others. As an action, you can link the minds of you and up to ten willing creatures that you can see within 60 feet of you. Linked creatures can communicate telepathically with each other whether or not they share a common language, as long as they both understand at least one language. This telepathy is possible across any distance, but not across planes.

The link lasts for 1 hour. It ends early if you use this feature again, if you die, or if you dismiss it (no action required).

Echoing Horror (Level 17)

Starting at 17th level, you can force a creature to feel the pain of its allies. Whenever you deal your Sneak Attack damage to a creature, you can cause one other creature that you can see within 30 feet of the first creature to take psychic damage equal to half the damage dealt by your Sneak Attack.

Misdirector

Misdirector (Level 3)

While many rogues are adept with sleight of hand, you don't stop there. You have developed a natural knack for deception using magic and curious projections of yourself to misdirect and confound those around you. Most rogues who follow this archetype are street magicians, burglars, or theatrical performers, but could just as well be particularly larcenous worshipers of a god of trickery.

Conjure Projection

When you choose this archetype at 3rd level, you gain the ability to project a perfect, illusory duplicate of yourself. As a bonus action, you can create this duplicate in an unoccupied space that you can see within 10 feet of you. Its AC is equal to 8 + your proficiency bonus + your Charisma modifier, and it gains a bonus to any saving throw it makes equal to your Charisma modifier. When you gain the Evasion feature at 7th level, your duplicate gains the benefits of that feature as well.

You can move your duplicate up to 30 feet on each of your turns (no action required). If you take the Dash or Disengage action, your duplicate gains the benefit of that action as well. Your duplicate remains for 10 minutes, until you use a bonus action to dismiss it or use this feature again, or until it takes any damage. It vanishes early if you end your turn more than 60 feet away from it or are unconscious at the start of your turn. Any effect that can deal damage to a creature can also affect a duplicate. A duplicate can't be charmed and is immune to poison and psychic damage.

If your duplicate is within 5 feet of a creature, you don't need advantage on the attack roll to use your Sneak Attack against that creature. All the other rules for Sneak Attack still apply to you.

Your duplicate appears to carry the same equipment as you, although it doesn't gain the benefits of any magic items or armor you're wearing or carrying. You can use a bonus action on each of your turns to command your duplicate to make a weapon attack against a target that you can see within the weapon's range, using your ability modifier and proficiency bonus for the attack roll. If it's a ranged attack, the illusory weapon creates its own ammunition or, if it's thrown, it returns to the duplicate at the end of the turn. On a hit, the target takes force damage equal to your rogue level. This attack can't benefit from your Sneak Attack.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. If you finish a short rest and have no uses of this feature remaining, you regain one use.

Bonus Spells

Also at 3rd level, you learn the minor illusion cantrip. When you reach 9th level, you can cast the major image or mirror image spell; once you cast one of these spells, you can't cast that spell again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Improved Conjure Projection (Level 9)

Starting at 9th level, you can use your Conjure Projection feature to create up to two duplicates, instead of one, whenever you expend a use of that feature. You can move each of your duplicates independently, but you can only command one to make an attack as a bonus action on each of your turns. While you're within 5 feet of a duplicate, attacks against you and the duplicate are made with disadvantage.

You can also use an action to see and hear through a duplicate until the start of your next turn. During this time, you are deaf and blind with regard to your own senses, but can also speak through your duplicate using your own voice.

Illusionist (Level 13)

By 13th level, you know how to recognize and manipulate illusions to their fullest. Choose one of the following options.

Discerning Trickster

You gain a +5 bonus to Intelligence (Investigation) checks and your passive Wisdom (Perception) score when determining or detecting illusions, respectively. You can cast minor illusion using a bonus action, and your spell save DC when casting minor illusion or major image increases by 2. In addition, your duplicates' AC increases by 2.

Vigilant Duplicates

A duplicate can use your reaction to make an opportunity attack against a creature that either moves out of its reach or makes an attack against a target other than the duplicate while within 5 feet of it. On a hit, the target takes force damage equal to your rogue level. This attack can benefit from your Sneak Attack, rolling half the number of Sneak Attack dice for your level when it does (rounded up).

Mirror Position (Level 17)

By 17th level, you and your projected duplicates are practically interchangeable. When you're hit by an attack, you can use your reaction to switch places with a duplicate that you can see. The duplicate then takes the damage from the attack instead, destroying it and causing it to shatter into magical shrapnel. If the attacker is within 5 feet of the shattered duplicate, it also takes force damage equal to your rogue level. Once you use this feature, you can't do so again until you finish a short or long rest.

Misfortune Bringer

Misfortune Bringer (Level 3)

You've matched your penchant for illicit activities with the ability to mark your enemies for mishaps and misfortune. Whether your mother was a hag, you were imbued with magical powers by spending time among the fey, or you learned the art of cursing from a long line of hedge wizards before you, you are a Misfortune Bringer. Although not universal, many Misfortune Bringers have eyes of two different colors, using only one when glaring at the targets they intend to curse.

Evil Eye

When you choose this archetype at 3rd level, you gain the ability to place a minor curse on others with a glance. As a bonus action on your turn, choose a creature you can see within 60 feet. The chosen creature must succeed on a Charisma saving throw against your misfortune save DC or be marked by your evil eye. While a creature is marked by your evil eye, you can use your Sneak Attack against the creature even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

The creature remains marked by your evil eye for 1 minute or until you mark a different creature with your evil eye, whichever comes first.

Misfortunist

Also at 3rd level, you learn misfortunes that you can inflict on those marked 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 at 9th, 13th, and 17th level. Each time you finish a long rest, you can replace one misfortune you know with a different one.

Jinx Points

You have three jinx points. When you spend a jinx point, it is no longer available to you until you regain it. You regain all spent jinx points when you finish a short or long rest.

You gain two additional jinx points at 13th level.

Saving Throws

Your evil eye, and some of your misfortunes, require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Misfortune

Misfortunes

The misfortunes are presented in alphabetical order.

Curse of the Befuddled

As an action you can spend 2 jinx points, and the creature marked by your evil eye is charmed for 10 minutes. When you do, the creature is no longer marked by your evil eye, and the charmed condition ends early if you or your allies deal damage to the creature or cause it to make a saving throw. After the 10 minutes have elapsed, the creature knows you used magic to influence its mood and disposition towards you.

Curse of the Clumsy

When a creature marked by your evil eye moves 5 feet or more, you can use your reaction and spend 3 jinx points to cause the creature to fall prone and have its movement speed reduced to 0 until the end of the turn. When you do, the creature is no longer marked by your evil eye.

Curse of the Debilitated

When a creature marked by your evil eye takes damage, you can use your reaction and spend 1 jinx point to roll 1d12. The creature takes necrotic damage and reduces its maximum hit points equal to the result.

Curse of the Doomed

After you miss with a weapon attack against a creature marked by your evil eye, you can use your reaction and spend 1 jinx point to make an additional weapon attack against the creature as part of the same action.

Curse of the Fearful

As an action you can spend 2 jinx points, and the creature marked by your evil eye is frightened for 1 minute. When you do, the creature is no longer marked by your evil eye, and it can make a Wisdom saving throw at the end of each of its turns, ending this misfortune early on a success.

Curse of the Inept

After a creature marked by your evil eye makes an ability check or attack roll, but before the DM declares whether or not it is successful, you can use your reaction and spend 1 jinx point to make the creature reroll and use the lower result.

Curse of the Insensate

As an action you can spend 3 jinx points, and the creature marked by your evil eye is blinded and deafened for 1 minute. When you do, the creature is no longer marked by your evil eye, and it can make a Constitution saving throw at the end of each of its turns, ending this misfortune early on a success.

Curse of the Maimed

When you hit a creature marked by your evil eye with a weapon attack, and the die result was 18 or 19, you can use your reaction and spend 2 jinx points to turn the hit into a critical.

Curse of the Marked

As a bonus action on your turn, you can spend 2 jinx points to enhance the effects of your evil eye on a creature you have marked by it. When you do, the duration increases to 24 hours or until you mark a different creature with your evil eye, whichever comes first. Additionally, while the creature is marked by your evil eye, you always know the direction and distance to the creature, provided you are on the same plane.

Curse of the Plagued

When a creature marked by your evil eye regains hit points, you can use your reaction and spend 1 jinx point to halve the amount of hit points regained. When you do, the creature can't regain hit points until the start of your next turn.

Curse of the Ruined

After a creature marked by your evil eye makes a saving throw, but before the DM declares whether or not it is successful, you can use your reaction and spend 2 jinx points to make the creature reroll and use the lower result.

Curse of the Somnolent

As an action, you can spend 3 jinx points, and the creature marked by your evil eye becomes drowsy. Roll a number of d10 equal to your level in this class and add 15 to their total. If the creature's current hit points are equal to or less than the total, it goes unconscious. The target regains consciousness after 10 minutes, or when it takes damage or another creature uses its action to rouse it.

Curse of the Unlucky

As a bonus action on your turn, you can spend 2 jinx points to put a pox on a creature marked by your evil eye. Whenever the creature makes an attack roll or saving throw, you roll 1d4 and subtract the result from their total. This pox ends when the creature is no longer marked by your evil eye.

Steal Luck (Level 9)

Starting at 9th level, when a creature you can see within 30 feet of you makes an ability check, attack roll, or saving throw with advantage, you can use your reaction to remove advantage from the roll. When you do, you regain an expended jinx point. Once you use this feature, you must finish a short or long rest before you can do so again.

At 17th level, you can use this feature three times, regaining all uses when you finish a short or long rest.

Curse Caster (Level 13)

At 13th level, you can use an action and spend 3 jinx points to cast the bestow curse spell. Charisma is your spellcasting ability for this spell.

Additional Jinx Points (Level 13)

At 13th level, you gain two additional jinx points.

Steal Luck Improvement (Level 17)

At 17th level, you can use your Steal Luck feature three times, regaining all uses when you finish a short or long rest.

Misfortune Bringer

Misfortune Bringer (Level 3)

You've matched your penchant for illicit activities with the ability to mark your enemies for mishaps and misfortune. Whether your mother was a hag, you were imbued with magical powers by spending time among the fey, or you learned the art of cursing from a long line of hedge wizards before you, you are a Misfortune Bringer. Although not universal, many Misfortune Bringers have eyes of two different colors, using only one when glaring at the targets they intend to curse.

Evil Eye

When you choose this archetype at 3rd level, you gain the ability to place a minor curse on others with a glance. As a bonus action on your turn, choose a creature you can see within 60 feet. The chosen creature must succeed on a Charisma saving throw against your misfortune save DC or be marked by your evil eye. While a creature is marked by your evil eye, you can use your Sneak Attack against the creature even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

The creature remains marked by your evil eye for 1 minute or until you mark a different creature with your evil eye, whichever comes first.

Misfortunist

Also at 3rd level, you learn misfortunes that you can inflict on those marked 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 at 9th, 13th, and 17th level. Each time you finish a long rest, you can replace one misfortune you know with a different one.

Jinx Points

You have four jinx points. When you spend a jinx point, it is no longer available to you until you regain it. You regain all spent jinx points when you finish a short or long rest.

You gain two additional jinx points at 13th level.

Saving Throws

Your evil eye, and some of your misfortunes, require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Spell

Misfortunes

The misfortunes are presented in alphabetical order.

Curse of the Befuddled

As an action, you can spend 2 jinx points, and the creature marked by your evil eye is charmed for 10 minutes. When you do, the creature is no longer marked by your evil eye, and the charmed condition ends early if you or your allies deal damage to the creature or cause it to make a saving throw. After the 10 minutes have elapsed, the creature knows you used magic to influence its mood and disposition towards you.

Curse of the Clumsy

When a creature marked by your evil eye moves 5 feet or more, you can use your reaction and spend 3 jinx points to cause the creature to fall prone and have its movement speed reduced to 0 until the end of the turn. When you do, the creature is no longer marked by your evil eye.

Curse of the Debilitated

When a creature marked by your evil eye takes damage, you can use your reaction and spend 1 jinx point to roll 1d12. The creature takes necrotic damage equal to the result.

Curse of the Doomed

After you miss with a weapon attack against a creature marked by your evil eye, you can use your reaction and spend 1 jinx point to make an additional weapon attack against the creature as part of the same action.

Curse of the Fearful

As an action, you can spend 2 jinx points, and the creature marked by your evil eye is frightened for 1 minute. When you do, the creature is no longer marked by your evil eye, and it can make a Wisdom saving throw at the end of each of its turns, ending this misfortune early on a success.

Curse of the Inept

After a creature marked by your evil eye makes an ability check or attack roll, but before the DM declares whether or not it is successful, you can use your reaction and spend 1 jinx point to make the creature reroll and use the lower result.

Curse of the Insensate

As an action, you can spend 3 jinx points, and the creature marked by your evil eye is blinded and deafened for 1 minute. When you do, the creature is no longer marked by your evil eye, and it can make a Constitution saving throw at the end of each of its turns, ending this misfortune early on a success.

Curse of the Maimed

When you hit a creature marked by your evil eye with a weapon attack, and the die result was 18 or 19, you can use your reaction and spend 2 jinx points to turn the hit into a critical.

Curse of the Marked

As a bonus action on your turn, you can spend 2 jinx points to enhance the effects of your evil eye on a creature you have marked by it. When you do, the duration increases to 24 hours or until you mark a different creature with your evil eye, whichever comes first. Additionally, while the creature is marked by your evil eye, you always know the direction and distance to the creature, provided you are on the same plane.

Curse of the Plagued

When a creature marked by your evil eye regains hit points, you can use your reaction and spend 1 jinx point to halve the amount of hit points regained. When you do, the creature can't regain hit points until the start of your next turn.

Curse of the Ruined

After a creature marked by your evil eye makes a saving throw, but before the DM declares whether or not it is successful, you can use your reaction and spend 2 jinx points to make the creature reroll and use the lower result.

Curse of the Somnolent

As an action, you can spend 3 jinx points, and the creature marked by your evil eye becomes drowsy. Roll a number of d10 equal to your level in this class and add 15 to their total. If the creature's current hit points are equal to or less than the total, it goes unconscious. The target regains consciousness after 10 minutes, or when it takes damage or another creature uses its action to rouse it.

Curse of the Unlucky

As a bonus action on your turn, you can spend 3 jinx points to put a pox on a creature marked by your evil eye. Whenever the creature makes an attack roll or saving throw, you roll 1d4 and subtract the result from their total

This pox ends when the creature is no longer marked by your evil eye.

Steal Luck (Level 9)

Starting at 9th level, when a creature you can see within 30 feet of you makes an ability check, attack roll, or saving throw with advantage, you can use your reaction to remove advantage from the roll. When you do, you regain an expended jinx point. Once you use this feature, you must finish a short or long rest before you can do so again.

Curse Caster (Level 13)

At 13th level, you can use an action and spend 3 jinx points to cast the bestow curse spell. Charisma is your spellcasting ability for this spell.

Improved Steal Luck (Level 17)

At 17th level, you can use the Steal Luck feature three times, regaining all uses when you finish a short or 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.

Solar Burst

Also at 3rd level, you can harness the energy of the sun to blind your foes. Whenever you make an attack, you can imbue the strike with light of the sun. Hit or miss the creature must succeed a Constitution saving throw, with a DC of 8 + your Proficiency + your wisdom modifier, or be blinded for 1 minute. The creature can repeat the saving throw at the end of each turn.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a Long Rest.

Star Shower (Level 9)

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.

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-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 Solar Burst 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

Mycelian (Level 3)

The archetypal mycelian practices a particularly esoteric branch of alchemy. Through experimentation with spores and mushrooms, you create poisons potent enough to bring even legendary creatures to their knees.

Blight

Beginning at 3rd level, you can lace your every attack with poison. When you use your Sneak Attack, you can cause the extra damage to become poison damage. When you do, your Sneak Attack die become d8s, instead of d6s, for that attack.

Mycologist

When you choose this archetype at 3rd level, you gain proficiency in the Nature skill and with the poisoner's kit. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Additionally, you perfect a delivery method for your poisons; you gain proficiency with blowguns, your attacks with a blowgun use a d6 for their damage die, and you can use your bonus action to apply a dose of poison to a weapon or piece of ammunition.

Chemical Anomaly (Level 9)

By 9th level, your body has been exposed to countless poisons and toxicants. You have resistance to poison damage, and you are immune to disease and the poisoned condition.

In addition, you can sense whether a creature, object, or substance within 5 feet of you is poisonous or diseased. You also determine the kind of poison or disease and its effects.

Poisonmaster (Level 13)

Starting at 13th level, you are a master of poisons: poison damage you deal ignores resistance to poison damage. Additionally, during a long rest, you can use a poisoner's kit to create three doses of experimental poison, listed under 'Experimental Poisons' below. After 24 hours, an experimental poison becomes inert, losing its potency.

See chapter 8 of the Dungeon Master's Guide for the general rules of poisons. If a poison requires your target to make a saving throw to resist its effects, the saving throw DC is calculated as follows:

Experimental Poison

Experimental Poisons

The poisons are presented in alphabetical order.

Devil's Tooth (Injury). This poison is milky white, but boils and turns red when exposed to blood. A creature subjected to this poison must make a Constitution saving throw. On a failed save, the target takes 3d6 poison damage, and the poison reacts to its blood. At the start of each of its turns, the target must make another Constitution saving throw. On a failed save, it takes 1d6 acid damage. On a successful save, the effect ends.

Palest Puffball (Inhaled). This poison resembles the choking spores of the common puffball. A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is stunned, and spends its turns coughing and retching. The effect ends if the target takes damage.

Shadowcap (Injury). This poison oozes like black syrup, and flakes skin to the touch. A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is blinded and loses its sense of taste. At the end of each of its turns, the target can make another Constitution saving throw, ending the effect on itself on a success.

Yellow Wing (Injury). This poison induces a state of deathlike torpor. A creature subjected to this poison must succeed on a Constitution saving throw, taking 5d6 poison damage on a failed save, or half as much on a successful one. If this damage reduces it to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points. While poisoned in this way, the target is paralyzed.

Pandemic (Level 17)

Starting at 17th level, your spores spread like wildfire. Once on each of your turns when you hit with an attack using your Blight feature, you can cause another creature within 15 feet of the target to take the extra damage of your Blight.

Nightmare

Nightmare (Level 3)

Rogues of the Nightmare archetype excel at combat in the dark, inflicting terror into their foes. These combatants prefer to operate at night or in places that otherwise never see the light of day, and are feared by the common folk. Nightmare rogues often scout out their targets' deepest fears, replicating them to great effect.

Cover of Night

Starting at 3rd level, you learn to mask your strikes with shadows. You don't need advantage on your attack roll to use your Sneak Attack if you attack while in dim light or darkness. All the other rules for the Sneak Attack class feature still apply to you.

Additionally, being in dim light or darkness does not have a negative effect on your passive Perception or passive Investigation.

Afraid of the Dark

At 3rd level, your blade strikes fear in the hearts of your foes. Whenever you deal damage with your Sneak Attack to a creature while you are in dim light or darkness, you can force it to make a Wisdom saving throw or become frightened of you for 1 minute. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. A creature is immune to this effect if it has darkvision.

If the creature loses sight of you, it instead becomes frightened of all areas that are in complete darkness until it can see you again.

If the creature ends its turn in bright light, it can repeat the saving throw, ending the effect on a success.

Mask of Darkness (Level 9)

At 9th level, the cover of night lends aid to your ability to deceive. You have advantage on Charisma (Deception) and Charisma (Intimidation) checks made while in dim light or darkness.

Instill Dread (Level 13)

At 13th level, you gain the ability to strike fear in your foes without lifting your blade. As a bonus action, you can speak words of terror and force a creature within 60 feet of you that can't see you to make a Wisdom saving throw against your Afraid of the Dark save DC. The target must be able to hear and understand you. If you are hidden, doing this does not give away your position. On a failed save, the target becomes frightened of all areas that are heavily obscured from it for 1 minute, or until it sees you.

The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Strike Fear (Level 17)

At 17th level, your blade cuts into the mind of your terrified foes. Whenever you hit a creature that is frightened of you with an attack, the creature takes an extra 2d6 psychic damage.

Nightmare

Nightmare (Level 3)

Rogues of the Nightmare archetype excel at combat in the dark, inflicting terror into their foes. These combatants prefer to operate at night or in places that otherwise never see the light of day, and are feared by the common folk. Nightmare rogues often scout out their targets' deepest fears, replicating them to great effect.

Cover of Night

Starting at 3rd level, you learn to mask your strikes with shadows. You don't need advantage on your attack roll to use your Sneak Attack if you attack while in dim light or darkness. All the other rules for the Sneak Attack class feature still apply to you.

Additionally, being in dim light or darkness does not have a negative effect on your passive Perception or passive Investigation.

Afraid of the Dark

At 3rd level, your blade strikes fear in the hearts of your foes. Whenever you deal damage with your Sneak Attack to a creature while you are in dim light or darkness, you can force it to make a Wisdom saving throw or become frightened of you for 1 minute. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. A creature is immune to this effect if it has darkvision.

If the creature loses sight of you, it instead becomes frightened of all areas that are in complete darkness until it can see you again.

If the creature ends its turn in bright light, it can repeat the saving throw, ending the effect on a success.

Mask of Darkness (Level 9)

At 9th level, the cover of night lends aid to your ability to deceive. You have advantage on Charisma (Deception) and Charisma (Intimidation) checks made while in dim light or darkness.

Instill Dread (Level 13)

At 13th level, you gain the ability to strike fear in your foes without lifting your blade. As a bonus action, you can speak words of terror and force a creature within 60 feet of you that can't see you to make a Wisdom saving throw against your Afraid of the Dark save DC. The target must be able to hear and understand you. If you are hidden, doing this does not give away your position. On a failed save, the target becomes frightened of all areas that are heavily obscured from it for 1 minute, or until it sees you.

The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Strike Fear (Level 17)

At 17th level, your blade cuts into the mind of your terrified foes. Whenever you hit a creature that is frightened of you with an attack, the creature takes an extra 2d6 psychic damage.

Ninja

Ninja (Level 3)

You have chosen to study the art of the ninjas of Doma. These talented fighters have learned to channel the power from the world around them, the heavens, the earth and the hearts of man through the use of mudras or hand gestures. These traditional arts are passed down from master to student, father to son and mother to daughter. Their secrets are closely guarded by the practitioners.

Each mudra carries meaning. The Ten mudras draws power from the heavens, while the Chi mudra draws power from the earth. Jin completes the triangle, drawing power from the hearts of man. Together, these mudras allow the ninja to draw power from the world they live in.

Ninjutsu

3rd-level Ninja feature

Beginning at the 3rd level, as an action, you may cast ninjutsu by combining mudra together. Beginning at 3rd level you gain access to the mudra 'Ten'. At 9th level you gain access to the mudra 'Chi', and at 13th level you gain access to the mudra 'Jin'. You may use each mudra a number of times equal to half your rogue level rounded down. You may not use two of the same mudra to cast ninjutsu which require a specific mudra. You regain all of your expended mudra when you finish a long rest.

Ninjutsu
NinjutsuCombination

Fuma

Any single mudra

Meiton

Any single mudra

Katon

Any mudra and Ten

Raiton

Any mudra and Chi

Hyoton

Any mudra and Jin

Huton

One of each of the mudras

Doton

One of each of the mudras

Suiton

One of each of the mudras

Ninjutsu Spell List

3rd-level Ninja feature

Intelligence is the spell modifier for the following abilities. The spell casting focus for these spells is the caster's hands forming the required mudras. Spells cast through ninjutsu are cast at their base level. To cast ninjutsu at a higher spell level, you may spend the required mudra for the ninjutsu again to increase the spell level by one. You may spend mudra to increase the casting level to a maximum of the 9th level.

Ninjutsu

Ninjutsu

Doton

Performing the Doton ninjutsu allows you to cast the doton spell.

Fuma

Performing the Fuma ninjutsu allows you to cast the ice knife spell

Huton

Performing the Huton ninjutsu allows you to cast the haste spell on yourself.

Hyoton

Performing the Hyoton ninjutsu allows you to cast the ice storm spell at half the maximum range.

Katon

Performing the Doton ninjutsu allows you to cast the fireball spell at half the maximum range.

Raiton

Performing the Raiton ninjutsu allows you to cast the lightning bolt spell at half the maximum range.

Meiton

Performing the Shadon ninjutsu allows you to cast the darkness spell.

Suiton

Performing the Suiton ninjutsu allows you to cast the suiton spell.

Shukuchi

3rd-level Ninja feature

Also beginning at the 3rd level, when you use the hide action, you may spend one use of your Ten mudra to transform it into Shukuchi. You instantaneously travel a maximum distance of 5ft. per rogue level. You may travel over gaps in the ground, but cannot scale walls or travel through creatures or objects using shukuchi. At the 13th level you leave behind an optional 15ft. cube of smoke which persists for a number of rounds equal to your Intelligence modifier.

Infiltrator (Level 9)

9th-level Ninja feature

Beginning at the 9th level, you've honed your skills in breaking into and out of buildings. As long as you are not engaged in combat, you have advantage on Stealth and Acrobatics checks in areas with dim or no light.

Trick Attack (Level 13)

13th-level Ninja feature

Beginning at the 13th level you are able to perform a trick attack. When you attack an enemy with a sneak attack, you may expend one use of each mudra to perform a trick attack. On a successful attack roll, the target becomes vulnerable causing all attack rolls to have advantage against that creature for one round, beginning after your action.

Kassatsu (Level 17)

17th-level Ninja feature

Beginning at the 17th level, as a bonus action, after using a ninjutsu you may use a second ninjutsu which requires one fewer mudra. You may use Kassatsu once. You must then finish a long rest to use Kassatsu again.

Paramour

Paramour (Level 3)

Zealous Inquisitor

When you choose this archetype at 3rd level, you gain proficiency in the Insight and Persuasion skills if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Romantic

When you choose this archetype at 3rd level, choose one Divine Domain from your chosen deity's list of eligible domains.

Thief of Hearts

Starting at 3rd level, you can cast the charm person spell as a 1st-level spell. When you do, the duration increases to a number of hours equal to your rogue level, the saving throw DC is equal to 8 + your proficiency bonus + your Charisma modifier, and the creature may regard you as a romantic interest, in addition to a friendly acquaintance, at the DM's discretion. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Token of Affection

At 3rd level, you can give a token of affection to a creature charmed by you. This token of affection can be any physical gift. The duration of the charmed effect on the creature becomes indefinite, ending early if you or your companions do anything harmful to it or you use this feature again.

Language of Love (Level 9)

Starting at 9th level, you can communicate non-verbally, using body language, eye contact, and gestures, with any humanoid who speaks at least one language and can see you.

In addition, if you share a language with a humanoid who can hear you, you can use a bonus action to shower the creature with flattery and honeyed words. That creature has disadvantage on saving throws it makes to resist being charmed by you until the end of its next turn.

Inspire Harem (Level 13)

Starting at 13th level, when you use your Thief of Hearts, you can target a number of humanoids up to your rogue level.

Once you use this feature, you can't use it again until you finish a long rest.

Jaded Jilter (Level 17)

Starting at 17th level, you can use your bonus action to jilt a creature who is charmed by you. This spurn wounds them so deeply that you deal psychic damage to the creature equal to your Sneak Attack damage and the charmed effect ends.

In addition, your years of heartbreaks and heartbreaking have left you jaded. You are immune to being charmed.

Paramour

Paramour (Level 3)

Paramours are more interested in stealing hearts than gold pieces. These rogues wander from town to town and port to port having great love affairs and boisterous all-nighters, leaving a river of ex-lovers' tears in their wake. A rare callous few use their charming wiles to get what they want before leaving their doting admirers heartbroken, but most Paramours are sincere, if naive, in their pursuit of connection with others.

Hopeless Romantic

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Deception, Insight, Perception, Performance, or Persuasion. Alternatively, you learn two languages of your choice.

Sweet Nothings

Also at 3rd level, you can embolden others by providing words of sweet encouragement and validation. You have a pool of soothing power that replenishes when you take a long rest'24. With that pool, you can grant a total number of temporary hit points'24 equal to your rogue level x 5.

As a bonus action, you choose a creature within 30 feet that can hear you and draw power from the pool to give the creature a number of temporary hit points up to your rogue level. Alternatively, you can expend 10 temporary hit points from your pool to end the charmed or frightened condition affecting that creature.

Thief of Hearts

Starting at 3rd level, you can use an action to attempt to charm a humanoid who can hear you within 60 feet. When you do, the target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for a number of hours up to your level in this class. While charmed by this feature, the creature attempts to ingratiate itself to you and treats you as a friend or, if you and your DM agree, a romantic suitor. The charmed condition ends early if you do anything harmful to the creature. How the creature feels about you after the charmed condition ends depends on how you treated it while it was charmed.

You can use this feature a number of times equal to your proficiency bonus, regaining any expended uses when you finish a long rest'24.

Language of Love (Level 9)

Starting at 9th level, you can communicate non-vocally, using body language, eye contact, and gestures, with any humanoid who speaks at least one language and can see you.

In addition, you can target a non-humanoid creature with your Thief of Hearts feature as long as it has an Intelligence greater than 3.

Jaded Jilter (Level 13)

Starting at 13th level, the trail of broken hearts you leave has left you immune to similarly insincere overtures. You are immune to being charmed and have resistance to psychic damage.

Honeyed Words (Level 17)

Starting at 17th level, you can use a bonus action to shower a humanoid who can hear you within 60 feet with flattery and honeyed words. That creature has disadvantage on saving throws it makes to resist being charmed by you until the end of its next turn. Once you use this bonus action, you must finish a short or long rest before you can use it again.

In addition, you can use an action and expend a use of your Thief of Hearts feature to replenish the pool of soothing power from your Sweet Nothings feature grants, up to its maximum.

Path of the Ruffian

Ruffian (Level 3)

You've learnt to fight dirty whenever you can, and that villainy- for better or worse - can open more doors than it closes, Yours is a walk oflife shared by Thieves' Guild enforcers, untrained brawlers, highwaymen, crooked mercenaries, and anyone incorrigible or desperate enough to think that enemy groins are ideal targets for assault. Quick thinking, versatility in action, and utter ruthlessness help you to shine in a skirmish, as well as corral strangers in the social world.

Quick-Witted Crook

Starting when you select this archetype at 3rd level, your wherewithal leaves you ever-ready for trouble. You can't be surprised while conscious, and gain proficiency with improvised weapons. In addition, clubs, light hammers, maces, sickles, and improvised weapons become finesse weapons for you.

Dirty Fighting

Also at 3rd level, you abandon your scruples and double down on scrappiness. Whenever you land a Sneak Attack on a creature within 5 feet of you, you can activate a Dirty Tactic, which are listed under "Dirty Tactics" below, before rolling for damage, To do so, you must forgo rolling a certain number of your Sneak Attack dice (based on the Dirty Tactic chosen), after which any remaining d6s are rolled for damage.

When you activate a Dirty Tactic, you must execute it on the target of your Sneak Attack. You cannot use more than 1 Dirty Tactic per Sneak Attack.

You can only use Dirty Tactics with costs that don't exceed the number of d6s you'd normally roll for a Sneak Attack. For example, at 3rd and 4th level, you can only use Dirty Tactics which cost 2d6 or less (Le, Throat Slam, Vicious Wound, and Cheap Shot).

If you wish to use a Dirty Tactic when you score a critical hit, double the amount of Sneak Attack dice to be rolled for damage first. Then, subtract the Dirty Tactic's d6 cost from this total.

Your Dirty Tactics may force a creature to make a saving throw. The saving throw DC is calculated as follows:

Dirty Tactics

Dirty Tactics

Throat Slam (Costs 1d6)

You attempt to crush a creature's windpipe, forcing it to make a Constitution saving throw. On a failed save, until the start of your next turn, the target's next saving throw to maintain concentration is made with disadvantage, and it can only speak falteringly.

Vicious Wound (Costs 1d6)

You forgo a direct assault and try to cause a creature greater longterm harm, leaving it bleeding for 1 minute or until it is healed magically. At the start of each of its turns while bleeding, the target's maximum and current hit points decrease by 1 due to blood loss. By succeeding on a Wisdom (Medicine) check against your Dirty Tactic DC as an action, the target or one of its allies can stem this bleeding.

You can spend additional d6s on this Dirty Tactic beyond its normal cost, increasing the hit point decrease by 1 per d6 spent.

Cheap Shot (Costs 2d6)

You attempt to debilitate a creature by hitting it in a sensitive area, forcing it to succeed on a Constitution saving throw or have its movement speed reduced by 10 feet until the start of your next turn.

During this time, the target cannot use the Dash, Dodge, Help, Search, Ready or Use an Object actions, nor can it take reactions.

Outrageous Insult (Costs 3d6)

You attempt to draw a creature's ire by infuriating it with a lewd act ( e.g. spitting on it), forcing it to make a Wisdom saving throw. On a failed save, it has disadvantage on its attack rolls against creatures other than you until the start of your next turn.

Kneecrack (Costs 4d6)

You attempt to lame a creature that is Large or smaller, forcing it to succeed on a Strength saving throw or fall prone.

Maim (Costs 5d6)

You attempt to cripple a creature, forcing it to succeed on a Constitution saving throw or drop whatever it's holding in an appendage of your choice. The target cannot use that appendage in any way until the end of its next turn.

Eye Gouge (Costs 6d6)

You attempt to curtail a creature's vision by any means necessary, forcing it to succeed on a Dexterity saving throw or be blinded until the start of your next turn.

Bully (Level 9)

At 9th level, you develop a flair for exploiting the panicked and the powerless. You can now use your Sneak Attack against frightened creatures without having advantage on your attack rolls.

In addition, using your Cunning Action, you can make a Charisma (Intimidation) check contested by the Wisdom (Insight) check of a creature within 30 feet of you. On a successful check, that creature becomes frightened of you until the end of your next turn, or until you and the target are more than 30 feet apart.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain any expended uses each time you finish a long rest.

Fool Me Once... (Level 13)

From 13th level, you more quickly adapt to strategies you didn't initially outsmart. After failing a saving throw caused by a creature, you have advantage on the next saving throw of the same ability score caused by that creature. You cannot benefit from this feature against the same creature more than once per short or long rest.

Expert Miscreant (Level 17)

By 17th level, you have mastered every dirty trick in the book. If a creature succeeds on its saving throw against one of your Dirty Tactics, you can recover the d6s you spent to activate it. When you do so, you can use another Dirty Tactic as part of your current action or reaction, or roll the d6s for Sneak Attack damage.

You have two uses of this feature. You regain any expended uses when you roll for initiative.

Path of the Umbral Stalker

Eye of Darkness (Level 3)

Starting at 3rd level, your eyes become adapted to even the deepest darkness. You gain darkvision in a 60-foot radius and can see through even magical darkness.

One with the Shadows (Level 9)

Starting at 9th level, you can blend into darkness, making your movement almost undetectable. While under the cover of darness, you can use your Sneak Attack feature regardless of other requirements and have advantage on Dexterity Stealth skill checks.

Shadow Step (Level 13)

Starting at 13th level, you become able to move through the shadowrealm to reach your destination. While in darkness, you can use your movement to teleport to a location within the range of your movement as long as it is also in darkness.

Shadow Rift (Level 13)

From 13th level, you become able to open a narrow rift in the fabric of the planes and transpose yourself to the Shadowrealm and back to the plane from whence you came. As an action, you can travel to the Shadowrealm or return to the plane you came from as if you have cast the plane shift spell. You can use this feature if you are on the Ethereal Plane, the Feyrealm, the Material Plane, or the Shadowrealm. No magical or physical restrictions can prevent you from accomplishing the planar travel made possible by this feature. Once you use this feature, you can't use it again until you finish a long rest.

Umbral Strike (Level 17)

Starting at 17th level, you can attack a creature's life force through its shadow. When you are able to use your Sneak Attack, your target's AC against your attack becomes 10 + the creature's Dexterity modifier. You can use this feature only if your target is in darkness.

Phantom

Phantom (Level 3)

Many 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' guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?

Whispers of the Dead

3rd-level Phantom feature

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.

Wails from the Grave

3rd-level Phantom feature

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 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.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tokens of the Departed (Level 9)

9th-level Phantom feature

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. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

You can use soul trinkets in the following ways:

  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.

  • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.

  • As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Ghost Walk (Level 13)

13th-level Phantom feature

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 flying 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. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Death's Friend (Level 17)

17th-level Phantom feature

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

  • When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.

  • At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.

Phantom

Phantom (Level 3)

Many 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' guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?

Whispers of the Dead

3rd-level Phantom feature

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.

Wails from the Grave

3rd-level Phantom feature

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 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.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tokens of the Departed (Level 9)

9th-level Phantom feature

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. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

You can use soul trinkets in the following ways:

  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.

  • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.

  • As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Ghost Walk (Level 13)

13th-level Phantom feature

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 flying 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. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Death's Friend (Level 17)

17th-level Phantom feature

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

  • When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.

  • At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.

Phantom

Phantom (Level 3)

You've found that the fastest way to any prize is through, not around. As a phantom, you blend your mastery of stealth with ethereal magic, allowing you to pass through any who would hold you, and discover the vulnerabilities within.

Phantom Passage

Starting at 3rd level, you can transform into an ghostly mist resembling your body when you move. On your turn, you can move through other creatures as if they were difϐicult terrain. If you are within a creature's space, you can use your Sneak Attack against that creature even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

If you end your turn within a creature, you are immediately shunted to an unoccupied space of your choice within 5 feet of it that you can occupy.

Ghost Knife

At 3rd level, your weapons phase through any defense. The extra damage dealt by your Sneak Attack feature ignores resistance and immunity to damage.

Phantom Stride (Level 13)

By 13th level, you can pass through even the most solid structures. On your turn, you can move through objects as if they were difϐicult terrain. While within a creature or object, you can move in any direction, including up and down.

If you end your turn within an object, you are immediately shunted to the nearest unoccupied space within 5 feet of it that you can occupy.

Geist (Level 17)

At 17th level, if you end your turn within a creature or object, you can choose to remain where you are instead of being shunted out. If you remain within a creature's space and the creature moves, you aren't moved with it.

Phantom (UA)

Phantom (Level 3)

Many 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' guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay (Forgotten Realms) and Karrnath (Eberron), where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom works as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a god of death?

Whispers of the Dead

3rd-level Phantom feature

Echoes of those who have died begin to cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. This proficiency lasts until you use this feature again.

Wails from the Grave

3rd-level Phantom feature

As you nudge someone closer to the grave, you can cause deathly wails to be heard near them. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can 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 psychic damage equal to the roll's total, as wails of the dead sound around them for a moment.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tokens of the Departed (Level 9)

9th-level Phantom feature

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 open your free hand and a Tiny trinket appears there, a soul trinket. The DM chooses the trinket's form or has you roll on the Trinkets table in the Player's Handbook to determine it.

While the soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, as your vitality is enhanced by the life essence within the object. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free.

Ghost Walk (Level 13)

13th-level Phantom feature

You can now 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 flying 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. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Death Knell (Level 17)

17th-level Phantom feature

When you use your Wails from the Grave feature, you can now deal the psychic damage to both the first and the second creature.

Phantom Blade

Phantom Blade (Level 3)

Some rogues choose to focus their training on ways to blend magical talent with their rogue talents. Over time, this training gave way to a group of rogues that learned how to create and use a personal extradimensional space to support their talents. At first, this space was used to stash useful and important items from prying eyes and wandering hands. As these rogues developed greater and more fine-tuned ability to manipulate this space, a new form of attack took shape. Because of the peculiar and distinctive nature of this attack, these rogues came to be known as phantom blades.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

You learn three cantrips: phantom stash, phantom recall and phantom blade at 3rd level.

At 7th level, 11th, and 15th level you gain an additional cantrip.

Spell Slots

The Phantom Blade table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Phantom Blade spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 7th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st-Level and Higher

You know one 1st-level warlock spell of your choice. The Spells Known column of the Phantom Blade Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be a conjuration or enchantment 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. Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or enchantment.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when selling the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell
Spell

Phantom Zone

At 3rd level, you develop connection to an extra dimensional pocket that only you can access. This pocket space is separate from your inventory and can contain 2 lbs or 8 cubic feet of content. The contents do not count against your encumbrance. If the character dies, their pocket dimension collapses and its contents are lost to Astral Space.

This space grows an additional 1 lb. per level, and a larger container at 5th (16 ft.³), 11th(27 ft.³) and 42 ft.³ cubic feet at 17th level.

Phantom Augmentations

You develop augmentations which agument your phantasmal space abilities. At 4th level, you gain a phantasmal augmentation of your choice. Your augmentations options are detailed at the end of the class description. When you gain certain phantom blade levels, you gain additional agumentations of your choice, as shown in the Augmentations Known column of the Phantom Blade table.

Magical Ambush (Level 9)

At 9th level, at the end of your round, if you hit a creature with your phantom blade ability, you can choose to manifest a ghostly image of the weapon you used to make the attack. This manifested blade must appear adjacent to the creature you hit. If your attack hit multiple creatures, you choose which square adjacent of one of those creatures your manifested blade appears. The manifest blade counts an ally using the help action and so grants advantage to attacks against its chosen creature. They only last until the end of your next turn.

Manifest Blade

It uses your saves and if your manifested blade is subjected to an effect that allows a Dexterity save for half damage, it instead takes no damage on a successful save. If an enemy would provoke an opportunity attack from your manifested blade, you can use your reaction to direct it to attack that enemy. Using this ability does not require any additional action, but it does occupy your concentration while active. If you attempt to use this ability while it is already active, all currently manifested blades vanish before any new manifested blades appear.

Opportunistic Reaction (Level 13)

At 13th level, you gain the ability to build off even small advantages, if you have advantage on a creature that exposes itself to an Attack of Opportunity from you, if the weapon allows for such, you may also apply sneak damage. At 13th level, your Manifest Blade gain the ability to build off even small advantages, if a creature within range of the Manifest Blade moves out of its threaten space and evokes an attack of opportunity - you no long need to use your reaction for the Manifest Blade to make its attack - it does so separately. The Manifest blade deals sneak attack damage on a successful strike. While manifested, the blades now (Rogue's choice) Either:

  • Parry: dancing about they impose disadvantage on the creature's next attack, or

  • Distract: grant advantage on the next attack against the creature. (It still remains an ally for the purposes of Rogue sneak attack or pack tactics.

Phantom Ambush (Level 17)

At 17th level, your manifest blade ability improves. If your attack hits multiple creatures, you can now manifest a ghostly image of your weapon adjacent to each of them. If any enemy provokes an opportunity attack from a manifested blade, you can use your reaction your attack of opportunity against an enemy that leaves a space your weapon threatens.

Phantom Blade

Phantom Blade (Level 3)

Some rogues choose to focus their training on ways to blend magical talent with their rogue talents. Over time, this training gave way to a group of rogues that learned how to create and use a personal extradimensional space to support their talents. At first, this space was used to stash useful and important items from prying eyes and wandering hands. As these rogues developed greater and more fine-tuned ability to manipulate this space, a new form of attack took shape. Because of the peculiar and distinctive nature of this attack, these rogues came to be known as phantom blades.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

You learn three cantrips: phantom stash, phantom recall and phantom blade at 3rd level.

At 7th level, 11th, and 15th level you gain an additional cantrip.

Spell Slots

The Phantom Blade table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Phantom Blade spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 7th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st-Level and Higher

You know one 1st-level warlock spell of your choice. The Spells Known column of the Phantom Blade Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be a conjuration or enchantment 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. Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or enchantment.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when selling the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell
Spell

Phantom Zone

At 3rd level, you develop connection to an extra dimensional pocket that only you can access. This pocket space is separate from your inventory and can contain 2 lbs or 8 cubic feet of content. The contents do not count against your encumbrance. If the character dies, their pocket dimension collapses and its contents are lost to Astral Space.

This space grows an additional 1 lb. per level, and a larger container at 5th (16 ft.³), 11th(27 ft.³) and 42 ft.³ cubic feet at 17th level.

Phantom Augmentations

You develop augmentations which agument your phantasmal space abilities. At 4th level, you gain a phantasmal augmentation of your choice. Your augmentations options are detailed at the end of the class description. When you gain certain phantom blade levels, you gain additional agumentations of your choice, as shown in the Augmentations Known column of the Phantom Blade table.

Magical Ambush (Level 9)

At 9th level, at the end of your round, if you hit a creature with your phantom blade ability, you can choose to manifest a ghostly image of the weapon you used to make the attack. This manifested blade must appear adjacent to the creature you hit. If your attack hit multiple creatures, you choose which square adjacent of one of those creatures your manifested blade appears. The manifest blade counts an ally using the help action and so grants advantage to attacks against its chosen creature. They only last until the end of your next turn.

Manifest Blade

It uses your saves and if your manifested blade is subjected to an effect that allows a Dexterity save for half damage, it instead takes no damage on a successful save. If an enemy would provoke an opportunity attack from your manifested blade, you can use your reaction to direct it to attack that enemy. Using this ability does not require any additional action, but it does occupy your concentration while active. If you attempt to use this ability while it is already active, all currently manifested blades vanish before any new manifested blades appear.

Opportunistic Reaction (Level 13)

At 13th level, you gain the ability to build off even small advantages, if you have advantage on a creature that exposes itself to an Attack of Opportunity from you, if the weapon allows for such, you may also apply sneak damage. At 13th level, your Manifest Blade gain the ability to build off even small advantages, if a creature within range of the Manifest Blade moves out of its threaten space and evokes an attack of opportunity - you no long need to use your reaction for the Manifest Blade to make its attack - it does so separately. The Manifest blade deals sneak attack damage on a successful strike. While manifested, the blades now (Rogue's choice) Either:

  • Parry: dancing about they impose disadvantage on the creature's next attack, or

  • Distract: grant advantage on the next attack against the creature. (It still remains an ally for the purposes of Rogue sneak attack or pack tactics.

Phantom Ambush (Level 17)

At 17th level, your manifest blade ability improves. If your attack hits multiple creatures, you can now manifest a ghostly image of your weapon adjacent to each of them. If any enemy provokes an opportunity attack from a manifested blade, you can use your reaction your attack of opportunity against an enemy that leaves a space your weapon threatens.

Phantom Thief

Phantom Thief (Level 3)

Theft is not just an action or a living for the Phantom Thief - it's an art form. However nice the monetary reward may be, it is not as satisfying as a plan well designed and flawlessly executed. And the Phantom Thief's plan is infallible, why else would they send a calling card announcing it? While these rogues usually steal treasure, they have been known to take other things as well: people, hearts, and the occasional life.

Calling Card

When you choose this archetype at 3rd level, you gain the confidence to alert your targets to your imminent success. You can send a calling card to a creature, someone from whom you plan to take something. The calling card can be a literal card, a symbol, a singing telegram—anything that marks this heist as one of your own. A card can be designed in advance, so that it only takes an action to place it. When this calling card is placed, the target becomes warned. Additionally, choose a prize you plan to take from the warned target, which might be an object, a sum of gold, or some other tangible thing. When a target is warned, the following is true:

  • The target has advantage on Wisdom checks to detect you.

  • You can use a bonus action on your turn to frighten the target for 1 minute. The target can use its action to end this effect early, provided it can't see you. Once you use this bonus action, you can't use it again until you give out another calling card.

  • You can use your Sneak Attack against the target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

You can have one calling card out at a time. Your calling card ends after 24 hours or when you succeed in taking your prize, whichever comes first.

Once you warn a creature with a calling card, that creature becomes immune to the effects of your calling cards for 7 days.

Suited for the Job

At 3rd level, you gain proficiency with the disguise kit and two other sets of tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses your disguise kit proficiency.

You also gain a new way to use your Cunning Action feature. You can use your bonus action to don any disguise you have prepared.

Ace in the Hole (Level 9)

At 9th level, you're careful in your planning, even if your party may not be. If you have a calling card out, you can use a reaction when a creature starts its turn within 120 feet of you to stop the game and flash back to any moment between now and when you sent your calling card. During this flashback, you can take one full turn to set something up to help you in the present moment, such as planting a weapon or calling allies for help. Some actions taken in the flashback may require a successful ability check at the DM's discretion. You can't use a flashback to do something that contradicts events that have already happened.

After you use this ability, you can't use it again until you finish a short or long rest.

Hole Carding (Level 13)

At 13th level, you gain more power over your warned target. You can cast the scrying spell on a warned target without providing material components. Once you cast the spell with this feature, you can't do so again until you finish a long rest'24.

Additionally, you and your party can't be surprised by your warned target or forces in its employ, such as henchfolk.

Full House (Level 17)

Starting at 17th level, your plans become extensive, and you can include the rest of the party. Whenever you use your Ace in the Hole feature, you can bring up to 5 other creatures with you on your flashback. Each other creatures gets one action or one bonus action, performed in the order you choose.

Quickdraw

Quickdraw (Level 3)

Rogues of this archetype are master gunslingers and smooth-talking outlaws who always shoot first. They react with incredible speed, relying on their instincts and skills to shoot down any threat before it can even make a move.

Smooth Talker

At 3rd level, you are an adept at getting what you want through conversation. If you fail a Charisma (Persuasion) or Charisma (Intimidation) check, you can roll an additional d20 and use the result, potentially changing the outcome. You must use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Opening Shot

Starting at 3rd level, directly after you roll Initiative while not surprised, you can use your reaction to make a single weapon attack with advantage against a creature you can see. When you do, you also choose from one of the following additional effects for your opening shot:

Deadeye. If the attack hits, it deals extra damage equal to a roll of half the number of Sneak Attack dice for your level (rounded down). Also, if it is a ranged attack, its range and the range of any other ranged attack you make as a part of the reaction are doubled.

Roll. Before or after making the attack roll, you move up to your speed without provoking opportunity attacks. Additionally, you gain temporary hit points equal to a roll of half the number of Sneak Attack dice for your level (rounded down), which last for the next minute.

Trip. If the attack hits, the target must make a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus), or you knock them prone and can cause them to drop one object of your choice that they are holding.

If you use your reaction to make an opening shot, you can't use your action on your first turn in combat. You can draw up to two one-handed weapons as a part of the reaction, and if you can engage in two weapon fighting, you can make the additional attack as a part of the reaction, but none of the above effects apply to the second attack, except for Deadeye's range increase.

Showdown (Level 9)

At 9th level, you can invoke a sacred duel. As an action, you make a Charisma (Intimidation) check contested by a creature's Wisdom (Insight) check. The creature must be within 30 feet of you, must be able to hear you, and it must share at least one language with you.

If you succeed on the check, both you and the creature are bound by the duel for the next minute. While in the duel, both you and the target cannot attack or cast harmful spells on any other creature. During the duel, you can use your Sneak Attack against the target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. Also, creatures not in the duel have disadvantage on attack rolls against both you and the target.

The duel ends early if either you or the target is incapacitated or when you and the target are more than 120 feet apart. It also ends if a creature friendly to you damages the target or casts a harmful spell on it, or if you end it as a bonus action on your turn.

You can take this action even on your first turn after using your opening shot, when you could not normally take an action.

Cunning Outlaw (Level 13)

Starting at 13th level, you can't be surprised while you are conscious. Additionally, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.

Vigilant Shot (Level 17)

Starting at 17th level, you are even quicker on the draw. When you use your opening shot, you can choose two effects instead of one.

Rimeblade

Rimeblade (Level 3)

Rimeblades are an obscure breed of rogue, adventurers who are imbued with the icy touch of winter. Some may have narrowly survived a frozen fate, while others may have been touched by snow-spirits or cursed while robbing a glacial tomb. They still practice their rogueish arts, but are able to summon blades of ice or conjure waves of frost to prepare their foes for a deadly strike.

Rimeblades may be of any alignment or background, though something in their history will tie them to wintry powers. Once they walk the path of the Rimeblade however, they may lean towards evil, or at least selfishness - picks and knives that melt at a touch are an easy way to avoid leaving evidence, after all. Good-aligned Rimeblades may be investigators or treasure hunters, while evil Rimeblades make excellent assassins.

The following are some optional quirks for a player of this subclass to choose from:

Rimeblade quirks
d6Quirk

You prefer to drink ice-cold snowmelt.

Your breath is always chill, even in summer.

You never met a frozen signpost you didn't lick.

You twirl tiny icicles as a nervous habit.

Your hair and eyebrows are always dusted with snow.

You love popsicles.

Crystal Blades (Level 3)

When you choose this archetype at 3rd level, as a bonus action, you are able to summon a dagger of solid ice. It functions as a normal dagger in all respects, but does 1d4 piercing and 1d4 cold damage on a hit. When you deal Sneak Attack damage with it, you may turn that damage into cold damage. It melts 1 minute after it leaves your hand.

You may also coat an existing weapon with ice, allowing it to function as an ice dagger for purposes of your other abilities.

Biting Cold (Level 3)

Additionally at 3rd level, you have a preternatural ability to chill your foes and take advantage of the results. You can summon cold and ice as listed below. If any of your subclass abilities call for a saving throw or spell attack, the DC is:

Saving Throw DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell attack modifier = Your proficiency bonus + your Intelligence modifier.

Winter's Bite (Level 3)

When you damage an enemy with your ice dagger, you may choose to leave the dagger embedded in them. They take cold damage equal to your Intelligence modifier at the start of each of their turns, and may remove the dagger with an action

If you hit a creature with a weapon attack who has one of your daggers embedded in them, you can use your Sneak Attack against that target as long as you don't have disadvantage on the roll.

Crystal Burst (Level 3)

As an action, you may explode one of your ice daggers you can see within 30 feet. A reature holding an ice dagger, or within 1 foot of one must make a Dexterity saving throw; if the ice dagger is embedded in them, they make this saving throw at disadvantage. On a failure, they take cold damage equal to one roll of your Sneak Attack dice and their movement speed is reduced by 10 feet until the end of their next turn. On a success, they take half as much damage and their speed isn't reduced.

Piercing Icicle (Level 3)

As a bonus action, you may command your ice dagger to dig deeper into it's victim. Select a creature with one of your ice daggers embedded. That creature must make a Constitution saving throw or the dagger sinks deeper, increasing the damage they take at the start of their turns by your Intelligence modifier.

Shattering Burst (Level 9)

Starting at 9th level, your frost magic is more powerful. When you use your Crystal Burst ability, you may send a shard of ice flying off to strike another creature within 30 feet. Make a ranged spell attack against that creature. On a hit, they take damage equal to half of one roll of your Sneak Attack dice.

You can use your Shattering Burst a number of times equal to your proficiency modifier, regaining all uses after a long rest.

Wintry Wanderer (Level 9)

Starting at 9th level, you gain resistance to cold damage, and you have advantage on Dexterity (Stealth) checks when attempting to hide on ice or snow.

Snap Freeze (Level 13)

At 13th level, you can learn a new, defensive use for your frost magic. As a reaction before an enemy attempts a melee attack against you, you can immediately summon a column of ice to encase the attacker. They must make a Dexterity saving throw, or they are restrained until the end of their next turn.

You can attempt to freeze a creature in this way a number of times equal to your Intelligence modifier, regaining all uses after completing a long rest.

Winter's Breath (Level 17)

At 17th level, your frozen blades embody the very heart of winter. When you hit an enemy with your ice dagger and deal Sneak Attack damage, you may cast Cone of Cold as part of the same action, originating at that enemy and directed away from you.

You may cast Cone of Cold in this way once, regaining its use after a short rest.

Elementally Adept?

If you are concerned that Rimeblade might struggle in campaigns where many enemies have fire resistance, consider allowing the Elemental Adept feat to work with their subclass abilities (and waiving its spellcasting prerequisite).

Roguish Archetype Ninja

Ninja (Level 3)

A Brief History

Ninjas operate in the shadows, often as spies, assassins or guardians of secret knowledge. They may serve nobles, secret guilds or mysterious organizations, and are known for their talent for carrying out secret missions and deadly tasks. Ninjas are lethal and cunning agents, able to infiltrate behind enemy lines, eliminate key targets and disappear before their opponents can react.

Starting at 3rd level, martial arts practice confers the following benefits on you.

Ninjutsu

Starting at 3rd level, practicing martial arts gives you the following benefits:

  • While you wear no armor and wield no shield, your AC is 10 + your Dexterity modifier + your Wisdom modifier.

  • You gain proficiency in the poisoner's kit.

  • You can roll a d6 instead of the normal damage of your weaponless strike and use Dexterity instead of Strength for rolls to hit and for damage of your weaponless strikes.

Kuji-kiri

At the 3rd level, you can harness the mystical energy of ki. Your access to this energy is delineated by a number of ki points. You have a number of ki points equal to half your thief level (rounded up) plus your Wisdom modifier, which you can use to power your Kuji-kiri techniques. These techniques are a combination of ingenuity, skill, and magic. If you have ki points from another source, the points from both sources are combined and can be used to power any of your ki abilities; you can use your ki to duplicate the effects of certain spells.

At 3rd level, learn Illusion Technique and two other Kuji-kiri techniques of your choice. Learn one additional technique at 9th, 13th and 17th levels. Each time you gain a level in this class you can replace an old technique with a new one. In addition, you get the minor illusion and control flames tricks if you do not already possess them.

When you spend a ki point, it is not available until you finish a short or long rest, at the end of which you regain all your spent ki points. You must spend at least 30 minutes of the rest meditating to regain your ki points.

CD of the spell's saving throw = 8 + your proficiency bonus + your Wisdom modifier.

Spectral Agility (Level 9)

At 9th level, you learn to move like a spectre. When you use the sly action to sprint, your movement speed is increased by 3 meters, your jumping distance is doubled, you can ignore difficult terrain, and you gain the ability to move along vertical surfaces and through liquids during your turn without falling while moving, if you are not wearing armor.

Lethal Strike (Level 13)

At 13th level, you learn how to make your strikes lethal to kill the enemy quickly. Your sneak attack die becomes d8.

Counterattack (Level 17)

At 17th level, you can take advantage of a creature's turn against it when it attacks you. Whenever you use your Prodigious Dodge, you can make an attack with a melee weapon or weaponless strike with advantage against the creature that is attacking you as part of the same reaction.

Roguish Archetype Stormscale

Stormscale (Level 3)

Stormscale are elite warrior rogues that serve blue dragons. They bend lightning by using dragon magic, and use it to relentlessly pursue opponents. Hard to pin down, they are formidable foes who can turn the tide of battle.

Stormscale are famous for being able to fulfill multiple roles. They are feared as assassins who lock down spellcasters, or warriors who dash towards their opponents and take them by surprise. Stormscale are students of blue dragon masters, known as a maekrix, who teaches them a secretive form of magic at their conclaves, also known as a Stormshells. Blue dragons are renowned for not only creating half dragon offspring as loyal soldiers, but more so for treating their offspring with equal affection, both full and half dragons. They are aware of the limitations of their mortal offspring, as only a few can "ascend to dragonhood", and as such train them to fulfill different roles for their masters. Stormscale are usually half blue dragons, but many other races have been known to be "adopted" by blue dragons, after they sensed their distant blue dragon lineage.

Stormscale are taught how to draw raw magic from their blue dragon heritage, granting them supernatural abilities that allow them to dispatch targets with lightning speed.

Storm Conduit

Starting at 3rd level, when you use your Sneak Attack feature, you can choose to turn the Sneak Attack damage into lightning damage. If you do so, you can also cause a Lightning Arc. Choose another creature within 30 feet of the creature you attacked and force it to make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus). On a failure, it takes lightning damage equal to your rogue level. Starting at 9th level, creatures that take lightning damage from you can't take reactions until the end of your next turn.

UnleasHhed Tempest

At 3rd level, you become quick as lightning. Your speed increases by 5 feet when you aren't wearing heavy armor. This bonus to your speed increases to 10 feet at 9th level, 15 feet at 13th level, and 20 feet at 17th level.

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, you have moved at least 15 feet away from where you began the turn (through teleportation or standard movement), and you don't have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.

Stormscale Agent (Level 9)

At 9th level, as a bonus action, you can flare your draconic blood to sense any magic around you. For the next minute you can detect the presence and location of any magic present within 30 feet of you. If the magic was caused by a spell, you learn its school. You also learn if any such magic was active or cast within the past 10 minutes in the area. If you sense magic this way, you can use your action to see a faint aura around any creature or object in the area (visible or not) that bears magic. This aura lasts for 1 minute, even outside the area. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Cloudburst (Level 13)

Beginning at 13th level, you can use your bonus action to briefly become lightning. You end all effects on yourself that reduce your speed (such as the grappled and restrained conditions), and then teleport to an unoccupied space you can see within 30 feet of you. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Stormbringer (Level 17)

Starting at 17th level, when a creature fails its Dexterity saving throw against a Lightning Arc, it becomes the source of a second arc that deals half as much damage as the first (rounded down). You can only generate one additional arc per attack this way. In addition, if a creature generates a Lightning Arc, and there are no other creatures within 30 feet of it that are hostile to you, you can cause the charge to rebound on that creature, dealing half as much lightning damage as the arc would have (rounded down).

Ruffian

Ruffian (Level 3)

Not all rogues rely on stealth and deception to defeat their foes. Ruffians are the rogues who like to face their enemies directly, and strive to overcome them with devastating blows and ruthless combat techniques. Often employed as hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians can be found in almost any village, city, or town where crime exists.

Enforcer

You use tricks not often employed by rogues. When you adopt this Archetype at 3rd level, you gain the features below:

  • You gain proficiency in Intimidation, and you can use your Strength, instead of Charisma, for Intimidation checks.

  • When you make an unarmed strike, it deals bludgeoning damage equal to 1d4 + your Strength modifier.

  • You can use your Sneak Attack with any weapon in which you are proficient, including unarmed strikes, so long as it does not have the heavy or the two-handed property.

  • You can use the bonus action granted by Cunning Action to make a grapple attack against a creature within reach.

  • You can use your Constitution, instead of Dexterity, to calculate your Armor Class in light and medium armor.

Shake Down

Your work requires skills that you have become particularly reliable in employing. Starting at 3rd level, when you make a Strength (Athletics), or a Strength (Intimidation) check, you can treat a roll of 7 or lower on the d20 as an 8.

Imposing Glance (Level 9)

Your glance strikes fear into the hearts of the weak. Starting at 9th level, you can use a bonus action to make a Strength (Intimidation) check targeting a creature within 30 feet that can see you, contested by the its Wisdom (Insight) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against it before the start of your next turn.

You can use this feature a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest.

Nerves of Steel (Level 9)

Fear is a weapon to be used against cowards and the weak willed, and you are not so easily intimidated. Upon reaching 9th level, you gain immunity to the frightened condition.

Dodge and Counter (Level 13)

Beginning at 13th level, you can redirect the force of your enemies' blows against them. As a reaction when a creature that is one size larger then you or smaller misses you with a melee attack, you can force the creature to make a Dexterity saving throw. (Save DC is equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, it is knocked prone and has its speed reduced to zero until the end of your next turn, or it is grappled by you (your choice).

You must have at least one free hand at the time of this reaction in order to grapple a creature with this feature.

Ruthless Strike (Level 17)

You can combine a creature's fear with your deadly attacks to strike with ruthless efficiency. Beginning at 17th level, when you hit a creature that is frightened of you with a weapon attack or unarmed strike that includes your Sneak Attack damage, your attack becomes an automatic critical hit.

You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Ruffian

Ruffian (Level 3)

Not all rogues rely on stealth and deception to defeat their foes. Ruffians are the rogues who like to face their enemies directly, and strive to overcome them with devastating blows and ruthless combat techniques. Often employed as hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians can be found in almost any village, city, or town where crime exists.

Enforcer

You use tricks not often employed by rogues. When you adopt this Archetype at 3rd level, you gain the features below:

  • You gain proficiency in Intimidation, and you can use your Strength, instead of Charisma, for Intimidation checks.

  • You can use your Sneak Attack with any weapon in which you are proficient, including unarmed strikes, so long as it does not have the heavy or the two-handed property.

  • You can use the bonus action granted by Cunning Action to make a grapple attack or an unarmed strike attack.

  • You don't need advantage on your attack roll to use your Sneak Attack if you are attacking a creature that you are currently grappling or restraining.

Shake Down

Your work requires skills that you have become particularly reliable in employing. Starting at 3rd level, when you make a Strength (Athletics), or a Strength (Intimidation) check, you can treat a roll of 7 or lower on the d20 as an 8.

Imposing Glance (Level 9)

Your glance strikes fear into the hearts of the weak. Starting at 9th level, you can use a bonus action to make a Strength (Intimidation) check targeting a creature within 30 feet that can see you, contested by the its Wisdom (Insight) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against it before the start of your next turn.

You can use this feature a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest.

Nerves of Steel (Level 9)

Fear is a weapon to be used against cowards and the weak willed, and you are not so easily intimidated. Upon reaching 9th level, you gain immunity to the frightened condition.

Dodge and Counter (Level 13)

Beginning at 13th level, you can redirect the force of your enemies' blows against them. As a reaction when a creature that is one size larger then you or smaller misses you with a melee attack, you can force the creature to make a Dexterity saving throw. (Save DC is equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, it is knocked prone and has its speed reduced to zero until the end of your next turn, or it is grappled by you (your choice). You must have a free hand to grapple a creature with this feature.

Ruthless Strike (Level 17)

You can combine a creature's fear with your deadly attacks to strike with ruthless efficiency. Beginning at 17th level, when you hit a creature that is frightened of you with a weapon attack that includes your Sneak Attack bonus damage, your attack becomes an automatic critical hit.

You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Runetagger

Runetagger (Level 3)

You concentrate your efforts on perfecting your art, developing special marks to claim and cripple your targets. Rebel leaders, artists, spies, and other members of the political underworld might belong to this archetype. Originally a tactic for subterfuge and assassination for denizens of the Festerwood, those who employ these powerful works of art are famously difficult to pin down. The magical marks left behind become a calling card for any runetagger, and as their strength and notoriety grow from the deeds that they commit (both good and evil), so too does the renown for their art.

Impressionist

Starting at 3rd level, you're never without your brushes. You gain proficiency in calligrapher's supplies and painter's supplies. Your proficiency bonus is doubled whenever you make an ability check that uses either of these tools.

In addition, whenever you finish making a mark or rune with ink or paint, you can imbue it with the effects of the message spell. When you do, the mark is visibly magical and casts dim light in a 5-foot radius. A creature that touches the glowing mark telepathically hears the message you imbued in it. Once a message is heard, the magic fades from the mark.

You always have at least one paint or calligraphy brush on your person and can either create or purchase inks and pigments as part of your downtime activities. You can improvise these tools over the course of 10 minutes, assembling them from objects in your environment.

Runes

When you choose this archetype at 3rd level, you gain four rune points to fuel various magical effects. When you hit a creature with a melee weapon attack, you can spend 1 rune point to mark that target with a magical rune in a flourish of paint and weaponry. These runes remain on a marked target for 1 minute, even if its magic has faded, or until a creature uses its action to wipe it off. You regain all spent rune points when you finish a short or long rest.

When you mark a creature with a rune, you can choose to leave one of the following runes:

Cryos

The creature can't take reactions until the start of your next turn. The rune's magic fades at the start of your next turn.

Hexxus

The creature is cursed with an enervating rune. While a creature is marked with this rune, you can use your reaction to activate it when the marked creature makes an attack roll or ability check, reducing the total of the attack roll or ability check by 1d6. You must be within 60 feet and be able to see the creature in order to activate the rune. You can choose to activate the rune after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails. Once the rune has been activated, its magic fades.

Locus

The next attack against the marked creature is made with advantage, and if that attack hits, it deals an extra 1d6 acid damage. Hit or miss, the rune's magic fades after the next attack is made against the marked creature.

Escape Artist (Level 9)

At 9th level you become slippery and evasive, capable of worming out of even the tightest holds. You have advantage on ability checks and saving throws made to escape from and resist being grappled or restrained, and when you are grappled or restrained, you can attempt to escape as a bonus action.

In addition, you gain a new way to use your rune points. When you're next to a wall or similar surface, you can use a bonus action to spend 1 rune point to place a rune on it using ink or paint. When you do, you become invisible until you move or take an action or a reaction.

Resourceful (Level 13)

When you reach 13th level, your mastery over the arts is lauded by friends and feared by foes. When you have no rune points remaining, you gain 1 rune point when you score a critical hit against a creature and when you roll initiative.

Lead Paint (Level 17)

By 17th level, you're able to apply more ink or paint whenever you leave a rune and use it to expose weak points in a target's defense and guide your strikes. You can use your Sneak Attack against any creature that has a rune on it. When you do, that creature takes an extra 2d6 damage from the attack.

Saboteur

Saboteur (Level 3)

Some rogues combine their various skills with an interest in alchemy to produce explosive effects. Known as Saboteurs, these strange alchemists have many specialties; demolition, siege warfare, entertainment. No matter their focus, they all delight in violent destruction, and due to the rarity of their talents, Saboteurs are invaluable allies or dangerous foes.

Destructive Strikes

Your work has given you a knack for identifying structural weak points. Starting at 3rd level, when you hit a non-magical structure with a weapon attack or one of your explosives, it is considered an automatic critical hit. Also, when you attack a construct, you score a critical hit on an attack roll of 19 or 20.

Explosives

At 3rd level, you gain proficiency with alchemist's supplies, along with the secrets of creating explosive Black Powder:

  • Black Powder Charges

    At the end of each long rest, you can use your alchemist's supplies to produce a number of Black Powder Charges equal to your proficiency bonus + your Intelligence modifier (minimum of 1). These Charges are used to craft the explosives you know, and become inert if they are not used by the end of your next long rest.

  • Explosives Known

    You learn how to make three types of explosives; a Hand Bomb, and two other explosives of your choice from the list at the end of this Archetype description.

    When you gain a level in this class, you can replace one explosive you know with another explosive of your choice.

    You learn to craft two additional explosives of your choice when you reach 9th, 13th, and 17th level in this class.

  • Explosive Save DC

    Some of your explosives require your target to make a saving throw to resist their explosive effects. Your Explosive Save DC is calculated as follows:

    Explosive

Explosive Options

The following Explosives are available for a Saboteur rogue to learn. As an action, you can craft an explosive, using the amount of Black Powder Charges detailed in the description. Any explosives become inert at the end of your next long rest.

  • Hand Bomb(1 charge)

    As an action you can ignite the explosive and throw it at a creature you can see within 60 feet, forcing it to make a Dexterity saving throw. They take 2d6 fire damage on a failed save, and half as much damage on a success. You add your Sneak Attack bonus to the fire damage even if you don't meet the normal requirements.

  • Arcane Explosives

    The Arcane Explosives table below details spell effects you can replicate with your Explosives. Each time you learn a new Explosive, you can choose one spell effect from the list below to learn, so long as you meet the prerequisite level, which refers to your rogue level. If a spell normally requires concentration, the explosive version of that spell does not and lasts the full duration.

Advanced Alchemy (Level 9)

Starting at 9th level, your mastery of alchemy allows you to alter the explosives you make in the following ways:

  • Appearance

    You can alter the outward appearance of an explosive. When they are unlit, creatures must succeed on an Intelligence (Investigation) check against your Explosive Save DC in order to recognize the object as an unlit explosive.

  • Color

    You alter the color of both explosive itself, the color of the explosion, and the color of the smoke it produces.

  • Damage Type

    You alter the damage type of any explosive you craft to bludgeoning, piercing, fire, thunder, or lightning.

Sabotage (Level 13)

Starting at 13th level, creatures that are surprised have disadvantage on saving throws against your Explosives.

Hair Trigger (Level 17)

You have learned to detonate your Explosives from afar. Beginning at 17th level, when you craft an Explosive, you can create a rudimentary arcane remote to trigger the Explosive from afar. As an action, you can trigger the Explosive as long as you are within 100 feet.

Saboteur

Saboteur (Level 3)

There are countless situations where sabotage, terrorism, catastrophic failure, and bombings have changed the course of history. A true Saboteur knows that any goal is achievable with enough explosives. If a job has a car that needs stopping, a skyscraper that needs dropping, or a person that needs popping, then look no further.

The real challenge for the Saboteur is knowing when to stop. Some saboteurs let the force multipliers at their fingertips go to their head, becoming a mad bomber. In these cases, self-destruction is inevitable, but at least it's always one hell of a fireworks show.

Bombardier

When you choose this archetype at 3rd level, you gain proficiency with the grenade launcher, rocket launcher, thumper, and demolitionist's tools. When you make an attack with a blast weapon with which you are proficient, you can choose which targets other than the primary target are affected by the weapon's blast property.

You also gain an additional way to use your Sneak Attack; you can use Sneak Attack against objects and vehicles as long as you don't have disadvantage on the attack roll.

Hair Trigger

At 3rd level, you can use the bonus action granted by your Cunning Action to use any explosive that can be used as an action, or to use your demolitionist's tools to disarm explosives.

Blastjumper (Level 9)

At 9th level, you can give yourself a blast-propelled boost of speed. You can use the bonus action granted by your Cunning Action to expend one ammunition from a weapon with the blast property you are holding. You immediately fly up to 40 feet in a straight line in any direction. If you are not on the ground at the end of the movement, you fall.

Additionally, you gain resistance to thunder damage and can fall up to 40 feet without taking damage.

Emergent Ordnance (Level 13)

Beginning at 13th level, using your demolitionist's tools, you can create special improvised explosive devices (IED) with supplies you carry and gather from the environment around you. Each IED functions similarly to an explosive (see Chapter 5, 'Explosives') but is unstable, and falls apart after 24 hours unless maintained.

Over the course of a long rest, you can expend a number ordnance points equal to your twice proficiency bonus to create or maintain IEDS. The Ordnance Points table shows the cost of creating or maintaining each type and tier of explosive.

Mad Bomber (Level 17)

At 17th level, you gain the ability to unleash a hail of charges on groups of foes. As an action, you can make up to 5 attacks with weapons with the blast property, provided that each attack targets a different creature. As part of each attack, you can draw a weapon. Once you use this feature, you must finish a short or long rest before you can use it again.

Saboteur

Saboteur (Level 3)

Some rogues combine their various skills with an interest in alchemy to produce explosive effects. Known as Saboteurs, these strange alchemists have many specialties; demolition, siege warfare, entertainment. No matter their focus, they all delight in violent destruction, and due to the rarity of their talents, Saboteurs are invaluable allies or dangerous foes.

Destructive Strikes

Your work has given you a knack for identifying structural weak points. Starting at 3rd level, when you hit a non-magical structure with a weapon attack or one of your explosives, it is considered an automatic critical hit. Also, when you attack a construct, you score a critical hit on an attack roll of 19 or 20.

Explosives

At 3rd level, you gain proficiency with alchemist's tools, along with the secrets of creating explosive Black Powder:

Black Powder Charges

At the end of each long rest, you can use your alchemist's supplies to produce a number of Black Powder Charges equal to your proficiency bonus + your Intelligence modifier (minimum of 1). These Charges are used to craft the explosives you know, and become inert if they are not used by the end of your next long rest.

Explosives Known

You learn how to make three types of explosives; a Hand Bomb, and two other explosives of your choice from the list at the end of this Archetype description.

When you gain a level in this class, you can replace one explosive you know with another explosive of your choice.

You learn to craft two additional explosives of your choice when you reach 9th, 13th, and 17th level in this class.

Explosive Save DC

Some of your explosives require your target to make a saving throw to resist their explosive effects. Your Explosive Save DC is calculated as follows:

Explosive

The following Explosives are available for a Saboteur rogue to learn. As an action, you can craft an explosive, using the amount of Black Powder Charges detailed in the description. Any explosives become inert at the end of your next long rest.

Hand Bomb (1 Charge)

As an action you can ignite the explosive and throw it at a creature you can see within 60 feet, forcing it to make a Dexterity saving throw. They take 2d6 fire damage on a failed save, and half as much damage on a success. You add your Sneak Attack bonus to the fire damage even if you don't meet the normal requirements.

Arcane Explosives

The Arcane Explosives table below details spell effects you can replicate with your Explosives. Each time you learn a new Explosive, you can choose one spell effect from the list below to learn, so long as you meet the prerequisite level, which refers to your rogue level. If a spell normally requires concentration, the explosive version of that spell does not and lasts the full duration.

Advanced Alchemy (Level 9)

Starting at 9th level, your mastery of alchemy allows you to alter the explosives you make in the following ways:

Appearance

You can alter the outward appearance of an explosive. When they are unlit, creatures must succeed on an Intelligence (Investigation) check against your Explosive Save DC in order to recognize the object as an unlit explosive.

Color

You alter the color of both explosive itself, the color of the explosion, and the color of the smoke it produces.

Damage Type

You alter the damage type of any explosive you craft to bludgeoning, piercing, fire, thunder, or lightning.

Sabotage (Level 13)

Starting at 13th level, creatures that are surprised have disadvantage on saving throws against your Explosives.

Hair Trigger (Level 17)

You have learned to detonate your Explosives from afar. Beginning at 17th level, when you craft an Explosive, you can create a rudimentary arcane remote to trigger the Explosive from afar. As an action, you can trigger the Explosive as long as you are within 100 feet.

Sapper

Breach Defenses (Level 9)

Starting at 9th level, when you hit a structure or an object that isn't being worn or carried, your attack treats the structure or object as if its damage threshold is 5 lower. For example, if you hit a door that has a damage threshold of 10, its damage threshold is considered 5 when determining if your attack's damage meets or exceeds its threshold. If a structure or object doesn't have a damage threshold or if this feature would allow you to treat its damage threshold as 0 or lower, your attack also deals your Sneak Attack damage to the target.

When you reach certain levels in this class, the damage threshold your attacks can ignore increases: at 13th level (10) and 17th level (15).

Clear the Path (Level 13)

At 13th level, you have advantage on checks to disarm traps. If you fail a check made to disarm a trap, the trap doesn't trigger even if its description states otherwise. In addition, you can disarm a trap as a bonus action.

All Clear (Level 17)

Beginning at 17th level, you can use an action to declare a 50-foot-square area safe for travel for 1 minute. Mechanical and magical traps in the area don't trigger for the duration. In addition, Difficult terrain in the area doesn't cost you or any creatures you designate who can see or hear you extra movement when moving through it. Once you use this feature, you can't use it again until you finish a short or long rest.

Scavenger

Scavenger (Level 3)

Very few Scavenger rogues chose to follow this archetype; usually this path is chosen out of desperation rather than desire. Formed from the bottom rungs of civil society or in the most inhospitable places in the wilds, Scavengers fend for themselves by making the most of whatever the fates see fit to give them. They survive by remaining on the fringes, striking out only when they spot an easy kill or a safe meal. Their methods of survival are seen by most people as crass and opportunistic, but these criticisms matter little to them: all that matters is that they survive.

Cut and Run

Starting at 3rd level, you learn to minimise danger by darting in and out of battle. Whenever you use your Sneak Attack feature against a target, you regain all expended speed you may have used that turn.

Waste Not Want Not

When you choose this archetype at 3rd level, you learn how to salvage materials that most harvesters would consider ruined. If you fail a harvesting check to harvest a material, you may immediately attempt that check again at disadvantage. On a success, you successfully harvest that material, but it is worth only half of its normal monetary value. This feature may only be used once per creature you attempt to harvest.

Pick the Bones (Level 9)

At 9th level, your senses become supremely honed for finding resources and opportunities that others may miss. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks and during combat you may perform them as bonus actions.

Circle the Weak (Level 13)

At 13th level, you gain an instinct for manoeuvring yourself around the weak and vulnerable. Whenever a creature you can see within 60 feet of you becomes blinded, deafened, frightened, restrained, or incapacitated, you may immediately use your reaction to move up to half your speed in any direction. At the end of this movement, if that creature is within range of an attack by you, you may also make an attack against them as part of this movement.

Eye for Opportunity (Level 17)

Starting at 17th level you learn to take advantage of even the smallest distractions, granting you more ways to use your opportunity attack. In addition to the normal triggers, you may also use your opportunity attack against creatures within 5 feet of you under any of the following circumstances:

  • One of your allies hits that creature with a critical hit.

  • That creature becomes incapacitated.

  • That creature is reduced to less than half its maximum hit points for the first time this combat.

Scavenger

Scavenger (Level 3)

You are a wanderer of the junkyards and a forager of scrap. Your skill and flexibility allows you to improvise almost anything, and your propensity to horde useful items means you will never run out of handy materials. In particular, you have cultivated a skill for targeting and deconstructing constructs and clockwork machines, whether it is because of the high value of gears and flywheels on the black market, or because you hold a personal vendetta against constructs.

Machine Hunter

Beginning when you select this archetype at 3rd level, you have advantage on attacks against constructs. Additionally, you are skilled at bypassing armor in general, and gain a +1 bonus on attack rolls against creatures wearing medium or heavy armor.

Improvise

At 3rd level, if you are lacking a tool to perform a task, such as a lockpick to open a door, you can quickly fashion a makeshift replacement. After concentrating on the task for 1 minute, you can produce an item that performs the task, but gives disadvantage on rolls to perform it.

Stalker (Level 9)

At 9th level, you can rig up a device producing an activate camouflage for 1 minute which grants you advantage on Dexterity (Stealth) checks. After you use this ability, you must complete a short or long rest before using it again.

Sabotage (Level 13)

Starting at 13 level, you have an intricate understanding of machines. You gain advantage on Intelligence checks relating to understanding machines and Dexterity checks made to disassemble or repair them.

In addition, you know how to target a machine's structural weak points. When you use Sneak Attack against a construct, the construct is incapacitated until the beginning of your next turn, even if it is immune to this condition.

Clusterbomb (Level 17)

By 17th level, you have learned how to rig up an shrapnel-filled explosive charge. You may prepare your clusterbomb during a short rest, choosing to set its fuse at 1 round, 2 rounds, or 1 minute. As an action, you can activate and place your bomb or throw it up to 10 feet. After the duration of its fuse has passed, at the beginning of your turn the clusterbomb explodes. All creatures within 20 feet of the clusterbomb must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, a creature takes 8d8 piercing damage, or half as much on a successful one. Constructs and objects take double damage. You may only have 1 clusterbomb at a time.

Scoundrel

Scoundrel (Level 3)

Where other roguish types use stealth and tact, Scoundrels will just knock your lights out. These ruffians use brute force and colourful language to smack their marks senseless. Scoundrels know that complex problems often require simple solutions, and what's more simple than cracking a few skulls?

(Inspired by the Hoodlum subclass from Solasta: Crown of the Magister)

Tools for the Job

When you choose this archetype at 3rd level, you gain proficiency in medium armor and three weapons of your choice. Additionally, you can use Sneak Attack even when using non-finesse melee weapons.

Blackjack

Also at 3rd level, you learn sometimes the most covert approach is a direct one. When you hit a creature with a melee attack that deals bludgeoning damage, you can try to knock them out instead of dealing that damage. If the bludgeoning damage that would've been dealt is greater than or equal to half the target's maximum hit points, the target becomes unconscious for up to 10 minutes or until another creature uses an action to wake them.

Back-alley Banter (Level 9)

As an action, you can make a Charisma check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check, the creature suffers one of the following effects, depending on the type of Charisma check. If you use this feature again while a creature is still under its effects, that effect ends immediately.

Menace

On a successful Charisma (Intimidation) check, for the next minute, whenever you deal damage to the target, it has disadvantage on attack rolls against you until the start of your next turn.

Goad

On a successful Charisma (Persuation) check, for the next minute, whenever you deal damage to the target, it has disadvantage on attack rolls against creatures other than you until the start of your next turn.

Distract

On a successful Charisma (Deception) check, the target has disadvantage on Wisdom (Perception) checks for one minute and attacks made against the creature have advantage until the end of your next turn.

Scrap in the Streets (Level 13)

At 13th level, you learn to use your weaponry in tricky and underhanded ways. Whenever you use your Sneak Attack, the attack has an additional effect depending on the damage type of the weapon. In addition, you can use the bonus action granted by your Cunning Action to stow weapons you are holding and then draw different weapons.

Dizzy

When you Sneak Attack a creature using a weapon that deals bludgeoning damage, the target can't take reactions until the start of its next turn.

Bloodied

When you Sneak Attack a creature using a weapon that deals slashing damage, the target takes another 1d4 slashing damage at the end of its next turn.

Gouged

When you Sneak Attack a creature using a weapon that deals piercing damage, the target's speed is reduced by 10 feet until the end of its next turn.

Hit 'em While They're Down (Level 17)

At 17th level, when you attack creatures who are prone, you always have advantage and can reroll one of the dice once. When you roll damage from an attack against a creature who is prone, you can also reroll any number of damage dice once.

Back-alley Beatdown (Level 17)

Also at 17th level, you know how to bring the hurt. When you use your Sneak Attack, you can forgo the extra damage to knock the target prone and immediately make three additional melee weapon attacks. Creatures you hit with these additional attacks are also knocked prone.

Once you use this feature, you can't use it again until you finish a short or long rest.

Scout

Scout (Level 3)

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Superior Mobility (Level 9)

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master (Level 13)

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike (Level 17)

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Scout

Scout (Level 3)

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Superior Mobility (Level 9)

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master (Level 13)

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike (Level 17)

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Scout (UA)

Scout (Level 3)

You are skilled in woodcraft and stealth, allowing you to range ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and fighters, as they serve as the eyes and ears of war bands across the world. Compared to other rogues, you are skilled at surviving in the wilds.

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Superior Mobility (Level 9)

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master (Level 13)

Starting at 13th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends. If the initiative bonus would increase an ally's initiative above yours, the ally's initiative instead equals your initiative.

Each of the allies also receives a 10-foot increase to speed that lasts until the end of the ally's next turn.

Sudden Strike (Level 17)

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn.

Shade

Murderous Infiltrate (Level 3)

Starting at 3rd level, you utilize the ancient fey paths, allowing you to seemingly disappear. As an action, you teleport up to your walk speed to within 5ft of a target creature you can see. You may then make a melee weapon attack against the target, if you hit you may use your Sneak Attack feature on this attack. Your Sneak Attack dice become 1d8 for this attack.

You can use this feature twice, regaining all uses after you finish a long rest.

Grim Prowess (Level 3)

Also at 3rd level, you have been trained in skills created by the priesthood of Zinzerena. you gain darkvision out to a range of 60 feet. If you already have darkvision increases the range of your darkvision by 60 feet.

Also, your melee weapon attacks score a critical hit on a roll of 19 or 20 against creatures that have not yet acted in the current combat.

Exploit Weakness (Level 9)

At 9th level, you have studied many different foes, your able to quickly spot even the greatest foes weak spots. When you gain this feature choose one of the benefits:

  • Bleakrunner. When you use your Cunning Action feature to dash, for the duration of your turn, attacks of opportunity against you are made at disadvantage. When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 slashing damage. A creature can only take this damage once per turn.

  • Cruelty. When you critically hit with a melee attack and use your Sneak Attack feature, you can roll your Sneak Attack dice again and add the number to the damage of the attack.

  • Exquisite Hunter. You can teleport double your walk speed with your Murderous Infiltrate, and if you hit the creature is left with a bleeding wound, they cannot heal and take 1d10 necrotic damage at the end of each of their turns for 1 minute or until they or another creature makes a Medicine check (DC 8 + proficiency bonus + Intelligence modifier). Also, you always know the location of the creature as long as it is bleeding.

Focused Slaying (Level 13)

Beginning at 13th level, you enter an intense focus during combat, heightening all of your senses and combat skill. During combat, each time your Critically hit, you gain a stack of Focus. You lose all stacks of Focus when combat ends. You gain the following benefits depending on how many Focus you have:

  • 1+. Your movement is increased by 10ft, your melee weapon attacks score critical hits on a 19 - 20.

  • 2+. Your movement is increased by 20ft, your melee weapon attacks score critical hits on a 18 - 20. You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • 4+. Your movement is increased by 30ft, your melee weapon attacks score critical hits on a 17 - 20. You can attack twice, instead of once, whenever you take the Attack action on your turn. You may use Sneak Attack up to twice per turn.

Assassins Choice (Level 17)

By 17th level, you have studied your foes well . When you gain this feature choose one of the benefits:

  • Hungry Wind. When you use your Murderous Infiltrate, each other creature of your choice within 40ft of the target must make a Dexterity saving throw (DC 8 + proficiency bonus + dexterity modifier) or take 4d6 slashing damage, taking half damage on a success. For the next minute, you are under the effects of the Haste spell.

  • Shimmer Strike. When you use your Murderous Infiltrate, you can use it again immediately after on the same target, without expending a use. If your Critically hit with this additional attack, you may use it once more. For the next minute, you are under the effects of the Spirit Shroud spell.

  • Cloak of Pain. You gain one additional use of your Murderous Infiltrate. When hit a creature with your Murderous Infiltrate, the target has -5 and disadvantage on attack rolls until the end of your next turn. If you Critically hit with it, the creature is stunned instead. For the next minute, you are under the effects of the Far Step spell.

Shadow

Shadow (Level 3)

Some rogues choose to delve into the intricacies of shadow magic, using its unique powers to enhance their skills in stealth and deception. These rogues are a very diverse subset, from simple thieves to hired killers to highly trained bounty hunters. By learning how to separate their shadow from their body, shadow rogues become difficult to catch and even harder to kill.

Bonus Cantrips

(3rd-level Shadow Rogue feature)

When you choose this archetype at 3rd level, you gain the umbraturgy† cantrip and the dueling shadows† cantrip. Charisma is your spellcasting ability for these spells.

Severed Shadow

(3rd-level Shadow Rogue feature)

Starting at 3rd level, you can separate your shadow from your body, creating a shadowy replica of yourself and causing you to no longer cast a shadow. This replica is completely opaque and solid, and looks like a three-dimensional silhouette of yourself.

As an action, you may separate your shadow and then move it up to 30 feet as part of the same action. The shadow shares your statistics, and can perform all movements that you would be able to, making ability checks for any movements that would normally require them, but it cannot take any actions. The shadow is susceptible to saving throws and attacks, including opportunity attacks, and it shares your AC. If it takes any damage, it instantly disappears. Your separated shadow can count as an enemy of a hostile creature for the purpose of granting sneak attack.

On subsequent turns while you are separated from your shadow by less than 120 feet, you may move it another 30 feet (no action required). As a bonus action on your turn, you may choose to teleport to the location of your shadow, reuniting yourself with it. You can also reunite with your shadow by moving into its space.

Once you teleport to your shadow, you can't teleport to it again until you complete a short or long rest.

Deceiving Darkness (Level 9)

(9th-level Shadow Rogue feature)

Starting at 9th level, you have advantage on Dexterity (Stealth) checks if you are in dim light or darkness.

Shadow Simulacrum (Level 13)

(13th-level Shadow Rogue feature)

At 13th level, you gain greater control over your shadow. When your shadow is separated from you, you can use your bonus action to have it perform the Help action, and your shadow can also manipulate objects weighing up to 25 pounds.

Master of Shadows (Level 17)

(17th-level Shadow Rogue feature)

When you reach 17th level, you have gained ultimate control over your shadow. When you sever your shadow, you can control its movement as long as it is within 500 feet, and you may use your bonus action to switch from using its senses to using your own, or back again. Additionally, you no longer have to complete a short or long rest before teleporting to it again.

Shadow

Shadow (Level 3)

The origin of the Shadows is shrouded in mystery. Some say that it was first created by a group of nobles who stole a tome of forbidden magic from an errant cursed-blood scholar, while others believe that the tome was granted to them by an entity that resides deep in the cosmos, in exchange for an unspoken vow.

Regardless of their organization's origins, today, shadows are a closely guarded secret of the Silverblood Royalty, a tool meant for discreet political assassinations and silent espionage. Mere legends to the common folk, these rogues blend into the darkness, vanishing from sight, only to reappear unseen calling forth their dreadful rifles to dispatch their foes with deadly precision.

Umbral Weapon

At 3rd level, you gain proficiency with firearms, and you learn to make an umbral weapon by wreathing a rifle in shadows with a grim ritual. You perform the ritual over the course of 1 hour, which can be done during a short rest or long rest. The rifle must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and bond with it.

Once you have bonded a rifle to yourself, you can't be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you can summon the rifle (no action required) on your turn, causing it to teleport instantly to your hand. Your umbral weapon keeps its original properties with the following alterations when you use it: it doesn't have the Barrel property, it doesn't require ammunition, and it doesn't make sound when fired.

You can only have one bonded weapon. If you attempt to bond with a second weapon, your bond with the first one ends.

Shadow Movement

Starting at 3rd level, you can become one with the shadows. When you are in darkness, you can use your bonus action to take the Hide action with advantage on the Stealth check and turn into a shadowy, amorphous version of yourself. While in this form, you have advantage on Stealth checks, can move through a space as narrow as 1 inch wide without squeezing, have a climbing speed equal to your walking speed, and are incapacitated. This transformation ends after 1 minute, if you enter dim or bright light, or if you take damage.

You can choose to end the transformation early (no action required) on your turn. If you do so and are in darkness, you can make one weapon attack with your umbral weapon, weaving shadows into a bullet; if you miss, your location isn't revealed. The damage die of this attack is 1d4, instead of the weapon's regular damage die.

Tenebrous Body (Level 9)

By 9th level, your eyes are adapted to tenebrosity. You can see normally in darkness and dim light, both magical and nonmagical, to a distance of 120 feet. In addition, you can maintain the transformation of your Shadow Movement for up to 1 hour.

Grim Curse (Level 13)

Starting at 13th level, you can animate the shadows of your foes, turning them against each other. When you hit a creature with your umbral weapon and deal Sneak Attack damage to it, you can sacrifice up to three of your Sneak Attack damage dice. Each die sacrificed in this way doesn't deal damage. Instead, the target must make a saving throw (DC equals 8 + your Dexterity modifier + your proficiency bonus). On a failure, it suffers a condition until the start of your next turn. If you and the target are in darkness, the target suffers a −1d6 penalty to its saving throw. The type of saving throw and resulting condition are based on the number of Sneak Attack damage dice you sacrifice.

Grim Curse

Veil of Shadows (Level 17)

Beginning at 17th level, the shadows beckon you. When you use your Uncanny Dodge feature, you can choose to teleport to an unoccupied space you can see within 30 feet of you that is in darkness and make one attack with your umbral weapon against the attacker. If there are no such spaces available, you can't teleport, but you can make the attack if you are already in darkness.

Shadow Master

Shadow Master (Level 3)

Rogues that wish to gain membership in the furtive Order of Shadow Masters must perform twelve trials, train relentlessly, and undergo the Umbral Rite, a ritual of profound darkness that severs their shadow from their heels. In return, they grow pale and gaunt with empty holes for eyes, but can manipulate the shadows as one does a marionette. They can summon inky blackness and see through impenetrable night, while their shadows skulk about the walls and floors, doing their every bidding.

Abyssal Eyes

When you choose this archetype at 3rd level, your eyes change to an inky black, granting you darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet.

Release Shadow

Starting at 3rd level, you can use a bonus action to magically detach your shadow from your body, allowing it to move independently. Your shadow is a flat, perfectly black silhouette of you that crawls along surfaces. It has AC 10, 1 hit point, and immunity to all conditions. It is the same size as you, albeit perfectly flat, and can occupy the same space as other creatures, and vice versa. If your shadow makes a saving throw or an ability check to interact with the environment, it uses your bonus for the roll.

In combat, your shadow acts on your turns and follows your commands. You can command your shadow on each of your turns to move up to 30 feet along the walls or floor (no action required). Your shadow doesn't attack, but can interact with objects and counts as an ally for the purposes of Sneak Attack.

Your shadow vanishes if it drops to 0 hit points, if it is within the area of light created by a spell of 1st level or higher, or if it is ever more than 60 feet from you. Once it vanishes, your shadow reappears at your heels at the end of your next turn.

If your shadow enters a heavily obscured area or one of magical darkness, it is effectively invisible. Your shadow can appear to be the shadow of other creatures and act convincingly using your Charisma (Performance) or Charisma (Deception) skill.

Gloaming Black (Level 9)

At 9th level, you can cast the spell darkness without using a spell slot or spell components. When you use this feature, you can see through the darkness created by this spell. Additionally, when your shadow enters this area of darkness, you can choose for it to grow to fill the entire area.

Once you use this ability, you can't use it again until you finish a short or long rest.

Shadow Puppet (Level 13)

Starting at 13th level, your shadow can reach out to the shadows of other creatures, interacting with them as if they were physical. If your shadow is within 5 feet of the shadow of another creature, you can use your bonus action to command it to use one of the following abilities:

  • Your shadow makes an attack against the shadow of another creature. Your shadow uses Dexterity for its attack rolls and has proficiency with its shadowy weapons. On a hit against the creature's AC, the creature takes 2d6 damage. This damage counts as magical and its type matches the weapon you are carrying if it deals bludgeoning, piercing, or slashing damage, or deals bludgeoning damage otherwise.

  • Your shadow grapples the shadow of another creature. Your shadow can use your Dexterity (Acrobatics) check for its grapple check and the target makes its grapple check as normal. If your shadow succeeds, the creature is grappled until the end of its next turn.

  • Your shadow hooks onto the heels of another creature, becoming its second shadow until the end of its next turn. If you see the creature make an attack while your shadow is on its heels, you can use your reaction to cause the shadow to leap in the way, becoming the target of the attack.

Shadowdance (Level 17)

By 17th level, your body has absorbed much of the shadowstuff that prevails in the darkest planes of existence, allowing you to mingle with your shadow as if you were a creature of its kind. You can use your bonus action to swap places with your shadow, both of you teleporting in a dim haze. Once you use this ability, you can use it once more before the end of your turn without using a bonus action. If you teleport into an area of dim light or darkness, you have advantage on the first melee attack you make before the end of the turn while you are in that area.

Shadowdancer Roguish Archetype

Weave Shadows (Level 9)

Starting at 9th level, your connection to the Shadowfell gives you the power to use shadow magic. You gain the following benefits.

  • You can cast the silent image spell at will, without requiring material components.

  • As a bonus action, you can extinguish a small source of nonmagical light within 60 feet as if using the prestidigitation cantrip.

  • You can command the shadows to bend and shape to your will. As an action you can cast one of the following spells without requiring material components, darkness, invisibility or shadow blade. You can cast a spell in this way up to three times, and you regain all expended uses when you finish a long rest.

Cloak of Shadows (Level 13)

Starting at 13th level, you learn to veil yourself in darkness. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Shadow Allies (Level 17)

Starting at 17th level, you can reach into the Shadowfell and use your action to cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last for one minute, and they obey your verbal commands. In combat, they take their turn immediately after yours, and you choose their behavior during their turns. In addition, once during your turn you can use your bonus action to switch places with one of the shadows. See the Monster Manual for the shadow's stat block.

Once you use this feature you cannot use it again until you finish a long rest.

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. For you, the jinx weapon is a simple ranged weapon with a normal range of 30 feet and a long range of 90 feet, and it deals 1d8 force damage on a hit. As a gaming set, 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 inspiration if you don't already have it. If you do have it, you can expend your 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 rogue 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.

Skinchanger

Instinctual Strike (Level 9)

Your druidic magic suffuses your body when you Wild Shape. Starting at 9th level, your attacks while you are Wild Shaped count as magical for the purposes of overcoming resistances and immunity to non-magical damage. Moreover, you can use your Wild Shape twice between each short or long rest.

In addition, your familiarity with both druidic magic and the animal shapes you employ grants you an additional way to use your Sneak Attack. Your natural weapon attacks while you are transformed with Wild Shape can apply your Sneak Attack, even if you don't have advantage on your attack roll.

Bestial Senses (Level 13)

Your time spent in the shape of other animals has enhanced the senses of your normal form. Beginning at 13th level, you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks that rely on your sense of hearing or smell.

Druidic Mastery (Level 17)

Upon reaching 17th level, your mastery over the use of nature magic allows you to make better use of your Wild Shape. You can remain in your Wild Shape transformation indefinitely.

Skinchanger

Instinctual Strike (Level 9)

Your druidic magic suffuses your body when you Wild Shape. Starting at 9th level, your attacks while you are Wild Shaped count as magical for the purposes of overcoming resistances and immunity to non-magical damage. Moreover, you can use your Wild Shape twice between each short or long rest.

In addition, your familiarity with both druidic magic and the animal shapes you employ grants you an additional way to use your Sneak Attack. Your natural weapon attacks while you are transformed with Wild Shape can apply your Sneak Attack, even if you don't have advantage on your attack roll.

Bestial Senses (Level 13)

Your time spent in the shape of other animals has enhanced the senses of your normal form. Beginning at 13th level, you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks that rely on your sense of hearing or smell.

Druidic Mastery (Level 17)

Upon reaching 17th level, your mastery over the use of nature magic allows you to make better use of your Wild Shape. You can remain in your Wild Shape transformation indefinitely.

Slider

Slider (Level 3)

There are many names for this particular set of skills, but those in the know refer to its practitioners as Sliders. Graced with supernatural power from their lineage or through a ritual passed down between fellow Sliders, they are able to ignore the friction generated by almost any surfaces and contort their body with inhuman flexibility, their elegance and speed allow them to perform twisted maneuvers across the battlefield, or access places they probably shouldn't. A marvel to behold, and a devil to catch. At their peak, they are a whirlwind of trouble that leave their foes lying humiliated in their dust.

Slider Quirk
d6Flavor

Items constantly slip from your fingers

Falling prone isn't always intentional

Physical contact with others is difficult

Moving downhill is asking for trouble

Wearing shoes is unbearable

Substances slide right off you

Alter Inertia

3rd-level Slider feature

At 3rd level, when you drop or land prone, you can immediately move up to half your speed. You can use this feature only once per turn. Additionally, while prone, you can slide at your full speed instead of crawling.

Slider Style

3rd-level Slider feature

Starting at 3rd level, friction seems to be a mere memory for you. You no longer have disadvantage on melee attacks as a result of being prone, you have advantage on Dexterity checks made to avoid or escape being grappled, and you can move through the spaces of creatures regardless of their size.

Living Elastic (Level 9)

9th-level Slider feature

Beginning at 9th level, you suffer none of the penalties of squeezing into a smaller space. Also, you can jump as if you were on foot even while prone.

Escape Velocity (Level 13)

13th-level Slider feature

At 13th level, while prone you can move along vertical surfaces without falling during the move and you ignore nonmagical difficult terrain.

Mark of the Slider (Level 17)

17th-level Slider feature

At 17th level, you can impart a modicum of your friction defying abilities to creatures you touch, albeit with none of the control. When you touch a creature, or hit it with a melee attack, you can force it to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier).

On a failure, the creature is knocked prone. Until the end of its next turn, the creature cannot stand up, crawling costs 2 extra feet instead of 1, and it has disadvantage on all Strength and Dexterity checks.

Smooth Criminal

Smooth Criminal (Level 3)

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning the bard secrets of preformance. These rogues include burglars, pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips

You learn three cantrips: minor illusion and two other cantrips of your choice from the bard spell list. You learn another bard cantrip of your choice at 10th level.

Spell Slots

The Smooth Criminal Spellcasting table shows how many spell slots you have to cast your bard 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.

For 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.

Spells Known of 1st-Level and Higher

You know three 1st-level bard spells of your choice

The Spells Known column of the Smooth Criminal Spellcasting table shows when you learn more bard spells of 1st level or higher, 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.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since you learn your spells through preformace and charisma. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell
Spell

Smooth Moves

Starting at 3rd Level, when you use a cunning action you gain flight speed of 20 ft until the end of your turn, you may apply a dash actions bonus to this movement.

  • If you end your turn in the air you gently glide down 15 ft per turn until you reach the ground

  • If you take damage while in the air you must make a Dex Saving throw DC 1/4(damage taken rounded up) + 10 in order to prevent yourself from falling

  • you may not concentrate while using smooth moves, nor can you make non-lethal attacks.

Off the Wall (Level 9)

Starting at 9th level,While using smooth moves you have advantage on Dex based skill and ability checks and you may concentrate on spells while using smooth moves

Beat It (Level 13)

Once per turn when you use smooth moves, you may make a weapon attack with advantage at the nearest enemy; You may not apply sneak attack to this attack.

Moon Walk (Level 17)

Once per long rest when you use smooth moves, you may grant 3 other creatures the benefits of smooth moves on their next turn.

Smooth Moves' movement becomes 40 ft and creatures have disadvantage on ranged attacks they make against you.

Smuggler

Scoundrel (Level 9)

You possess a disarming charm that ruffles feathers. A creature you are talking to within 10 feet of you and that understands you has disadvantage on Charisma (Deception) checks made against you.

In addition, a creature that takes your Sneak Attack damage on your turn has disadvantage on attack rolls and ability checks against you until the start of your next turn.

The Long Con (Level 13)

You're no stranger to unusual methods of getting past a secured gate, or getting out of dodge. As an action, or as reaction taken when you take damage, you can fake your demise. For up to 24 hours, you appear dead to all outward inspection and to spells used to determine your status. For the duration, you are blinded, your speed is 0, and you have resistance to all damage except psychic damage. If you are diseased or poisoned when you use this feature, or become diseased or poisoned whilst under its effect, the disease or posion has no effect on you until the effect ends. You can end the effect on yourself as an action.

You can use this feature once, and regain the ability to do so upon completing a long rest.

Clean Getaway (Level 17)

The element of surprise is never lost: merely concealed until you need it most. Whenever you succeed on a saving throw and take no damage as a result of your Evasion feature, you can use your reaction to move up to your speed and make one weapon attack against the creature or object that forced the save. If you can apply your Sneak Attack damage to this attack, the target is stunned until the end of your next turn.

Smuggler

Smuggler (Level 3)

Whenever someone has something of value, usually illegal, that they need delivered discreetly, they call a smuggler. These rogues are experts at concealing, stealing, and blending in unnoticed to the common folk. They are also uniquely skilled at turning opportunities around when things are not going their way, and using whatever means necessary to achieve their goals. These slippery rogues are crafty and cunning and should not be underestimated.

Pack Rat

Provided you have your hands free, you can retrieve and stow handheld items or weapons on your person as part of the action you use them (including the Attack action).

You have accumulated a collection of miscellaneous gear, which you conceal on your person for emergencies. This gear is kept in a bag, jacket, or backpack that you carry with you. You can retrieve any nonmagical, inanimate item detailed in the Adventuring Gear section of the Core Rules with a value of 25 gp or less and weighing less than 10 pounds. You may use this feature to retrieve a number of items equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Though otherwise functional, objects retrieved using this feature are visibly worthless junk.

Tricks of the Trade

You gain proficiency with the disguise kit, land vehicles, and water vehicles.

Whenever you make an ability check related to smuggling or concealing objects you add double your proficiency bonus to the check.

If you are driving a wagon, boat, or other vehicle with which you are proficient, you know tricks and modifications that you can make to build simple smuggler compartments in almost any vehicle. After one hour of work, you can conceal up to one-quarter of the maximum carrying capacity of the vehicle at the Game Master's discretion. It takes one hour of work to modify a Large or smaller vehicle, eight hours to modify a huge vehicle, and two days to modify a Gargantuan or larger vehicle.

Blend Into the Crowd

You can attempt to hide even when you are obscured only by two or more creatures that aren't hostile to you. Those creatures must be within 5 feet of each other and at least your size or larger.

Slip Past (Level 9)

You can move through another creature's space, including hostile creatures, without penalty when you take the Dash or Disengage action on your turn.

When you do so, you gain advantage on attack rolls against any creature whose space you moved through this turn.

Never Tell Me the Odds (Level 13)

Sometimes when the odds seem against you is the exact right moment to pull a fast one on your foes, using the chaos to get in a vital strike.

You can still apply your Sneak Attack even when you have disadvantage on the attack roll, so long as you meet the other conditions for making a Sneak Attack.

Smuggled Spells (Level 17)

Beginning at 17th level, you can store spells cast by other creatures in your bag. Your bag can store up to 6 levels worth of spells at a time.

Any creature can cast a spell of 1st through 5th level into your bag by touching the bag as the spell is cast. The spell has no effect, other than to be stored in your bag. If your bag can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

Alternatively, you can place a spell scroll in the bag. The spell is cast and stored in your bag and the spell scroll is destroyed. You can cast any spell stored in your bag. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the bag is no longer stored in it, freeing up space.

Smuggler

Smuggler (Level 3)

The transport of goods, creatures, and even people can be a lucrative business, particularly if you know how to avoid expensive import and export taxes, bridge, highway, and port tolls, and other legal requirements. Exotic poisons from far-off locales, banned or cursed magic items, and illicit drugs or bootleg liquor all fetch a high price on the black market. Thieves' guilds, pirates, and criminal kingpins pay well to those who can avoid law enforcement when moving stolen goods, provide safe channels of communication, break associates free from jail cells or dungeons, or deliver supplies past guards. You've become adept at all of these things, perhaps even having developed a network of contacts as a criminal, noble, con artist, or sailor during an earlier part of your life.

Dab-handed Dealer

When you choose this archetype at 3rd level, you gain proficiency with vehicles (land and water) and with your choice of either the disguise kit or navigator's tools. Moreover, when determining your carrying capacity, you are considered one size category larger than your actual size.

Starting at this level, you also have advantage on Dexterity (Sleight of Hand) checks to hide objects on vehicles, and you can use the bonus action granted by your Cunning Action to make a check to control a vehicle, or to make a Dexterity (Sleight of Hand) check to conceal a light weapon on yourself, opposed by the Wisdom (Perception) checks of creatures within 5 feet of you; if you succeed on a check to conceal a weapon in this way, then you have advantage on your next attack against one of those creatures using that weapon, including on ranged attacks even if the target is within 5 feet of you.

Smuggler's Legerdemain

Also at 3rd level, having made a careful study of laws and those who enforce them, you've become adept at avoiding both, even mastering a handful of arcane techniques that aid your smuggling activities. You learn two cantrips at this level and, when you reach 7th level in this class, one 1st-level spell of your choice. The cantrips and spell must be from among the illusion or transmutation spells on the wizard spell list, all of which are ideally suited for manipulating goods, duping guards, communicating with covert contacts, or escaping from a failed heist. Having learned these forms of magic through research and rote memorization, Intelligence is your spellcasting ability for these spells.

You can cast the cantrips at will and the spell once at its lowest level; you must finish a short or long rest before casting the spell again in this way. You can also cast the spell using any spell slots you have.

Whenever you gain a level in this class, you can replace the 1st-level spell with another 1st-level spell of your choice from among the illusion or transmutation spells on the wizard spell list.

Hypervigilance (Level 9)

Starting at 9th level, you have advantage on Wisdom (Perception) checks that rely on sight or hearing, and you can't be surprised while you are conscious. In addition, you have developed an awareness for avoiding social or legal entrapment, and you have advantage on Intelligence (Investigation) checks to discern loopholes and traps in legal documents and on Wisdom (Insight) checks to discern when you are being manipulated into a bad social or legal situation.

Improved Smuggler's Legerdemain (Level 13)

At 13th level, to further facilitate your extralegal activities, you learn a second illusion or transmutation spell, which must be one of the following: Nystul's magic aura, blur, darkvision, enlarge/reduce, invisibility, knock, levitate, magic mouth, mirror image, rope trick, or spider climb. Intelligence is again your spellcasting ability for this spell. You can cast this spell once at its lowest level and must finish a short or long rest before you can cast it again in this way. You can also cast the spell using any spell slots you have of 2nd-level or higher. Whenever you gain a level in this class, you can replace a spell from this list with another from this list.

In addition, beginning at 13th level, whenever you cast one of your 1st-level Smuggler's Legerdemain spells, you always cast it as if using a 2nd-level spell slot unless you choose to cast it using a spell slot you have of a different level.

Slippery as an Eel (Level 17)

Starting at 17th level, you have become especially adept at slipping away from the authorities and getting a jump on foes, even when encumbered by illicit goods. Your speed increases by 10 feet, you ignore difficult terrain, and you have advantage on initiative rolls.

Sniper

Improved Combat Superiority (Level 9)

At 9th level, your superiority dice turn into d10s. At 17th level, they turn into d12s.

Sniper's Mark (Level 13)

At 13th level, you are adept in targeting your enemies. You can innately cast the spell hunter's mark at 3rd level, the spell's range for you is 300 feet. You may use this feature once per short or long rest.

Killshot (Level 17)

By 17th level, you have become a master marksman and can put a bullet straight into a killzone. You can spend 1 superiority die before making an attack roll to attempt a kill shot. On a hit, any target with 100 hit points or fewer must make a Constitution save. The DC is equal to your rogue level. On a failed save, the target dies immediately; on a successful save, the attack deals normal damage plus the result of your superiority die. Once you use this ability, you cannot use it again until you finish a short or long rest.

Any creature that is immune to critical hits is unaffected by this ability.

Relentless (Level 17)

Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Soul Thief

Soul Thief (Level 3)

As a soul thief, you have honed your skills in stealing and manipulating souls, using them to your advantage in the infernal realm. This subclass focuses on soul manipulation, allowing you to gain temporary bonuses or unlock special abilities by absorbing and utilizing the souls of your enemies.

Soul Extraction

As a Soul Thief, you gain the ability to extract souls from defeated foes. When a creature you can see within 60 feet of you dies, you can choose to extract its soul. Once the soul is extracted, you can store it within a specially crafted gemstone, called a Soulstone. The Soulstone can hold a number of souls equal to your proficiency bonus. While carrying souls within your Soulstone, you gain the following benefits:

  • You can use a bonus action to consume one stored soul, gaining temporary hit points equal to your Rogue level + your proficiency modifier + your Charisma modifier. These temporary hit points last for 1 hour or until depleted.

  • You have advantage on Wisdom (Insight) checks to detect lies and deception.

Soulbound Strikes (Level 9)

Starting at 9th level, when you hit a creature with a weapon attack, you can expend a stored soul from your Soulstone to enhance the attack. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or suffer additional necrotic damage equal to your Sneak Attack damage, and their maximum hit points are reduced by the same amount until they finish a long rest. This effect can stack with multiple successful uses, reducing their maximum hit points further. On a successful save, they take half bonus damage and their maximum hit points are not reduced.

Ephemeral Form (Level 13)

At 13th level, you learn to channel the essence of the stolen souls, granting yourself a fleeting but potent ethereal form. As a bonus action, you can expend two stored souls from your Soulstone to gain the following benefits for 1 minute:

  • Your movement doesn't provoke opportunity attacks

  • You have advantage on Dexterity saving throws and gain resistance to all damage except force damage.

  • Once during this duration, when you would be reduced to 0 hit points, you instead drop to 1 hit point.

Soul Devourer (Level 17)

At 17th level, your mastery over stolen souls reaches its peak, granting you unprecedented power. Once per long rest, you can expend all the stored souls within your Soulstone (minimum of 2) to transform into a powerful avatar of soul energy for 1 minute. During this time, you gain the following benefits:

  • Your melee weapon attacks deal an additional 1d8 necrotic damage per soul expended.

  • You have advantage on saving throws against spells and other magical effects

  • If you score a critical hit against a creature, you deal 1d8 bonus necrotic damage per soul expended and you store one soul into your Soulstone.

Soulknife

Soulknife (Level 3)

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, 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' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.

Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.

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

Psionic Power

3rd-level Soulknife feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Psi-Bolstered Knack

When your non-psionic training fails you, your psionic power can help: 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. You expend the die only if the roll succeeds.

Psychic Whispers

You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an 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't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

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

3rd-level Soulknife feature

You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

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

Soul Blades (Level 9)

9th-level Soulknife feature

Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:

Homing Strikes

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

Psychic Teleportation

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

Psychic Veil (Level 13)

13th-level Soulknife feature

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

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

Rend Mind (Level 17)

17th-level Soulknife feature

You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Soulknife

Soulknife (Level 3)

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, 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' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.

Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.

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

Psionic Power

3rd-level Soulknife feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Psi-Bolstered Knack

When your non-psionic training fails you, your psionic power can help: 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. You expend the die only if the roll succeeds.

Psychic Whispers

You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an 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't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

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

3rd-level Soulknife feature

You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

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

Soul Blades (Level 9)

9th-level Soulknife feature

Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:

Psychic Veil (Level 13)

13th-level Soulknife feature

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

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

Rend Mind (Level 17)

17th-level Soulknife feature

You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Soulknife (UA)

Soulknife (Level 3)

A Soulknife possesses powerful psionic potential. They channel this reservoir of inner magic into tangible blades of psychic energy, striking at their victims' minds. They find easy employment as members of thieves' guilds, being particularly sought after as assassins, since their signature psychic blades leave behind no visible wounds.

As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential when your psychic knives first appeared. Or you might have sought out a reclusive order of psionic assassins and spent years learning how to manifest your deadly blades.

Psychic Blade

3rd-level Soulknife feature

As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated.

The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.

Psionic Enhancement

3rd-level Soulknife feature

You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest:

  • You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically.

  • Increase your walking speed by 5 feet.

  • Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.

Terrifying Blade (Level 9)

9th-level Soulknife feature

Your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours.

Psychic Veil (Level 13)

13th-level Soulknife feature

You can weave a veil of psionic static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw.

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.

Soulknife (UA)

Soulknife (Level 3)

Most assassins strike with physical weapons, and many burglars and spies use thieves' 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' 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.

Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe, and in the world of Athas, a Sorcerer-King often turns to a Soulknife to eliminate an enemy, just as an insurgent Soulknife seeks to undermine that Sorcerer-King's rule.

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

Psionic Talent

3rd-level Soulknife feature

You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options

You can use your Psionic Talent die in the following ways:

  • Psi-Bolstered Knack.
  • Psychic Whispers.

Changing the Die's Size

If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Replenishment

As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.

Psychic Blades

3rd-level Soulknife feature

You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

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

Soul Blades (Level 9)

9th-level Soulknife feature

Your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them in the following ways:

  • Homing Strikes.
  • Psychic Teleportation.

Psionic Veil (Level 13)

13th-level Soulknife feature

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 10 minutes or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if 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 decrease your Psionic Talent die by one die size to use this feature again.

Rend Mind (Level 17)

17th-level Soulknife feature

You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). Unless the save succeeds, the target is stunned until the end of your next turn.

Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.

Soulspy

Soulspy (Level 3)

In the eternal war between good and evil, between light and darkness, between life and death, there are many types of participants on each side. Soulspies are agents of the divine who lurk in the shadows, taking a less-visible role in the fight. Occasionally, they aid other agents of their deities, but most often they locate and manage or eliminate threats to their deities that more scrupulous agents might be unwilling or unable to handle.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells drawn from the magic of a divine entity.

Cantrips

You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Soulspy Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend one of these slots at the spell's level or higher. You regain all expended spell slots when you finish a short or long rest.

For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and necromancy spells on the cleric spell list. The Spells Known column of the Soulspy Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or necromancy spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.

When you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. You learn your spells through meditation and prayer to the powerful forces that guide your actions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC

Spell attack modifier

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in the Religion skill, if you don't already have it.

Divine Symbol

Starting at 3rd level, you can use an action to create a symbol of your deity that hovers within 5 feet of you. The symbol is a Tiny object that is visible but invulnerable and intangible, and it lasts for 1 minute, until you die, or until you dismiss it (no action required). While this symbol is active, you gain the following benefits:

  • Your Divine Symbol functions as a spellcasting focus for your cleric spells.

  • As a bonus action, you can turn the symbol into thieves' tools, which you can use to pick locks, disarm traps, or any other activities that would normally require such tools. While your Divine Symbol is functioning in this way, it loses all other properties listed here. You can change it from thieves' tools back to its symbol form as a bonus action.

  • The symbol sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can extinguish or restore the light as a bonus action. When you extinguish the symbol's light, you can also snuff out one candle, torch, or other nonmagical light source within 10 feet of you.

  • When you create this symbol, and as an action on each of your turns while the symbol is active, you can force the symbol to shoot divine energy at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 radiant or necrotic damage (your choice). When you reach certain levels in this class, the symbol's damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sacred Stealth (Level 9)

Starting at 9th level, you can use your Sneak Attack on a creature hit by an attack with your Divine Symbol if the target of the attack is within 5 feet of an ally, that ally isn't incapacitated, and you don't have disadvantage on the attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Touching the Soul (Level 13)

When you reach 13th level, you can use your Divine Symbol to deliver your cleric spells that have a range of touch. Choose a creature you can see within 30 feet of you as the target of the spell. You can't use your Sacred Stealth feature on a spell delivered in this way. After you cast the spell, your Divine Symbol ends.

In addition, when you cast a spell that deals radiant or necrotic damage, you can switch it to do the other type of damage instead.

Life Thief (Level 17)

At 17th level, you gain the ability to magically channel life force energy out of one creature and into another. When you deal radiant or necrotic damage with your Divine Symbol attack or a cleric spell or cantrip, choose a friendly creature you can see within 30 feet of you. That creature regains hit points equal to half the radiant or necrotic damage dealt. You can target yourself with this feature. Once you use this feature, you can't use it again until you finish a short or long rest.

Spellthief

Spellthief Archetype (Level 3)

Some never learn how to cast a spell but instead instinctively learn how to handle them, almost as if they were physical objects. The ancient magehunters of the Vordani tribes perfected this special technique, which later spread all over the continent. A spellthief understands the nature of spells and can reach into a spellcaster's magical pool to take some of it and use it. The most experienced spellthieves can shake off ranged spells with ease and redirect them as if they have cast it themselves.

Sneaky Interrupt

Starting at 3rd level, your understanding of magic theories equals that of a trained wizard and as such, you know when it's best to strike at them. You gain proficiency in the Arcana skill if you aren't already proficient in it and gain an advantage on your attack rolls against targets maintaining concentration on a spell.

Steal Spell (Level 9)

Starting at 9th level, you can siphon a single spell from a spellcaster with a precise strike. As a bonus action, after you hit a creature with a melee weapon, you can force the creature to make a saving throw with its spellcasting ability modifier. The DC is 8 + proficiency bonus + your Dexterity modifier.

On a failed save or when you touch a willing creature, you gain a 1st level spell slot and a prepared 1st level spell chosen by you from the creature's known or prepared 1st level spells. At 13th level, the spell level you can steal increases to 2nd level spells, and at 17th level to 3rd level spells. The creature loses a 1st level spell slot, but still knows the spell and can use it normally. For the next 8 hours, you have the spell prepared and can cast it using your spell slots. If the creature is not a spellcaster you don't gain any benefits from this feature. Once you use this feature, you can't use it again until you finish a short or long rest.

Unhook Spell (Level 13)

Starting at 13th level, you can untie the fabric of magic and take it over from your opponent spellcaster, keeping it maintained for your own benefit. As a bonus action, after you hit a creature who is the target of an active spell with a melee weapon, you can choose not to deal extra damage from your Sneak Attack. Instead, you force the creature to make a saving throw with its spellcasting ability modifier. The DC is 8 + proficiency bonus + your Dexterity modifier. On a failed save, the maintained spell ends on the creature and you gain the spell's benefits for 1 minute. Once you successfully use this feature to unhook a spell, you can't use it again until you finish a long rest.

Reflect Spell (Level 17)

Starting at 17th level, you know exactly how to deflect and divert a ranged magical attack. As a reaction, you can reflect a magical ranged attack made against you back at any target you can see within the spell's range. The range and DC of the spell is the original caster's range and spell save DC. Once you use this feature, you can't use it again until you finish a long rest.

Spellwarp Sniper

Spellwarp Sniper (Level 3)

You are more accurate with rays of flame than an archer is with his arrows, and twice as deadly. Not content to splash around messy evocation magic to slay your foes, you have learned to alter the form of your spells into exact rays of lethal potential. Deadly and precise, you favor the methods of a surgeon, meticulously eradicating your foes, rather than the disorganized violence of a butcher.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips

You learn two cantrips: fire bolt and one cantrip of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Spellwarp Sniper Spellcasting table shows how many spell slots you have to cast your wizard 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.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and illusion spells on the wizard spell list.

The Spells Known column of the Spellwarp Sniper Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever 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 evocation or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

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

Spell
Spell

Raystrike

By 3rd level, you can make Sneak Attacks with ranged spell attacks, in addition to finesse and ranged weapons, if the spell deals damage to the target. You may apply half the number of d6s listed on the Sneak Attack table (rounded up) to Sneak Attacks used in this way.

Spellwarp (Level 9)

At 9th level, you can alter the form of certain spells as you cast them. When you cast a spell of duration instantaneous that affects an area, you may change that spell's range to a single target with a range of 60 feet. All other effects of the spell remain unchanged, but you must now make a ranged spell attack to hit the targeted creature. If the spell requires that the target makes a Dexterity saving throw, the creature automatically fails this save.

Silent Spell (Level 13)

At 13th level, when you cast a spell, you can cast it without any somatic or verbal components. After using this ability, you cannot use it again until you complete a short or long rest.

Ray Mastery (Level 17)

At 17th level, when you make a ranged spell attack, you can deal maximum damage. After using this ability, you must complete a long rest before using it again.

Spidertouched

Twitch on the Web (Level 13)

Starting at 13th level, your words and deeds ensnare others, dragging them into your dark parlor. You can now throw a net as a bonus action, and this does not prevent you from making additional attacks. Invisibly thin strands of spider silk connect your web construct nets to your body, allowing you to drag a creature restrained by your net up to 30 feet directly towards you, possibly holding them suspended in the air, by using an action to make a Strength (Athletics) check contested by the target's Strength (Athletics) check. If you succeed, the target is dragged and either knocked prone or held suspended in the air below you. If you fail, your web construct net is destroyed and the target is freed.

Your movement speed is halved while suspending a creature, and when you move horizontally while holding it, you can have it move with you or fall to the ground. If you teleport, the target automatically falls to the ground and is no longer suspended.

You can now have a number of rope or net web constructs equal to your Charisma modifier (minimum 1). You also count as one size larger when determining how much you can lift and carry and for the purposes of grappling.

Skittering Nightmare (Level 17)

At 17th level, your body has finally adapted to enable you to move with the eerie grace of the webbed ones. You can't be knocked prone against your will. While you are prone, you can move at full speed as though standing, you do not have disadvantage on attack rolls, and attackers that are within 5 feet of you do not gain advantage on attacks against you.

Spy

Spy Archetype (Level 3)

Spies are masters of infiltration and stealth, able to get out of seemingly impossible situations with the intelligence they seek. They train their memories to remember even the most minute details at a glance, making them valuable agents to recover information. Spies are adept at avoiding notice when needed, pocketing valuable objects or intelligence, and deceiving whoever they encounter with expertly woven cover stories. Some masters of their trade can even pierce the minds of their marks, allowing them to more effectively infiltrate the ranks of organizations they target.

Spycraft

Starting at 3rd level, you become a master of spycraft. You gain proficiency with the Dexterity (Stealth), Dexterity (Sleight of Hand), and Charisma (Deception) skills if you are not already proficient in them or double your proficiency bonus if you are already proficient in them.

Photographic Memory

Starting at 3rd level, you gain photographic memory and can recall the most minute details of what you've seen. You can recall every detail of a single image or a single page of script that you've studied for one round. You can recall a number of images or pages up to your Intelligence ability modifier. You can memorize new images or pages, but you will lose the memory of an image or page that you have previously memorized.

Second Chance (Level 9)

Starting at 9th level, whenever you fail a Dexterity (Stealth), Dexterity (Sleight of Hand), or Charisma (Deception) skill check, you can reroll the check as a bonus action. You must use the new result, even if it's lower than the original roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Read Thoughts (Level 13)

Starting at 13th level, as an action you can read the surface thoughts of one creature within 60 feet of you. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, you can continue reading its thoughts, as long as your concentration isn't broken (as if concentrating on a spell). While reading the target's mind, you have advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) skill checks against the target.

Master Spy (Level 17)

Starting at 17th level, instead of rolling, you can choose to automatically succeed on a Dexterity (Stealth), Dexterity (Sleight of Hand), or Charisma (Deception) skill check. Once you use this feature, you can't use it again until you finish a short or long rest.

Stitcher

Stitcher (Level 3)

Your mastery of theft extends beyond the simple physical and into the temporal. You have a magical knack for spotting and collecting stray moments of time: fragments of potential events that never come to pass. In practice, these collectibles, or "stitches," are almost always harmless to take—after all, any event too important is already cemented in time. Only especially powerful forces, like a deck of many things, have the power to move an event such as that.

Your talent for temporal theft may have been thrust upon you: perhaps you were struck by a strange ripple through time or are trapped in inexplicable time dilation, causing your appearance to hardly age. Repeated trips to and from the realm of the fey could have enlightened you to the nature and slipperiness of time itself. Stranger yet, perhaps you come from a parallel timeline where almost everything was exactly the same as it is now, except for a select few details that only you have noticed. Regardless, you now exist in a reality whose very fabric you can see the stitching of.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in the Arcana and History skills if you don't already have it.

Borrow Time

Also at 3rd level, you can slip through time to attack at supernatural speed. Once on each of your turns when you make a weapon attack, you can choose to draw from the future to hasten the present: the attack roll is then made with advantage. On a hit, the target can't use its bonus action or reaction until the start of your next turn. On a miss, you draw from your own future instead: you can't use your normal bonus action on your next turn.

Hit or miss, you can use a second bonus action until the end of your current turn: this bonus action can't be the same as the first one you used on this turn.

You can use this feature four times, and you regain all expended uses of it whenever you finish a short or long rest.

A creature with the Legendary Resistance trait is more solidly anchored in time. When you use this feature and hit a creature that has this trait, that creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). On a failed save, it's affected by the feature as normal. On a success, you treat the effect as if you missed with the attack.

Time Warp (Level 9)

By 9th level, you can begin to rearrange the sands of time in your favor. When you roll initiative, you can immediately expend a use of your Borrow Time feature to switch your position in the initiative order with another willing creature that you can see within 10 feet of you.

In addition, you can hasten a creature's short rest by letting it partially slip through time. When you and up to five other willing creatures within 5 feet of you begin a short rest, you can cause yourselves to slip through time and arrive at the end of your rest. You and each other creature then fall unconscious for 10 minutes, or 1 minute if you are the only target. At the end of that time, each affected creature snaps back to consciousness and gains the benefit of a short rest. A creature returns to consciousness early, without gaining this benefit, if it takes any damage for the duration. Once you use this feature, you can't do so again until you finish a long rest.

Quick Thinking (Level 13)

Starting at 13th level, you can use the bonus action granted by your Cunning Action to make an Intelligence check, make a Wisdom (Perception) check, take the Help action, or take the Use an Object action.

When you make one of these checks as the second bonus action on your turn (after using your Borrow Time feature), you can roll a d6 and add it to the total of the check.

Time Stop (Level 17)

By 17th level, you can move through time where others cannot. You can use an action to cast the time stop spell, without expending a spell slot. This version of the spell is special: if the spell ends early as a result of you attacking a creature, and you hit with the attack, that creature takes an extra 10d6 psychic damage as the stress of time suddenly resuming shatters its psyche. The attack roll is always made with advantage.

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

Stormheart

Stormheart (Level 3)

Be still The wind screams more than howls. Rain falls as stones. The trees they bend and moan in wrath enough to scare the Gods, branches torn like paper limbs. This storm, . more wicked than any in living memory, is watched through debris that tumbles, heavy like bullets, destroying anything and everything, avenging the forgotten.

Stormhearts are rogue trained in the highest of secrecy. Elite warriors of the tribes they serve, they bend lightning and use it to relentlessly pursue opponents. Hard to pin down they present as formidable foes in the tides of war.

Lightning Conduit

At level 3, you are swift as the lightning, your walking speed increases by 5ft, and another additional 5ft at level 8 and 16.

In addition, when you use your Sneak Attack, you can choose to turn the Sneak Attack damage into lightning damage. If you do so, the target cannot use reactions until the start of your next turn. You can use this feature a number of times equal to 1 + your Constitution modifier per long rest.

Storm's Reprisal

Starting at 3rd level you have learned to create bolts of lightning from your body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you used the Attack Action and haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls.

A creature hit by this attack takes lightning damage equal to half your Sneak Attack damage (roll and divide by 2). This uses your Sneak Attack for the turn. This ability can be used with the Lightning Conduit feature.

Prophetic Tempest (Level 9)

At 9th level, You can commune with the destructive element that is the Storm, learning about the path ahead. When you do so, you cast the divination spell, without using a spell slot or material components. Constitution is your spellcasting ability for this spell

Communing in this way invigorates you. When the spell ends you gain temporary Hit Points equal to twice your Constitution Modifier.

After you cast the spell with this feature, you can't do so again until you finish a short or long rest.

Cloudburst (Level 13)

At 13th level, right after damaging a creature with your Sneak Attack feature, you can teleport up to 30 feet.

In addition when you kill a creature of CR1 or higher, you regain one use of your Lightning Conduit feature.

Stormborn (Level 17)

Lightning envelops your body. At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Stormscale

Stormscale (Level 3)

Stormscale are elite warrior rogues that serve blue dragons. They bend lightning by using dragon magic, and use it to relentlessly pursue opponents. Hard to pin down, they present formidable foes that can turn the tide of battle.

Stormscale are famous for being able to fullfill multiple roles. They are feared as assassins who lock down spellcasters, or warriors who dash towards their opponents and take them by surprise. Stormscale are students of blue dragon masters, known as a maekrix, who teaches them a secretive form of magic at their conclaves, also known as a Stormshells. Blue dragons are renowned for not only creating half dragon offspring as loyal soldiers, but more so for treating their offspring with equal affection, both full and half dragons. They are aware of the limitations of their mortal offspring, as only a few can "ascend to dragonhood", and as such train them to fullfill different roles for their masters. Stormscale are usually half blue dragons, but many other races have been known to be "adopted" by blue dragons, after they sensed their distant blue dragon lineage.

Stormscale are taught how to draw raw magic from their blue dragon heritage, allowing them more restricted but also more flexible methods of employing dragon magic.

Storm Conduit

At 3rd level, when you use your Sneak Attack feature, you can choose to turn the Sneak Attack damage into lightning damage. If you do so, you can also cause a Lightning Arc. Choose another creature within 30 feet of the creature you attacked and force it to make a Dexterity saving throw (DC 8 + your Constitution modifier + your proficiency bonus). On a failure, it takes lightning damage equal to your rogue level.

Starting at 9th level, creatures that take lightning damage from you can't take reactions until the start of your next turn.

Unleashed Tempest

At 3rd level, you become quick as lightning. Your speed increases by 5 feet when you aren't wearing heavy armor. This bonus to your speed increases to 10 feet at 9th level, 15 feet at 13th level, and 20 feet at 17th level.

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, you have moved at least 15 feet away from where you began the turn (through teleport or standard movement), and you don't have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.

Stormscale Agent (Level 9)

Beginning at 9th level, you can flare your draconic blood to smell the magic in the air. As a bonus action, you can detect the presence and location of any magic present within 60 feet of you. If the magic was caused by a spell, you learn its school. You also learn if any such magic was active or cast within the past 10 minutes, and the location of what it affected if that target is within 60 feet of you. Once you learn its location, you keep track of it for 1 minute or until it leaves your 60 foot radius. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after finishing a long rest.

Cloudburst (Level 13)

At 13th level, you can use your bonus action to briefly become lightning. You end all effects on yourself that reduce your speed (such as the grappled and restrained conditions), and then teleport to an unoccupied space you can see within 30 feet of you. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Stormscale Mastery (Level 17)

Starting at 17th level, when a creature fails its Dexterity saving throw against a Lightning Arc, it becomes the source of a second arc that deals half as much damage as the first. You can only generate one additional arc per attack this way. In addition, if a creature generates a Lightning Arc, and there are no other creatures within 30 feet of it that are hostile to you, you can cause the charge to rebound on that creature, dealing half as much lightning damage as the arc would have.

Street Rat

Street Rat (Level 3)

While it is not uncommon for a rogue to have the background of being an orphan in the streets, not all had to go through it alone. Street Rats are rogues who cultivated a friendship with a small pest that was just as unwanted by greater society as they were. They trained and loved this companion, caring for it as it took care of them. Many Street Rats train their vermin in performance for busking, and in thieving skills to steal food when the people around them aren't quite as generous with their coin.

As a Street Rat, you know that though life can be extremely difficult, you'll never have to go through it alone. After all, if even the lowliest and most despised of creatures have purpose, love, and hope, then so can we all.

Pest Performer

When you choose this archetype at 3rd level, you gain proficiency in the Animal Handling and Performance skills if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Sterling Vermin

At 3rd level, you bond with a creature of mighty loyalty and diminutive size: a sterling vermin. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the sterling vermin stat block, which uses your proficiency bonus (PB) in several places. Most sterling vermin are rats, mice, monkeys, cats, or hamsters, but your vermin can be any Tiny beast at your DM's discretion; its appearance and species have no effect on its game statistics.

In combat, the sterling vermin acts on your turn. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the vermin can take any action of its choice, not just Dodge.

As long as your sterling vermin is alive, it regains all of its hit points whenever it finishes a short or long rest. If your sterling vermin has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it. The vermin returns to life after 1 minute with all its hit points restored. You can use this action a number of times equal to half your proficiency bonus, rounded up, and you regain your expended uses when you finish a long rest'24.

If your sterling vermin has been dead for longer than an hour, you can perform an 8 hour ritual and expend 25 gp worth of food and shiny gifts to call a new vermin, bond with it, and train it. It can take the same form as your previous sterling vermin, or a different form of your choice.

Cunning Vermin (Level 9)

At 9th level, you and your sterling vermin become a more adept pair. When you take the bonus action granted by your Cunning action to take the Dodge, Disengage, or Hide action, you can command your vermin to take an action as part of the same bonus action.

Additionally, when an attacker that your sterling vermin can see hits it with an attack, the vermin can use its reaction to halve the attack's damage against it.

Pet Peeve (Level 13)

Starting at 13th level, while your sterling vermin occupies the same space as another creature, attack rolls against the vermin are made with disadvantage.

Adventuring Company (Level 17)

At 17th level, you and your sterling vermin work as a seamless unit to bring down your foes. Once per turn when your sterling vermin hits a creature with a natural weapon attack, it adds your Sneak Attack damage dice to the damage of the attack if it had advantage on the attack roll. It doesn't need advantage on the attack roll if you were within 5 feet of the target, you aren't incapacitated, and it didn't have disadvantage on the attack roll.

Surgeon

Surgeon (Level 3)

When an adventurer is maimed by a monster or a soldier is wounded in battle, and the luxury of magical healing is not an option, Surgeons step up to fill the void. Using their intimate understanding of anatomy and biology, Surgeons can analyze any ailment, and, when pressed, they can turn their medical knowledge onto their foes, crippling them with precise cuts.

Anatomical Studies

You have spent years studying the science of medicine in order to improve your surgical skills. When you adopt this Archetype at 3rd level, you gain proficiency in both Medicine and Nature, and whenever you make a Wisdom (Medicine) check, you treat a roll of 7 or lower on the d20 as an 8.

Moreover, you can use your bonus action granted by Cunning Action to take the Use an Object action. However, you can only use this special Use an Object action to make use of a healer's kit or a potion that restores hit points.

Surgical Strike

Beginning at 3rd level, you can weaponize your anatomical knowledge to cripple your foes in combat. Your attack rolls against humanoids, beasts, giants, monstrosities, and undead creatures score a critical hit on a roll of 19 or 20 on the d20.

Moreover, when you hit a creature with an attack that applies your Sneak Attack damage, you can inflict one of the conditions below in place of adding Sneak Attack damage.

  • Cripple

    The target's movement speed is reduced by an amount of feet equal to five times your Wisdom modifier (minimum of 5 feet) until the beginning of your next turn.

  • Daze

    The target cannot take opportunity attacks until the start of your next turn, and it must subtract your Wisdom modifier (minimum of -1) from its next saving throw.

  • Infect

    You force the creature to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is poisoned until the beginning of your next turn.

  • Maim

    You force the target to make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target is blinded, deafened, or cannot speak (your choice) until the end of your next turn.

The Science of Medicine

As a Surgeon, you have spent a significant amount of time studying the practice of medical science. As an optional rule, you can replace any mention of Wisdom from this subclass with your Intelligence. Medicine would also become an Intelligence-based skill, used to recall medical knowledge of aliments, afflictions, and conditions present in your world.

Cultivated Immunity (Level 9)

The time you have spent around various infectious diseases and toxins has improved your immune system. Beginning at 9th level, when you take acid, necrotic, or poison damage, you reduce the damage by an amount equal to your proficiency bonus + your Wisdom modifier (minimum of 1).

Additionally, you have advantage on saving throws to resist the effects of poisons, diseases, and any other toxins.

Improved Surgical Strike (Level 13)

You have learned much about the anatomy of the creatures of the multiverse. Starting at 13th level, your attack rolls against all creatures except for constructs, oozes, and plants score a critical hit on a roll of 18 through 20 on the d20.

Moreover, when you inflict one of the conditions from your Surgical Strike feature, you can still deal your Sneak Attack damage to the target in addition to the additional effect.

Expert Surgeon (Level 17)

You have become an expert at analyzing your foe's on the fly. Starting at 17th level, when you make a Wisdom (Medicine) check, you can use your rogue level in place of a d20 roll.

In addition, you gain access to surgical abilities that rival the most powerful arcane and divine magics. As an action, you can touch a creature and inflict the effects of either the contagion or regenerate spell, using your Wisdom in place of a spellcasting modifier. Once you recreate either spell you must finish a short or long rest before you can do so again.

Surgeon

Surgeon (Level 3)

When an adventurer is maimed by a monster or a soldier is wounded in battle, and the luxury of magical healing is not an option, Surgeons step up to fill the void. Using their intimate understanding of anatomy and biology, Surgeons can analyze any ailment, and, when pressed, they can turn their medical knowledge onto their foes, crippling them with precise cuts.

The Science of Medicine

As a Surgeon, you have spent a significant amount of time studying the practice of medical science. As an optional rule, you can replace any mention of Wisdom from this subclass with your Intelligence. Medicine would also become an Intelligence-based skill, used to recall medical knowledge of aliments, afflictions, and conditions present in your world.

Anatomical Studies

You have spent years studying the science of medicine in order to improve your surgical skills. When you adopt this Archetype at 3rd level, you gain proficiency in Medicine, and whenever you make a Wisdom (Medicine) check, you treat a roll of 7 or lower on the d20 as an 8.

Moreover, you can use your bonus action granted by Cunning Action to take the Use an Object action. However, you can only use this special Use an Object action to make use of a healer's kit or a potion that restores hit points.

Surgical Strike

Beginning at 3rd level, you can weaponize your anatomical knowledge to cripple your foes in combat. Your attack rolls against humanoids, beasts, giants, monstrosities, and undead creatures score a critical hit on a roll of 19 or 20 on the d20.

Moreover, when you hit a creature with an attack that applies your Sneak Attack damage, you can inflict one of the conditions below in place of adding Sneak Attack damage.

Cripple

The target's movement speed is reduced by an amount of feet equal to five times your Wisdom modifier (minimum of 5 feet) until the beginning of your next turn.

Daze

The target cannot take opportunity attacks until the start of your next turn, and it must subtract your Wisdom modifier (minimum of -1) from its next saving throw.

Infect

You force the creature to make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is poisoned until the beginning of your next turn.

Maim

You force the target to make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target is blinded, deafened, or cannot speak (your choice) until the end of your next turn.

Cultivated Immunity (Level 9)

The time you have spent around various infectious diseases and toxins has improved your immune system. Beginning at 9th level, when you take acid, necrotic, or poison damage, you reduce the damage by an amount equal to your proficiency bonus + your Wisdom modifier (minimum of 1).

Additionally, you have advantage on saving throws to resist the effects of poisons, diseases, and any other toxins.

Improved Surgical Strike (Level 13)

You have learned much about the anatomy of the creatures of the multiverse. Starting at 13th level, your attack rolls against all creatures except for constructs, oozes, and plants score a critical hit on a roll of 18 through 20 on the d20.

Moreover, when you inflict one of the conditions from your Surgical Strike feature, you can still deal your Sneak Attack damage to the target in addition to the additional effect.

Expert Surgeon (Level 17)

You have become an expert at analyzing your foe's on the fly. Starting at 17th level, when you make a Wisdom (Medicine) check, you can use your rogue level in place of a d20 roll.

In addition, you gain access to surgical abilities that rival the most powerful arcane and divine magics. As an action, you can touch a creature and inflict the effects of either the contagion or regenerate spell, using your Wisdom in place of a spellcasting modifier. Once you recreate either spell you must finish a short or long rest before you can do so again.

Swashbuckler

Swashbuckler (Level 3)

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache (Level 9)

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

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

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver (Level 13)

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist (Level 17)

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

Swashbuckler

Swashbuckler (Level 3)

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache (Level 9)

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

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

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver (Level 13)

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist (Level 17)

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

Sídhe

Sídhe (Level 3)

The fey teach that there are greater treasures to steal than a coin pouch, and you've learned well. Sídhe rogues delight in tricking the foolish, often tailoring the trophies they thieve to play jokes on their victims—taking the beauty of the vain, or the voice of the obnoxious.

Sídhe Thief

Starting at 3rd level, when you use your Sneak Attack against a creature, you can use your bonus action to steal a treasure from that creature, choosing from the following options:

Sight. You become invisible to that creature until the start of your next turn, or until you attack or cast a spell.

Voice. Until the start of your next turn, the creature can't speak. If the creature attempts to cast a spell with a verbal component, roll a d20. On an 11 or higher, it can't cast the spell, and any expended spell slots aren't consumed.

Youth. The creature ages a number of years equal to the extra damage dealt by your Sneak Attack, and its speed is reduced by 10 feet until the start of your next turn. This feature can't cause a creature to die from old age, and its age returns to normal at the start of your next turn.

Your DM might allow you to steal an alternative treasure from the creature. An alternate effect should be no more powerful than the effects described above, and the DM has the final say on such an effect.

Faerie Speech

Also at 3rd level, you learn to speak, read, and write Sylvan. Additionally, you can use your thieves' cant while speaking Sylvan. While speaking in this way, you can convey messages in thieves' cant at a normal speed, and only a creature that knows both languages understands your message.

Glamour (Level 9)

At 9th level, you learn to reshape yourself with faerie glamour. As an action, you can transform your appearance, which lasts until you use your bonus action to revert to your true form. If you change your height and weight, you can make yourself Small or Medium, but no larger or smaller. You can make yourself appear as a member of another race, though none of your statistics change, and your basic shape remains the same. Otherwise, the extent of the change is up to you, including your voice, colouration, and sex.

You can transform the appearance of your armour and clothing to suit your new size and shape, though its bulk, weight, and effects remain the same. The armour or clothing returns to normal when you revert to your true form, or if you remove it.

Name Thief (Level 13)

Beginning at 13th level, you can use your action to steal the name of another humanoid you can see within 60 feet of you whose name you know. The creature must make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failed save, you steal the creature's name for 1 hour, or until you return it as a bonus action.

A creature without a name isn't recognized as itself. Any creature interacting with it regards it as a total stranger, and has no recollection of knowing it. A creature that uses its action to examine the nameless creature can connect it to its name with a successful Wisdom (Insight) check against your passive Charisma (Deception). On a success, that creature realizes the nameless creature's true identity.

When you use your Glamour feature while you have a creature's name, you can perfectly mimic that creature's appearance and you gain a +10 bonus to Charisma checks you make to imitate it and its mannerisms.

On a successful save, you can't use this feature on that creature again until you finish a long rest.

Aos Sí (Level 17)

By 17th level, you can truly sever a creature from what was once theirs. When you steal a treasure from a creature using your Sídhe Thief feature, it remains stolen until you steal the same treasure from another creature, until you return it as a bonus action, or until you die.

Tamaya

Tamaya (Level 3)

Optional Proficiencies. Rogues can have proficiency with the following new weapons: chakram, sai, shuriken, tessen, and tonfa.

The secrets of hanabi, alchemical fabrications that explode in dazzling arrays of light and sound, are some of the most well-guarded of any of the artificing guilds. However, no ship is entirely without leaks, and well-kept secrets fetch a high price. Whether from a jaded pyrotechnician, stolen formulae, or enough coin in the right hands, some enterprising individuals learn these clandestine secrets. Known as Tamaya, such rogues use the pseudo-magic of fireworks as weapons to supplement their gunpowder-fuelled toolbox, sending enemies spiraling into disarray and chaos. Using artifice and ingenuity, these masters of thunder, fire, and smoke prove true the old adage: sufficiently advanced technology is indistinguishable from magic.

Pyrotechnician

3rd-level Tamaya feature

You are adept at crafting explosives and pyrotechnics from simple ingredients. You gain proficiency with magitech firearms, as well as with two artisan's tools of your choice.

Spellbombs

3rd-level Tamaya feature

You have mastered the skill of crafting tiny orbs that, using natural chemicals and sophisticated mechanisms, can replicate magical effects: spellbombs. You have a unique resource you use to craft these bombs: hanabi points. You have a number of hanabi points equal to your rogue level, and you regain all expended points when you finish a long rest.

Over the course of 10 minutes, you can choose one spell from the Tamaya Spellbombs table and store its effects within an armed, nonmagical spellbomb. Constructing a spellbomb also expends hanabi points, as shown in the Tamaya Spellbombs table. Spellbombs weigh half a pound and disintegrate harmlessly when their creator finishes a long rest.

A creature can use its bonus action to throw a spellbomb up to 60 feet. They are harmless unless detonated. You can use a reaction at any time to detonate a spellbomb that you created whenever it is within 60 feet of you. When a spellbomb detonates, the spell contained within comes into effect, centred on the point at which the spellbomb detonated. If that spell requires concentration, it lasts for the full duration or until it is dispelled.

  • Spellbomb Ability.

*Ringed wall only

Optional Rule: Gritty Realism & Gold

If you are playing in a campaign with more realism, consider including a gold cost for the creation of spellbombs. In a campaign with average gold rewards, you can require a cost in gold pieces equal to three times the number of hanabi points required for the spellbomb. Spellbombs with no hanabi point requirement cost 1 sp.

Initiative Shift (Level 9)

9th-level Tamaya feature

You are adept at using sound, light, and smoke to get the drop on your enemies. When you roll initiative, you can use your reaction to throw out a disorienting barrage of flashbangs and smoke at a point within 60 feet of you. Each creature of your choice within a 20-foot-radius sphere centered on that point must make a Wisdom saving throw against your spellbomb save DC. On a failed save, a creature takes a -10 penalty to its initiative roll.

Spellbomb Adept (Level 13)

13th-level Tamaya feature

Through extensive exposure to the raw, volatile components of spellbombs, you are inured to their worst effects. You are immune to damage from your own spellbombs and automatically succeed on saving throws to resist their effects.

In addition, you can use an action to detonate a spellbomb that you created that is within 1,000 feet of you.

Hanabi Primer (Level 17)

17th-level Tamaya feature

As an action, you can expend 3 hanabi points to set and conceal a special explosive spellbomb either upon a surface (such as a table, a section of floor, or a wall) or within an object that can be closed (such as a book or a chest).

The spellbomb is nearly invisible and requires a successful Intelligence (Investigation) check (DC equals 8 + your proficiency bonus + your Dexterity modifier) to be found. You decide what triggers the bomb to detonate when you create it. Typical triggers include touching or standing on the bomb, removing an object covering it, approaching within a certain distance of the bomb, or manipulating the object that holds the bomb.

You can further refine the trigger so the bomb detonates only under certain circumstances or according to physical characteristics (such as height or weight), creature type or kind (for example, the bomb could be set to detonate in the presence ofAberrations or drow), or alignment. You can designate a number of creatures equal to your proficiency bonus to not trigger the bomb under these circumstances when you set it.

When triggered, the spellbomb detonates with deafening force in a 20-foot-radius sphere. The sphere spreads around corners. Each creature in the sphere must make a Dexterity saving throw against your spellbomb save DC. A creature takes 6d6 thunder damage and 6d6 acid, fire, lightning, or poison damage (your choice when you set the spellbomb) on a failed save, or half as much damage on a successful one.

When you create a hanabi primer, any previous primers you have created using this feature disintegrate harmlessly. Once you use this feature, you can't do so again until you finish a long rest.

Temple Raider

Temple Raider (Level 3)

Places of divine power, both ancient and modern, call to the temple raiders. These rogues exploit glimmers of divine magic to enter magically warded areas and recover treasures, mystical and mundane.

Temple raiders come from a mix of origins, which explain their motivation in delving into places of power and the sources of the divine spark that aids them in their quest. Some are scholars, seeking and exploiting objects of historical religious impower. Others are grifters, seeking artifacts for personal gain and using stolen divine magic to aid their efforts. Still others are sent on their mission by the gods themselves, gifted with divine magic to disrupt places of worship of other faiths, recover lost temples of their own faith, or as a form of worship to gods of trickery and thievery.

Spellcasting

Beginning at 3rd level, when you take this subclass, you gain access to a limited pool of divine magic that aids you in your exploits.

Cantrips

You learn three cantrips: resistance and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Temple Raider 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.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice. The Spells Known column of the Temple Raider Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells 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.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you gain your spells by divine communion or tapping intuitively into ancient mysteries. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell
Spell

Ward of the Ancient Ones

When you cast resistance, it has a range of 30 feet, and you can cast it as a reaction when you or another creature you can see within 30 feet makes a saving throw.

Bonus Proficiency

You gain proficiency in Arcana, History, Investigation, or Religion (your choice).

Channel Divinity (Level 9)

You have learned to channel the power of gods in the same way as their servants, calling on either the deity who sends you on your missions or the gods you have stolen rituals and items of power from.

Beginning at 9th level you can channel divine energies to fuel magical effects. You may use this ability to Invoke Duplicity or Pry into Darkness. When you use your Channel Divinity, you choose which option to use. You may use this ability twice and must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your spell save DC.

Invoke Duplicity

You can use your Channel Divinity to create an illusionary duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Pry Into Darkness

You can use your Channel Divinity to discover and protect yourself from mystical wards.

As an action, you can present a holy symbol. You magically discern the location and nature of all traps within 60 feet, and have advantage on checks made to disable those traps for the next minute.

Whispers of Mystery (Level 13)

You learn to glean knowledge of ancient mysteries through magical rites.

Beginning at 13th level, you can cast either the contact other plane or legend lore spell once without expending a spell slot. Once you have cast either of these spells in this way, you cannot use this feature again until you finish a long rest.

Smile of a Stolen God (Level 17)

You have gained enough influence by whatever means to call on the powers of the multiverse in your moments of direst need.

Starting at 17th level, you may make this call as a bonus action or a reaction. Describe the assistance you seek and which deity or similar power (such as an archfey, demon prince or elder elemental) that you seek it from, then roll 1d4. On a 4, the chosen power intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. Depending on the power chosen and your relationship to it, the power may perform the service willingly or be compelled, in which case it may take offense at your presumption or demand some form of payment for its aid. If the power intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Temporal Trickster

Temporal Trickster (Level 3)

Of the rogues who dabble in magic, only a few possess the aptitude to master chronomancy, the magic of time. These skillful dilettantes practice a variety of professions, for the ability to manipulate time is useful in all manner of roguish pursuits. With a flick of the fingers, a temporal trickster can freeze time, rearrange seconds, or leap into the future.

Moment To Act

Starting at 3rd level, you learn the moment to think cantrip. Intelligence is your spellcasting ability for this cantrip. When you cast this cantrip, you can move 10 feet without provoking opportunity attacks. Additionally, you can use your action while time is stopped to take the Hide action.

Chrono-Master

Also at 3rd level, your time-bending tricks allow you to cast chronomancy spells to beguile your foes. The energy you use to accomplish this is represented by a pool of chronomancy points, equal to twice your proficiency bonus, which you spend to cast spells. You regain all expended chronomancy points when you finish a long rest.

The spells you have available and their cost in chronomancy points are given on the Time Magic table below. Additionally, when you reach 9th level and 13th level in this class, you gain the ability to cast more spells, as shown on the table.

Saving Throws

Intelligence is your spellcasting ability for your chronomancy spells. 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 chronomancy spells you cast.

Spell
Rogue LevelChronomancy PointsSpells

3rd

2

action, instant replay

9th

3

delay, recall

13th

5

haste, slow

Impressions of The Future (Level 9)

Beginning at 9th level, you can perceive the fluctuating waves of time to anticipate how your actions might ripple forward. As a bonus action, you can glimpse a possible future. Describe to the GM what actions you will take on your turn. The GM will then tell you the likely immediate consequences that will happen before the start of your next turn. This glimpse of the future reveals anything you might see or hear in that time, but might be flawed; the prediction can't take into account the actions of allies or unexpected failed rolls.

Once you use this ability, you can't use it again until you finish a short or long rest.

Time Dilation (Level 13)

Beginning at 13th level, you can siphon excess temporal energy to enhance your reflexes. Whenever you cast a spell with the chronomancy tag (including haste and slow), you gain a +2 bonus to your Armor Class and Dexterity saving throws until the start of your next turn.

Stop The Clock (Level 17)

By 17th level, you have mastered the ultimate chronomantic ability, the power to stop time in its tracks. You can cast the spell time stop once without using a spell slot.

Once you use this ability, you can't use it again until you finish a long rest.

The Agitator

The Agitator (Level 3)

The Agitator is a rogue who's willing to step out of the shadows, and stand in front of the crows. They have a honeyed tongue, with a skill for riling up crowds and stirring up trouble. Their skill with a blade is secondary, for their true weapon is the will of the people.

Agitators may be of any alignment. A chaotic agitator may believe in revolution, without much thought for the consequences, while a lawful agitator may know exactly what the new order will look like (or even use their talents to buttress the existing regime). Good aligned agitators may seek to save the people from tyranny, while evil agitators aim to become tyrants themselves.

The following are some optional quirks for a player of this subclass to choose from:

Agitator quirks
d6Quirk

You organized a riot once when the tavern ran out of your favorite ale.

You're actually quite shy.

You like to have popped corn on hand for onlookers.

You never fight without an audience.

You've always wanted a secret hideout under a tavern.

You believe you can literally smell corruption

DMing for an Agitator

Agitators should get broad leeway in social situations, especially when they are stirring up rebellion or convincing guards to turn traitor. It's too story-specific to write a mechanical feature for this, though.

Silver Speech (Level 3)

When you choose this archetype at 3rd level, you gain proficiency with your choice of the Persuasion or Deception skills, or another skill if you are already proficient with both.

Select one of these skills with which you are proficient. You may double your proficiency bonus for all checks you make with it. If you already have selected both Persuasion and Deception for your Expertise feature, you may choose any other skill.

Voice of the People (Level 3)

Also at 3rd level, your winsome words are able to rally others to feats of heroism. As a bonus action, you can call out to an ally within 60 feet who can hear you; that ally can immediately use their reaction to make one weapon attack. If the attack hits, it deals extra damage equal to one roll of your Sneak Attack dice. They cannot apply this extra damage if the attack already suffered a Sneak Attack from another source this turn.

Moreover, the creature targeted with this attack is now designated as the enemy of your cause. You can use your Sneak Attack against that creature even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This effect ends when the creature is defeated, or when you use Voice of the People again and a different creature is the target of the resulting attack.

Voice of the People's bonus damage counts as using your Sneak Attack for your turn. You can use Voice of the People a number of times equal to your Charisma modifier, regaining all uses after a short rest.

Rally to the Cause (Level 9)

At 9th level, you can also use your Voice of the People as an action. When used in this way, Voice of the People does not count as using your Sneak Attack for the turn.

You can do this once, regaining its use avter a short or long rest.

Unity of Purpose (Level 17)

At 17th level, your words inspire grim resolve and swift action. Your Voice of the People feature can now target up to 6 allies within 60 feet who can hear you. Each attack deals bonus damage equal to a roll of half your Sneak Attack dice. You may choose which damaged enemy becomes your designated foe.

You can use Voice of the People in this way once, regaining all uses after a short or long rest.

The Firestarter

The Firestarter (Level 3)

The Firestarter is a dangerous rogue to know. They are saboteurs, bomb-makers, and arsonists, willing to destroy or distract as the situation requires. Some Firestarters are careful and calculated, while others are reckless pyromaniacs, willing to sow wanton chaos. All learn just enough alchemy to be dangerous, in order to create the incendiaries that they use to control the battlefield.

Firestarters may be of any alignment, though chaotic and impulsive ones may have brief careers. For this reason, they skew towards a lawful outlook, even if their philosophies may vary. Evil firestarters may be callous criminals, brutal inquisitors, or heedless agents of chaos, while good-aligned firestarters may be driven revolutionaries or former alchemists drawn to another path.

The following are some optional quirks for a player of this subclass to choose from:

Firestarter quirks
d6Quirk

You name every one of your bombs.

You always smell of smoke, and have ash stains on all your clothing.

You refuse to ever let anyone else tend the campfire.

You enjoy rooms based on how flammable the furniture is.

You rarely make it a month without scorching your eyebrows off.

You cannot stand overcooked food.

Alchemical Dabbler (Level 3)

When you choose this archetype at 3rd level, you gain proficiency with alchemist's tools or tinker's tools, or another tool of your choice if you are already proficient. Your proficiency bonus is doubled anytime you use tools to make or identify explosives or oils.

Pyrotechnics (Level 3)

Additionally at 3rd level, you have mastered the use of bombs and oils, learning the abilities listed below. You use your Intelligence for pyrotechnics abilities when they refer to a save DC

Pyrotechnics DC = 8 + your proficiency bonus + your Intelligence modifier.

Flaming Grease (Level 3)

As a bonus action, you can apply a sticky, flammable grease to your weapon or a piece of ammunition. A creature damaged by a greased weapon or piece of ammunition becomes coated in grease. If a greased creature takes fire damage, they are set on fire, and take 1d6 fire damage at the start of each of their turns. Any creature within 5 feet of a greased creature may spend an action to remove this grease and extinguish any resulting fire.

If you hit a creature who is on fire or standing in fire, you can use your Sneak Attack against that target as long as you don't have disadvantage on the roll.

Your flaming grease lasts for 10 minutes. If ignited, it burns for 1 minute.

Instant Ignition

You can't apply grease to a creature who's already on fire, or to a weapon that already deals fire damage.

Grease Spray (Level 3)

As an action, you can spray your flammable grease haphazardly. You can select a number of 5-foot spaces equal to your Intelligence modifier (minimum of 1), at a distance up to 30 feet. If a creature is in an affected space, they can make a Dexterity saving throw to avoid the grease. Objects in those spaces that are not worn or carried are also covered in grease.

Spark Shower (Level 3)

As a bonus action, you can fling a 15-foot cone of sparks. These sparks immediately ignite any flammable objects within the area that aren't worn or carried, as well as your Flaming Grease.

Firebombs (Level 9)

Starting at 9th level, you have developed more potent, high-heat incendiaries, and refined your tools for delivering them. As an action, you can throw a firebomb at a point within 30 feet. All creatures within 10 feet must make a Dexterity saving throw. On a failure, they take fire damage equal to one roll of your Sneak Attack damage, or half as much on a success. Creatures failing the saving throw are also coated with your Flaming Grease and set on fire; all the terrain affected by the firebomb is also set on fire.

You can alternately spend one minute deploying a firebomb as a trap, connecting it to a tripwire, lock or other simple mechanism.

You can construct one of these firebombs per long or short rest, and can only possess one at a time.

Elementally Adept?

If you are concerned that the Firestarter might struggle in campaigns where many enemies have fire resistance, consider allowing the Elemental Adept feat to work with their subclass abilities (and waiving its spellcasting prerequisite).

High Heat (Level 9)

Additionally at 9th level, when creatures are covered in your flaming grease and on fire, they now take 2d6 fire damage at the start of each of their turns.

Nimble Escape (Level 13)

At 13th level, you have honed your reflexes to help keep yourself safe, despite your dangerous line of work. You gain the following benefits:

  • Anytime you would take fire damage, you can reduce it by your proficiency bonus.

  • Once per turn after you make a Dexterity saving throw as described in your Evasion feature, you may immediately move up to half your speed.

Master Bomber (Level 17)

At 17th level, you can construct a number of firebombs equal to your Intelligence modifier, and their radius increases to 15 feet.

Inferno (Level 17)

Additionally at 17th level, when creatures are covered in your flaming grease and on fire, they now take 3d6 fire damage at the start of each of their turns.

Note: Crafting & the Firestarter

The Firestarter is recommended for games that incorporate a robust crafting ruleset; KibblesTasty's Crafting System is the author's preferred choice.

The Mimic

The Mimic (Level 3)

Those Rogues who take it upon themselves to embody the Mimic archetype take after the monstrosities they are named for. With a suite of abilities involving mimicry of both form and skill, Mimic Rogues are not only powerful friends, but dangerous foes. They use an innate magically ability, that allows their shadow to shape and form into copies of what they can perceive.

Mimicry

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit

Furthermore, you can cast the alter self spell at will, choosing only the @i Change Appearence option

Impersonation

Also at 3th level, you can perfectly impersonate another humanoid, taking on its form. You need to spend at least one hour studying a small or medium humanoid (or creature of similar shape) you want to impersonate. You can only impersonate a creature with a CR or class level equal or lower to your rouge level. After that, you can use an action to polymorph into the humanoid.

You can use this feature twice. You regain expended uses when you finish a long rest.

You can impersonate a creature for a number of hours equal to half your rogue level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit point, or die.

You can remember a number of impersonations equal to your proficiency bonus one. You can replace one of your impersonation by studying another humanoid for another hour, gaining the new form and loosing the old.

While you are impersonating a creature, the following rules apply:

  • You retain your alignment, personality, Hit Points, Hit Dice, languages, weapon and armor proficiencies, and Intelligence, Wisdom and Charismas scores.

  • You retain all of your equipment, and do not gain any equipment the impersonated creature owns. Any non-magical clothing you wear changes to accommodate your new form but doesn't change size in material or style. Your other equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear merges with it or falls to the ground (your choice). Equipment that merges with the form has no effect until you leave the form.

  • You can't use or benefit from your racial or class features while impersonating a creature.

  • Your Strength, Dexterity and Constitution modifiers, all skills, saving throws and tool proficiencies are replaced by those of the creature you are impersonating. Furthermore, you gain any weapon and armor proficiencies of the impersonated creature and can speak any language that the creature knows.

  • Your movement speed changes to that of the creature, and you gain any type of special movement the impersonated creature has.

  • You look indiscernible to the creature you impersonate. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Imitate (Level 9)

Starting at 9th level, when a creature you can see is using an action or bonus action or a triggered ability, such as an Imp's polymorph or a wolf's pack tactics, you can use your reaction to attempt mimic it.

If the creature is unwilling, you need to succeed on an Intelligence (Investigation) check against a DC equal to 10 + the targets level or challenge rating to copy the ability. You gain the benefits of the copied ability until the end of your next turn or until you use it once. You can only copy one feature at a time.

You can't imitate features that are inherent to a magic item, and you can't mimic spells or a creatures spellcasting ability.

You can use this feature a number of times equal to your Proficiency modifier and regain all expended uses when you finish a long rest.

Masquerade (Level 13)

At 13th level, you perfect your ability to imitate other creatures. When using your Impersonation feature, the following additional rules apply:

  • You can use all of your class features while impersonating a creature. You can cast any spell you know, as long as your new form can perform the needed somatic and verbal components. You cannot use any spell or ability that would alter your shape.

  • You can use most of the features the impersonated creature has, including racial-, class- and background features.

  • You can't cast any spells the target can, and you can't use a feature that requires a spell slot. You can't use Channel Divinity, Eldritch Invocations, Artificer Infusions, or similar features. If the impersonate creature can change its shape, you can't use that feature. You can't use features that use a class-specific DC, like a monk's ki. However, you can use Unarmored Defense, Bardic Inspiration, Divine Sense or similar features.

  • If the creature has any legendary actions or lair actions, you can't use them.

Shadow Impersonation (Level 17)

At 17th level, you can use an action to shape your shadow into one of the impersonations you know. The shadow impersonation looks exactly like that impersonation and has the same statistics, features, and abilities you would have while impersonating that creature. However, the shadow impersonation has only half of your hit points.

The shadow impersonation also can't change its form with the Impersonation feature, nor can it create a shadow impersonation of its own.

The shadow impersonation is created with copies of your equipped weapons, armor, and clothes but otherwise doesn't have access to your equipment. Any copies of magic items with charges have no charges left. Any equipment removed from the shadow impersonation disappears into a cloud of smoke.

As a bonus action on your turn, you can move the clone up to your movement speed to a space you can see, but it must remain within 120 feet of you. It can then immediately use an action. The clone lasts for 10 minutes or if it drops to 0 hit points.

You need to finish a long rest before you can use this feature again.

The Odyssean

The Odyssean (Level 3)

Odysseans are legendary tricksters who at first glance seem like common soldiers. They carry spears and shields like any rank-and-file hoplite, but rather than moving in strict formations or honing their discipline, Odysseans hone their minds. When two armies smash together, shields bursting under the strain of a perfect phalanx, the Odyssean is the soldier who stands back and searches for weaknesses in the enemy's defenses. Even when badly outnumbered, they may find a way to exploit conditions on the battlefield to turn the tide in the favor of their allies.

Soldiers who exhibit such a sharp mind quickly grow in notoriety and fame, but being famed for your cleverness is a double-edged sword. Odysseans are often drawn into conflicts that take them far from home, where monsters and other dangers are a constant threat. Such harrowing odysseys are the namesake of the Odyssean, who may be forced to survive several such journeys in their lifetime.

As an Odyssean rogue, you have a quick mind and you can intuit the strengths of your companions. You enjoy using your intelligence to trick your enemies and impress your friends. However, you know that you must never let your mind grow dull, for when the time comes that you are again flung into the wilderness, it will be your wits alone that save you from a gruesome death.

Vagrant Soldier

Despite your roguish demeanor, you have all the training of a common soldier. When you choose this archetype at 3rd level, you gain proficiency with shields. Additionally, spears and tridents count as finesse weapons for you.

Clever as the Gods

Starting at 3rd level, you are rarely outwitted on the field of battle. On your turn, you may use your bonus action to devise a clever plan to trick an enemy. Choose one creature that you can see. Make a Charisma (Deception) roll contested by that creature's Wisdom (Insight). If you win the contest, you and your allies have advantage on attacks against that creature until the beginning of your next turn. This feature cannot be used on the same creature more than once per combat encounter.

Notorious Trickster (Level 9)

Starting at 9th level, you are famed for your cleverness, to the point where intelligent enemies are extremely wary of you. Creatures who are aware of your presence but cannot see you become too distracted to perform opportunity attacks until they can see you again. Additionally, when you hit a creature with a Sneak Attack, if that creature is concentrating on a spell, they have disadvantage on the roll to maintain concentration.

Tenacious Survivor (Level 13)

At 13th level, you've survived through so many ordeals that you face each new challenge with grim determination. You can add your Charisma bonus to your initiative rolls. Also, at the beginning of your first turn in combat, you may use a bonus action to take a deep breath and regain hit points equal to your rogue level. You may use this feature a number of times equal to your Charisma modifier, and you regain any expended uses when you finish a short or long rest.

Legendary Cunning (Level 17)

Starting at 17th level, you are able to instantly assess every opportunity to seize the upper hand in combat. Whenever any of your allies makes an opportunity attack against a creature, you may choose to make a ranged attack against that same creature with advantage.

The Odyssean

The Odyssean (Level 3)

Odysseans are legendary tricksters who at first glance seem like common soldiers. They carry spears and shields like any rank-and-file hoplite, but rather than moving in strict formations or honing their discipline, Odysseans hone their minds. When two armies smash together, shields bursting under the strain of a perfect phalanx, the Odyssean is the soldier who stands back and searches for weaknesses in the enemy's defenses. Even when badly outnumbered, they may find a way to exploit conditions on the battlefield to turn the tide in the favor of their allies.

Soldiers who exhibit such a sharp mind quickly grow in notoriety and fame, but being famed for your cleverness is a double-edged sword. Odysseans are often drawn into conflicts that take them far from home, where monsters and other dangers are a constant threat. Such harrowing odysseys are the namesake of the Odyssean, who may be forced to survive several such journeys in their lifetime.

As an Odyssean rogue, you have a quick mind and you can intuit the strengths of your companions. You enjoy using your intelligence to trick your enemies and impress your friends. However, you know that you must never let your mind grow dull, for when the time comes that you are again flung into the wilderness, it will be your wits alone that save you from a gruesome death.

Vagrant Soldier

Despite your roguish demeanor, you have all the training of a common soldier. When you choose this archetype at 3rd level, you gain proficiency with shields. Additionally, spears and tridents count as finesse weapons for you.

Clever as the Gods

Starting at 3rd level, you are rarely outwitted on the field of battle. On your turn, you may use your bonus action to devise a clever plan to trick an enemy. Choose one creature that you can see. Make a Charisma (Deception) roll contested by that creature's Wisdom (Insight). If you win the contest, you and your allies have advantage on attacks against that creature until the beginning of your next turn. This feature cannot be used on the same creature more than once per combat encounter.

Notorious Trickster (Level 9)

Starting at 9th level, you are famed for your cleverness, to the point where intelligent enemies are extremely wary of you. Creatures who are aware of your presence but cannot see you become too distracted to perform opportunity attacks until they can see you again. Additionally, when you hit a creature with a Sneak Attack, if that creature is concentrating on a spell, they have disadvantage on the roll to maintain concentration.

Tenacious Survivor (Level 13)

At 13th level, you've survived through so many ordeals that you face each new challenge with grim determination. You can add your Charisma bonus to your initiative rolls. Also, at the beginning of your first turn in combat, you may use a bonus action to take a deep breath and regain hit points equal to your rogue level. You may use this feature a number of times equal to your Charisma modifier, and you regain any expended uses when you finish a short or long rest.

Legendary Cunning (Level 17)

Starting at 17th level, you are able to instantly assess every opportunity to seize the upper hand in combat. Whenever any of your allies makes an opportunity attack against a creature, you may choose to make a ranged attack against that same creature with advantage.

The Revived (UA)

The Revived (Level 3)

You've had a soul-shaking realization: you've been dead before, yet somehow you are alive again. This life isn't your first; it might not even be your second. Your past life, or lives, are unclear to you, but you know that you passed through the gates of death. And the powers of death, or some other influence, wasn't done with you. You might have convinced a deity to let you return to the Material Plane, perhaps you signed a deal with a fiend, or maybe you used an artifact that revived you. Whatever force brought you back, you now know the truth about yourself: that you are one of death's representatives among the living.

Tokens of Past Lives

3rd-level Revived feature

You remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest.

Revived Nature

3rd-level Revived feature

Your newfound connection to death gives you the following benefits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.

  • You don't need to eat, drink, or breathe.

  • You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.

Bolts from the Grave

3rd-level Revived feature

You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn.

Connect with the Dead (Level 9)

9th-level Revived feature

You can create a link with a spirit through their corpse. When you do so, you cast the speak with dead spell, without using a spell slot or material components. Intelligence is your spellcasting ability for this spell.

Speaking with the dead in this way temporarily gives you a capability from a past life—you're unsure whether it's from your past or the spirit's. When the spell ends, you gain one random benefit from the Revived Capabilities table. The benefit lasts until you finish a short or long rest.

Revived Capabilities
d3Capability

1

You learn how to speak, read, and write one language of your choice.

2

You gain one skill or tool proficiency of your choice.

3

You gain proficiency with one saving throw of your choice.

After you cast the spell with this feature, you can't do so again until you finish a short or long rest.

Audience with Death (Level 13)

13th-level Revived feature

When at death's door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with "yes," "no," or "unknown." The entity answers truthfully, using the knowledge of all those who have died.

In addition, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw.

Ethereal Jaunt (Level 17)

17th-level Revived feature

Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.

The Ruffian

The Ruffian (Level 3)

When heads need crackin' and people beatin', Ruffians are those you turn towards. These brutes may not be professional soldiers, but honor don't win you fights—violence does.

The Right Tools

You gain proficiency with Mace and Hammer type weapons, medium armors and shields.

Heavy Beating

You can use Sneak Attack even when using non-finesse melee weapons.

Mean Mug (Level 5)

Starting at 3rd level you gain proficiency in Intimidation, or expertise in Intimidation if you were already proficient, and you have advantage on melee weapon attacks against frightened targets.

Menacing (Level 9)

Starting at 9th level when facing down a ruffian, anyone might be surprised by their intimidating presence.

An enemy hit by your Sneak Attack will have to make a Wisdom saving throw against an 8 + your Str mod + proficiency, becoming Frightened on a fail, when frightened in this way an enemy will have disadvantage on their attack rolls against you until the end of your next turn.

Intimidation Formula

Brute Force (Level 13)

Starting at 13th level you've learned to leverage your crude strength to bully or extort anyone you see fit.

You can use your Cunning Action on your turn to try to shove a creature within 5 feet of you with your brutish strength.

Tying Up Loose Ends (Level 17)

You become a master of finishing up dirty business and dealing with any loose ends.

When you attack a prone creature and the attack is a hit, you automatically critically hit.

You can use this feature a number of times equal to half your proficiency modifier rounded down, you recover expended uses on a short or long rest.

The Vengeance Taker

Vengeance Taker (Level 3)

Know yourself. Then, know who lives in your shadow.

— Jarlaxle

Though rogues are often thought of as shifty tricksters, vengeance takers are another breed entirely. These rogues are strict believers in the law who often take it upon themselves to punish those who have broken it and have escaped justice. This often puts them at odds with local authorities, as they find themselves regularly breaking the law in order to enforce it.

Vengeance takers, as their name implies, often seek to mete out justice for wrongs that require vengeance. They are easily prevailed upon to aid those seeking retribution for injustices, and often seek revenge for those who are not strong enough to do it themselves. They use powerful divination magic to hunt down they quarry, and never stop until their quest for justice is fulfilled.

Avenge the Fallen

3rd-level Vengeance Taker feature

Whenever a friendly creature you can see is killed or reduced to 0 hit points by a hostile creature you can see, all attacks you make against that hostile creature are made with advantage for 1 minute.

Additionally, the first time you hit a hostile creature that has triggered this feature, you deal extra damage to that creature equal to the character level or challenge rating of the friendly creature that was killed or knocked unconsious.

Arcane Hunter (Level 9)

9th-level Vengeance Taker feature

The forces of evil can't hide from you. You learn the spells detect evil and good, see invisibility, locate creature, locate object, and scrying. Your spell save DC for these spells is 8 + your Wisdom modifier + your proficiency bonus.

You can cast each of the spells from this feature once without using a spell slot or any material components, and you regain all expended uses of this feature when you finish a long rest.

Timely Vengeance (Level 13)

13th-level Vengeance Taker feature

When a hostile creature deals damage to an ally that you can see within 30 feet of you, you can use your reaction to make a weapon attack against that hostile creature.

Merciless (Level 17)

17th-level Vengeance Taker feature

When you roll a 1 on a sneak attack damage die, you can reroll it. You can continue rerolling 1s until no sneak attack dice show 1 as their result.

Thief

Thief (Level 3)

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak (Level 9)

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device (Level 13)

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief's Reflexes (Level 17)

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Thief

Thief (Level 3)

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak (Level 9)

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device (Level 13)

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief's Reflexes (Level 17)

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Thug

Thug (Level 3)

Where many rogues focus on deception and guile, you are not one of them. You reinforce verbal threats with acts of violence. You excel at inciting fear in those who oppose you. You know the best way to strike with a club and mace and you have discovered that the application of pain is an effective motivator when dealing with uncooperative individuals.

Brutal Bludgeoning (Level 3)

In addition to finesse and ranged weapons, you may also use a club or a mace to deal Sneak Attack damage.

Incite Fear (Level 3)

While you choose this archetype at 3rd level, you become skilled at inciting fear in your opponents. You gain the ability to use a bonus action to use a threat of violence to attempt to frighten one creature within 30 feet of you that can see or hear you. The target of this ability must make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failed save, the creature is frightened of you until the end of your next turn.

You also gain proficiency and have Expertise in the Intimidate skill if you don't already have it.

Punish the Fearful (Level 3)

At 3rd level, you 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 the target and the target is frightened of you, provided you do not have disadvantage on the attack.

Beat Down (Level 9)

Beginning at 9th level, when you deal bludgeoning damage with a weapon attack, the target of the attack must make a Constitution saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a failed save, the creature falls prone and its movement speed is reduced to half of its normal speed until the end of your next turn. If the creature is frightened of you, its saving throw is at disadvantage against this feature.

Wave of Fear (Level 13)

Starting at 13th level, your skill at intimidating others is so effective that you can now frighten crowds. You may use a bonus action to attempt to frighten groups of creatures with threats of violence. Using a bonus action, you may force all creatures within a 30-foot cone who can see or hear you to make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). On a failed save, creatures are frightened of you for up to 1 minute.

If a creature ends its turn in a location where it doesn't have line of sight to you, that creature can make a Wisdom saving throw to end this effect and they are immune to your Wave of Fear and Incite Fear features for the next 24 hours. If you targeted a creature with a melee attack while it is affected by your Wave of Fear ability, that creature's saving throws to end this effect are at disadvantage.

Stunning Strike (Level 17)

At 17th level, you can daze creatures with your powerful strikes. If you use a club or a mace to deliver Sneak Attack damage, the target must make a Constitution saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or become stunned until the end of your next turn.

Titan Slayer

Titan Slayer (Level 3)

Though titan slayers often adopt larger-than-life names and perform immense feats, they are universally little folk, such as halflings and gnomes, which excel at battling foes larger than themselves.

As a titan slayer, you have learned a number of techniques to dumbfound larger creatures so that you can target their vital areas and bring them down swiftly. You use your foe's size against them, weaving between their limbs and striking when they least expect it. No challenge, no foe is too large for you, for as they say, "The bigger they are, the harder they fall.

Underfoot Combat

Starting at 3rd level, while you are adjacent to a creature that is two or more size categories larger than you, you can use your bonus action to enter that creature's space. You remain in this creature's space until it moves, or until you use your bonus action to move to an unoccupied space adjacent to the creature.

While you are in a hostile creature's space, you can use Sneak Attack against that creature if you don't have disadvantage on the attack roll, even if you don't have advantage against it and no enemy of the target is within 5 feet of it. Additionally, while in this space, you have half cover if the creature is two size categories larger than you, and three-quarters cover if the creature is three or more size categories larger than you.

Knee Striker

At 3rd level, when you make a Sneak Attack against a creature that is of a size larger than yours, you can forego half your Sneak Attack dice (rounded down, to a minimum of 1) to knock that creature prone.

Confound The Big Folk (Level 9)

By 9th level, you are an expert in the art of baffling the big folk, who are slow and unobservant by your standards. You have advantage on Dexterity (Stealth) checks made to hide from and sneak around creatures that are a larger size than you. Additionally, if you make a check to avoid, climb on, or confuse a creature that is at least one size larger size than you, and the check doesn't already use your proficiency bonus, you can add half your proficiency bonus to that check.

Fear No Monster (Level 13)

By 13th level, you are fearless in the face of impossible odds. You can't be frightened. Additionally, whenever you roll initiative, you have advantage on ability checks and saving throws you make until the end of your next turn.

Fell The Giant (Level 17)

At 17th level, your weapon attacks against creatures that are at least one size larger than you score a critical hit on a roll of 19 or 20. Your critical hits also knock the target creature prone.

Trapper

Trapper (Level 3)

A trapper is a specialist, often hailing from the outlands or wilderness. They prefer to do as little fighting as possible, instead using traps, tricks, and canniness to leave their foes as restricted as they see fit before they begin attacking. Battlefields that have been fought upon by trappers are left teeming with tied ropes, bear traps, and iron spikes.

The philosophy of a trapper is simple: let it move, watch it fall, and rend it brutally once it is on the ground.

Trap Mastery

Starting at 3rd level, when you use caltrops, ball bearings, or hunting traps, you add your proficiency bonus to the item's saving throw DC. Some of your features refer to traps; caltrops, ball bearings, and hunting traps are considered traps for you. Traps you set gain several benefits:

  • Crippling Takedown

    You don't need advantage on your attack roll to use your Sneak Attack if the target's movement is restricted by a trap. All the other rules for the Sneak Attack feature still apply to you.

  • Hidden Arsenal

    A creature attempting to spot a trap you've set must succeed on a Wisdom (Perception) check against the trap's saving throw DC.

  • Ease of Use

    Your allies automatically notice your traps, and automatically succeed on saving throws against your traps. You can use a bonus action to gather up a trap within 5 feet of you that you have set.

Tripwire

At 3rd level, you can set a unique trap called a tripwire. When you set a tripwire, you use your action to choose two points that you passed through with your movement on the current turn, and set a tripwire that stretches between them by using a wire, rope or chain of equal length. The tripwire does not pass through solid objects. The wire snares creatures as they cross over it: a hostile creature that leaves a space covered by the tripwire must succeed on a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the creature falls prone upon leaving the space.

Trapper Style

Beginning at 3rd level, you choose one of the following two Trapper Styles: Violent Trigger, or Ambuscade. You can change your choice whenever you gain a level in this class.

Explosive Trigger

When you use your action to set a trap, you can lace it with an explosive. When you do this, the first creature that fails its saving throw against the trap takes fire damage equal to your Sneak Attack.

Explosives are highly volatile, and you can't have more than one trap laced with explosive at a time. You can remove explosive from a laced trap within 5 feet of you as part of your movement (no action required).

Once you reach 13th level, the explosion also blinds the target and reduces its movement to 0 until the end of its turn.

Ambuscade

You can turn battlefields into oppressive warzones for your foes. On the first round of combat, before any other creature has yet acted, you can immediately use your reaction move up to your speed and set up to two traps of your choice. You can set each trap at any point in your movement. Once you reach 13th level, you can set a third trap as part of the reaction.

Adaptable Movement (Level 9)

At 9th level, your skill with creating treacherous terrain lets you pick your way through such areas with ease. You ignore all penalties associated with movement, as long as your movement is greater than 0.

Additionally, when you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Reappropriation (Level 13)

Beginning at 13th level, whenever you successfully disarm a trap, you gain the following benefits:

  • You learn what the trap is designed to do when it triggers.

  • You gain advantage on checks you make to rearm the trap.

  • If you rearm the trap, you can set it with a short fuse. When you do this, at any time during the next minute, you can use your action to trigger the trap while it is within 5 feet of you. At the end of the 1 minute, the trap triggers.

Trigger Mechanism (Level 17)

Once you reach 17th level, your traps become uniquely mechanised with dangerous sprung restraints. These might take the form of foot-tangling ball bearings that burst and glue the foe to the ground, caltrops with thorny, extending spikes, or tripwires that lash out and constrict around foes.

As a reaction when you see a creature within 60 feet of you end its turn within 5 feet of a trap, you can use this feature to force the target to make a Strength saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the trap is destroyed, and the target becomes restrained. A creature restrained in this way can use its action to make a Strength check against the same DC, ending the effect on a success.

Once a creature fails its saving throw against this feature, you can't use it again until you finish a short or long rest.

Trickster

Trickster (Level 3)

The 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.

Fated

Starting 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.

Cleverness

Beginning 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.

Cunning Plan (Level 9)

Starting 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't use this feature again until you finish a short rest.

Guile (Level 13)

By 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't use this feature again until you finish a short rest.

Hero's Trick (Level 17)

At 17th level when you would make a roll with disadvantage you may choose to roll with advantage instead. You can't use this feature again until you finish a short rest.

Troubadour

Soothing Performance (Level 9)

Beginning at 9th level, your presence assuages the wounds and worries of your allies better than most. When a creature spends one or more Hit Dice to recover hit points during a short rest with you, they regain an additional 1d6 hit points.

Improved Inspiration (Level 13)

Your ability to inspire the best in others has greatly increased. At 13th level, your Inspiration dice become d8s, and you regain all expended dice at the end of a short or long rest

Musical Assault (Level 17)

At 17th level, you gain a new way to use your Sneak Attack. When you damage a creature with a bard spell of 1st-level or higher, you can apply your Sneak Attack damage to one target of the spell. The bonus damage from Sneak Attack becomes the same type of damage dealt by the spell.

True Believer

True Believer (Level 3)

This rogue has gotten themselves into too many dangerous situations. One evening, with their life on the line, they do the unthinkable. They pray to Mirgal, the dead Vanir whose treacherous plots doomed the Lost Lands. Just a quick prayer, a few words muttered under their breath in the most desperate of situations.

While desperately beseeching Mirgal for assistance... something happens. The rogue escapes with their life. And has never forgotten. They keep their faith secret but call upon Mirgal's assistance when it is most needed. But... is Mirgal actually helping? Can a dead wizard even help... anyone? This rogue does not care... they are a true believer.

Mirgal's Long Reach

This archetype works for a Baendur-based character as well as a raider. Perhaps, in a moment of desperation, a Baendur lesser noble who pays for her lavish lifestyle by borrowing the baubles of other nobles, calls out for Mirgal, whose name and story she once heard from a captured raider...

False Gods

Starting at 3rd level, you have advantage on Intelligence (Religion) checks to learn about other religious orders. As well, any Wisdom (Insight) check by someone trying to determine your true religion, has disadvantage. You also gain proficiency in one of the following skills of your choice: Deception, History, or Religion.

Spellcasting

Starting at 3rd level, you gain the ability to cast cleric spells.

Cantrips

You may learn three cantrips of your choice from the cleric's spell list.

Spell Slots

The True Believer table determines the number of spell slots you have to cast spells from your known spells list. Casting a spell expends a slot of that spell's level or higher. All expended spells slots are restored after finishing a long rest.

Spells Known

The Spells Known column of the True Believer table shows when you learn new cleric spells. The spells must be of a level for which you have spell slots. Spells cast remain in your list of known spells. You may only expend spell slots to cast spells that you know.

Spellcasting Ability

Intelligence or Wisdom is your spellcasting ability for your cleric spells (you choose this when you select this class). You use this ability whenever a spell refers to your spellcasting ability. In addition, you use this ability's modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell
Spell

Dubious Healing (Level 9)

Starting at 9th level, when you cast a healing spell on a target, you may choose to grant the target double the healed amount as temporary hit points (instead of actually healing them). These temporary hit points last until the target takes a short or long rest, or you revoke them with a bonus action.

Wrath of Divinity (Level 13)

Starting at 13th level, when you cause damage with your Sneak Attack, you may inflict an additional 10 (3d6) damage. Good and neutral characters deliver radiant damage and evil characters, necrotic. If you deal radiant damage, you may heal an ally within 60 feet for a number of hit points equal to the extra damage dealt with this feature. If you deal necrotic damage, the creature you hit must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.

You may use this feature a number of times equal to your proficiency bonus. You must then finish a long rest before using this feature again.

Push Your Luck (Level 17)

Starting at 17th level, you may use an action to request divine assistance. If you succeed in a DC 15 ability check (using your spellcasting ability) you regain all expended spell slots and True Believer class features

If you fail the check, you gain one level of exhaustion. But the very next time you attempt to use this ability, you have advantage on the ability check.

You may use this feature once. You regain all expended uses after you finish a long rest.

Umbral Binder

Umbral Binder (Level 3)

Some rogues are content to steal mere treasures, but umbral binders possess the energies that shape the world. Through secret rites and rituals, these rogues have learned to bind the powers of shadow into themselves and to use its power to fuel their abilities.

Eyes In the Dark

When you choose this archetype at 3rd level, your experience with the raw magic of shadow affects your senses. You gain darkvision out to a range of 120 feet.

Shadow Bind

Starting at 3rd level, you can perform a special ritual to siphon the power of shadow and bind it to yourself. You can conduct this ritual during a long rest. Performing the ritual requires time spent meditating in nonmagical darkness for at least 1 hour. At the end of the ritual, you choose one of the following effects, which lasts for 24 hours or until you perform the ritual again:

  • When you are in dim light or darkness, as part of your move, you can teleport up to half your speed to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first Dexterity (Stealth) check you make before the end of your turn.

  • When you are in dim light or darkness, if you move at least half your speed, you benefit from a perpetual half cover until the start of your next turn: +2 bonus to AC and Dexterity saving throws.

  • When you hit with a melee or ranged weapon attack, you can cause the attack to deal additional cold damage equal to your proficiency bonus. You can use this feature only once on each of your turns.

Cloaked Dagger (Level 9)

At 9th level, shadows hide your every strike. You 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 30 feet, are in dim light or darkness, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Black Magic (Level 13)

At 13th level, you can draw more power from the shadows bound to you. As a bonus action, you can cast darkness without providing material components. Once you use this feature three times, you cannot do so again until you finish a long rest.

Additionally, when you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Shadow Grasp (Level 17)

At 17th level, you can wrap your foes in debilitating shadow. When you deal Sneak Attack damage to a creature, you can force them to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is restrained for 1 minute. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't do so again until you finish a short or long rest.

Umbral Stalker

Umbral Stalker Archetype (Level 3)

Spies are masters of infiltration and stealth, able to get out of seemingly impossible situations with the intelligence they seek. They train their memories to remember even the most minute details at a glance, making them valuable agents to recover information. Spies are adept at avoiding notice when needed, pocketing valuable objects or intelligence, and deceiving whoever they encounter with expertly woven cover stories. Some masters of their trade can even pierce the minds of their marks, allowing them to more effectively infiltrate the ranks of organizations they target.

Eyes of Darkness

Starting at 3rd level, your eyes become adapted to even the deepest darkness. You gain darkvision in a 60-foot radius and can see through even magical darkness.

One with the Shadows (Level 9)

Starting at 9th level, you can blend into darkness, making your movement almost undetectable. While under the cover of darness, you can use your Sneak Attack feature regardless of other requirements and have advantage on Dexterity Stealth skill checks.

Shadow Step (Level 13)

Starting at 13th level, you become able to move through the shadowrealm to reach your destination. While in darkness, you can use your movement to teleport to a location within the range of your movement as long as it is also in darkness.

Shadow Rift (Level 13)

From 13th level, you become able to open a narrow rift in the fabric of the planes and transpose yourself to the Shadowrealm and back to the plane from whence you came. As an action, you can travel to the Shadowrealm or return to the plane you came from as if you have cast the plane shift spell. You can use this feature if you are on the Ethereal Plane, the Feyrealm, the Material Plane, or the Shadowrealm. No magical or physical restrictions can prevent you from accomplishing the planar travel made possible by this feature. Once you use this feature, you can't use it again until you finish a long rest.

Umbral Strike (Level 17)

Starting at 17th level, you can attack a creature's life force through its shadow. When you are able to use your Sneak Attack, your target's AC against your attack becomes 10 + the creature's Dexterity modifier. You can use this feature only if your target is in darkness.

Underfoot

Underfoot (Level 3)

Though most rogues prefer ambushing their opponents from the shadows, erina rogues ambush their opponents from below. These Underfoot use druidic magic and their natural aptitude for burrowing to defend their forest homes. The Underfoot are an elite order of burrow warriors in every erina colony. Using a combination of guerilla attacks and druidic magic, they are a force to be reckoned with, diving into fights nose-forward.

Restriction: Erina

You can choose this roguish archetype only if you are an erina.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells drawn from the magic of the wilds.

Cantrips

You learn three cantrips: shillelagh and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.

Spell Slots

The Underfoot 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 one of these slots at the spell's level or higher. You regain all expended spell slots when you finish a short or long rest.

For example, if you know the 1st-level spell longstrider and have a 1st-level and a 2nd-level spell slot available, you can cast longstrider using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level druid spells of your choice, two of which you must choose from the divination and transmutation spells on the druid spell list. The Spells Known column of the Underfoot Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an divination or transmutation spell and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can be from any school of magic.

When you gain a level in this class, you can choose one of the druid spells you know and replace it with another spell from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an divination or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. Your magic draws upon your connection with the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC

Spell attack modifier

Versatile Shillelagh

Beginning at 3rd level, when you cast shillelagh, the spell is modified in the following ways:

  • Its duration increases to 1 hour.

  • The spell ends early only if another creature holds the weapon or if the weapon is more than 5 feet away from you for 1 minute or more.

  • Your Sneak Attack feature can be applied to attack rolls made with your shillelagh weapon.

Undermine (Level 9)

Beginning at 9th level, you can use your action to dig a hole under a Large or smaller creature within 5 feet of you. That creature must succeed on a Dexterity saving throw or fall prone. If the target fails its saving throw, you can make one weapon attack against that target as a bonus action.

Undermine save DC

Death From Below (Level 13)

Beginning at 13th level, when you move at least 10 feet underground toward a target, your next attack against the target with your shillelagh weapon has advantage.

Vicious (Level 17)

At 17th level, when you use your Death From Below feature and hit the target with your shillelagh weapon, the target is restrained by vegetation and soil until the end of its next turn.

Vampire Spawn

Vampire Spawn (Level 3)

New to their powers, these servants of mighty vampire lords seek victims to deliver to their master or stalk neighboring regions to expand their influence. Such endeavors are often colored by their own rebellious purposes.

Though at first limited to sharp bites and a love of the dark, these rogues develop powers equal to their creator's—who they are equally likely to join as a peer as they are to overthrow them in a grisly rebellion.

Enamel Daggers (Level 3)

After choosing this archetype at 3rd level, your fangs grow sharp and hunger for blood gnaws at your belly. You can make a bite attack, which is a natural weapon with the finesse property that you are proficient in and deals 1d6 piercing damage on a hit.

If you deal your Sneak Attack damage with your bite, you can choose to deal it as necrotic damage instead of piercing damage. If you do, you gain temporary hit points equal to half the necrotic damage dealt.

Helpless Prey (Level 3)

Also at 3rd level, after you grapple a creature, you can make one bite attack against it as a bonus action. You also have advantage on weapon attack rolls against grappled and charmed targets.

Creature of the Night (Level 9)

Starting at 9th level, you gain a climbing speed equal to your walking speed and darkvision in a 120-foot radius. You can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Feast of Friends (Level 13)

At 13th level, you can borrow vitality from your allies to heal your wounds. During a short rest, you can bite a willing creature and drink its blood. The target loses a number of hit dice equal to your Constitution modifier (a minimum of 1), and you regain the same number of expended hit dice.

You can immediately use these hit dice to recover hit points even if you have already done so as part of that short rest.

You cannot drink the same creature's blood more than once in the same short rest, but you can drink the blood of as many creatures as you desire. After drinking another creature's blood, you can't drink from that creature again until you finish a long rest, even if you take another short rest.

Messy Eater (Level 17)

At 17th level, the orgiastic joy of a successful meal pushes you toward your next with gluttonous fervor. The first time you inflict necrotic damage on a turn, you deal the maximum amount of necrotic damage.

If you bite a creature on your turn and it dies, you can take the Attack action again on the same turn so long as you use your bite to attack. Each subsequent bite attack you make on your turn can benefit from your Sneak Attack, but you roll half as many dice.

Wayfinder

Wayfinder (Level 3)

You connect yourself with nature, enhancing your mobility and prowess with primal magic. Often found alongside druids, rangers, and other protectors of the wild, Wayfinders traverse the land to preserve the balance between nature and civilization.

On Ravnica, those who follow this archetype often join the Selesnya Conclave, granting them access to the power of the Worldsoul—a vast collected consciousness of wisdom and experience. In the Forgotten Realms, you might obtain your magic from a deity of nature, such as Melora or Mielikki. On other worlds, your ability to cast spells might come from a connection with a great nature spirit.

Perhaps more than any other rogue, you understand the importance of community and working as one. You are skilled at leading the way and using the terrain to your group's advantage. This is true whether you are guiding allies through an overgrown forest, rubble of a destroyed city block, or people on a crowded street.

Spellcasting

You learn to tap into the power of nature to cast spells, much as a druid does. See chapter 10 of the Basic Rules or the Player's Handbook for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots

The Wayfinder Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of them, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle using either slot.

Preparing Spells

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your rogue level divided by 3, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell

Spell

Lead the Way

You gain proficiency with either cartographer's tools or navigator's tools (your choice).

Additionally, whenever you succeed on a Strength-, Dexterity-, or Wisdom-based skill check, friendly creatures that can see or hear when you make the check learn from your prowess. Each of those creatures has advantage on the first ability check it makes to attempt the same task within the next 10 minutes.

Terrain Mastery (Level 9)

You've learned to magically manipulate the terrain itself. Any enemy that is in difficult terrain when you start your turn has disadvantage on the first saving throw it makes against a spell you cast during that turn.

Moreover, moving through difficult terrain created by your spells doesn't cost you or your allies extra movement.

Wild Sense (Level 13)

You're always ready for when an enemy strikes and can magically grant others that same awareness. You can't be surprised while you are conscious. Whenever a creature you can see or hear within 60 feet of you is surprised, you can use your reaction to cause that creature to be no longer surprised.

Nature's Fury (Level 17)

You press your advantage against foes with unsteady positioning. Whenever you make an attack against a creature that is in difficult terrain, you score a critical hit on a roll of 19 or 20.

Additionally, whenever you damage a hostile creature with your Sneak Attack, allies that can see you learn from your approach. The next attack roll one of those allies makes against the creature before the start of your next turn is made with advantage.

Wild Card

Wild Card (Level 3)

Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you've always gotten a kick out of leaving things up to chance.

Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.

Tricks Up the Sleeve

Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action.

Wild Card's Gambit

Also at 3rd level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set.

The gaming set you choose grants you a Wild Card's Gambit, as detailed below. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class.

Loaded Dice

You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. (Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on.)

When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.

Dragonchess

Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.

  • Dragon.
  • Griffon.
  • Sylph.

Playing Cards

You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below.

You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.

Wild Card Suit Table
Damage die (d4)Suit

1

Blade. Roll your Sneak Attack damage and add it to your razor card's damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.

2

Shackle. Until the start of your next turn, the target's speed is halved. It can't make more than one attack on its turn while its speed is reduced in this way.

3

Heart. Roll your Sneak Attack damage and add it to your razor card's damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points.

4

Wild Ace. This card morphs suits depending on the dealer's wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the suit's respective effect.

Shifting the Odds (Level 9)

Starting at 9th level, you are acutely aware of how to quit when you're ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 force damage on a failed save or half as much on a successful one.

You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest.

Twist of Fate (Level 13)

At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.

Joker Wild (Level 17)

At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:

  • You regain expended power for your Wild Card's Gambit feature:

    • Cards. You regain all spent uses of that feature.

    • Dragonchess. You regain all spent uses of that feature.

    • Dice. You regain all spent dice.

  • Your movement speed is doubled.

  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.

  • You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.

This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

Wild Card

Wild Card (Level 3)

Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you've always gotten a kick out of leaving things up to chance.

Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.

Tricks Up the Sleeve

Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action.

Wild Card's Gambit

Also at 3rd level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set.

The gaming set you choose grants you a Wild Card's Gambit, as detailed below. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class.

Loaded Dice

You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. (Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on.)

When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.

Dragonchess

Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.

  • Dragon.
  • Griffon.
  • Sylph.

Playing Cards

You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. Cards are considered ranged weapons, that you are proficient with and the attack counts as a magical for the purposes of overcoming damage resistance and immunity. On a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below.

You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.

Wild Card Suit Table
Damage die (d4)Suit

1

Blade. Roll your Sneak Attack damage and add it to your razor card's damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.

2

Shackle. Roll your Sneak Attack damage and add it to your razor card's damage. Until the start of your next turn, the target's speed is halved. It can't make more than one attack on its turn while its speed is reduced in this way.

3

Heart. Roll your Sneak Attack damage and add it to your razor card's damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regains become temporary hit points.

4

Wild Ace. This card morphs suits depending on the dealer's wishes. Choose Blade, Shackle, or Heart. The card then immediately gains the suit's respective effect.

Shifting the Odds (Level 9)

Starting at 9th level, you are acutely aware of how to quit when you're ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 force damage on a failed save or half as much on a successful one.

You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest.

Twist of Fate (Level 13)

At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.

Joker Wild (Level 17)

At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:

  • You regain expended power for your Wild Card's Gambit feature:

    • Cards. You regain all spent uses of that feature.

    • Dragonchess. You regain all spent uses of that feature.

    • Dice. You regain all spent dice.

  • Your movement speed is doubled.

  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.

  • You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and the creature is shunted into a random unoccupied adjacent space within 5 feet of their original location.

This incorporeal state lasts for one minute, or until you are incapacitated or fall unconscious. Once you use this feature, you cannot use it again until you complete a long rest.

Wildcard

Wildcard (Level 3)

Rogues that live for chance and ride the currents of Fate sometimes manifest a metaphysical deck of playing cards that lets them observe and capitalize on improbable outcomes. Whether blessed by fortune, cursed by fickle luck, or bonded to a deck that echoes across the multiverse, Wildcards learn to make the most of the hand they're dealt.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with all gaming sets. You also gain proficiency in the Insight skill, if you don't have it already.

Hand of Fate

At 3rd level, you know how to roll with the punches and deal with the hand you're dealt: you gain a special deck of cards that exists in an extradimensional space. Only you can see or interact with these cards, as they represent the outcomes of countless improbabilities at a given moment; you don't need to be holding a deck of cards to do this. Use a standard 52-card deck of playing cards, setting aside any jokers. For the purposes of this feature, an ace can come before a 2 or after a king (with a value of 1 or 11, respectively; your choice each time), and a face card (a jack, queen, or king) has a value of 10.

During combat, draw three cards at the start of each of your turns. This is called your hand of fate. Consult the table below to determine if the cards create a set. If they do, you can choose to gain that set's respective benefits and discard the relevant cards. If you're eligible for multiple sets, you choose which one's benefits to gain.

Set Effects Table
Set NameSet Effect

Pairs (two matching cards)

The next attack roll that either you or a friendly creature of your choice within 10 feet of you makes before the start of your next turn is made with advantage.

Three-of-a-Kind (three matching cards)

The next attack roll that you and up to two friendly creatures of your choice within 10 feet of you each make before the start of your next turn is made with advantage.

Flush (three cards of the same suit)

The first time you deal your Sneak Attack damage on this turn, you can roll a number of extra d6s equal to half your proficiency bonus (rounded down) and add it to the total damage dealt.

Straight (three cards in increasing and consecutive order)

Until the end of the turn, you have advantage on any Dexterity check you make to Hide, your speed increases by 10 feet, and opportunity attacks against you are made with disadvantage.

Discard your hand at the end of each of your turns. After combat, shuffle any discarded cards back into the deck.

Wildcards

You have a pair of jokers available to you at any time. Keep these jokers face up next to you. Jokers are wildcards: when you use a wildcard, it can take the place of any card and suit. For example, if you have a 2, a 3, and a queen in your hand of fate, you could choose to use one of your jokers to make a Straight (using the 2 and 3), or a Pair with any of the other cards. If two of the cards in your hand were of the same suit, you could also choose to use your wildcard to turn them into a Flush.

When you use a joker, flip it over: a flipped over joker can't be used. Flip each joker face up again whenever you finish a short or long rest.

Cunning Card

Also at 3rd level, you can use a bonus action to throw a card from your hand of fate or one of your wildcards. Make a ranged spell attack against a target you can see within 30 feet of you; the spell attack bonus is equal to your Dexterity modifier + your proficiency bonus. On a hit, the card deals force damage equal to its value. Hit or miss, the card then disappears; discard the card from your hand of fate, or flip it over if it was a wildcard.

You can use this feature up to four times, and you regain all of your expended uses of it whenever you finish a short or long rest.

Improved Wildcards (Level 9)

Starting at 9th level, you also flip your wildcards face up again whenever you roll initiative.

Luck of the Draw (Level 13)

By 13th level, you can't be surprised while you're not incapacitated. In addition, whenever you make an ability check that doesn't use a skill with which you are proficient and roll a 1 on the d20, you can draw a card from the deck and use its value instead of the number rolled on the d20. The card is then placed on the bottom of the deck.

Snake Eyes (Level 17)

Beginning at 17th level, whenever you deal your Sneak Attack damage and roll two or more 1s on the d6s, you can draw a card from the deck and add the value of the card to the Sneak Attack damage. If the card was a jack, queen, king, or ace, the target is also poisoned until the start of your next turn. The card is then placed on the bottom of the deck.

Witchblade

Witchblade (Level 3)

The order of the witchblades teaches its members to brew a wide variety of hellbroths, deadly poisons, corrosive acids, and other such concoctions and decoctions. Armed with coated blades and explosive vials of both chemical and alchemical mixtures, they are prepared for any situation. No matter how much wealth a noble accrues, or how big and strong a monster grows, they are nothing compared to the merciless touch of nature and you are its vessel.

These debilitating, mind-numbing effects are produced by secret recipes, which are often only bequeathed from parent to child, or mentor to mentee. This oral tradition usually goes back to a particularly creative, and conveniently amoral alchemist, a back-alley apothecary, a trained physician, or even a disgruntled gardener.

Whichever the case might be, you know your way around both a dagger and a cauldron. In the hands of a witchblade like you, a couple droplets can change the course of history.

Bonus Proficiencies

You gain proficiency with poisoner's kits and blowguns, and you have advantage on checks made to harvest poison from a dead or incapacitated creature.

Witchblade Compounds

Witchblades rely on compounds, natural or otherwise, which have detrimental effects on creatures that are exposed to them. You know three recipes from the Minor Compounds Table below. On your adventures, you might find other recipes from the Minor Compounds table. You can learn a recipe found in this way by spending 8 hours experimenting with it.

Whenever you finish a short or long rest, you can brew two vials of minor compounds of your choice from the recipes you know. The compounds remain potent until the end of your next short or long rest.

You can prepare one additional minor compound vial, and learn one additional minor compound recipe when you reach 9th, 13th and 17th levels in this class.

You can administer your compounds in three ways:

  • Whenever you use your Sneak Attack, you can choose to replace the extra damage with the effects of one of your prepared compounds. This does not consume the vial's contents. If the compound has a duration, it lasts until the end of your next turn.

  • As an action, you can toss one of your vials to a surface you can see within 30ft of you. The vial is destroyed, and it spreads a cloud of colorful gas which dissipates almost immediately. Any creature within 10ft of the point of impact is subjected to the compound. If the compound has a duration, it lasts for one minute, and the creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • As a bonus action, you pour the compound into up to 5 gallons of liquid or 5 pounds of food. Any creature which consumes the tainted item is subjected to the compound after 10 minutes. The vial is emptied and cannot be used anymore. If the compound has a duration, it lasts for one hour.

When subjected to a compound, a creature must succeed on a Constitution saving throw, or else suffer its effects. The DC for this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier.


Minor Compounds Recipes

  • Caustic Fang

    On a failed save, the creature suffers an amount of acid damage equal to your sneak attack damage, and its movement speed is halved for the duration. On a successful save, it suffers half as much damage but no additional effects.

  • Croup

    On a failed save, the creature becomes unable to speak, use breath weapons if it has any, or produce the verbal components of spells for the duration.

  • Feebleness

    On a failed save, for the duration, the creature falls prone and cannot stand up, drops any item it is holding, and lets go of any creature it is grappling.

  • Frenzy

    The creature gains a number of temporary hit points equal to your sneak attack damage for the duration. On a failed save, the creature suffers one level of exhaustion.

  • Haplessness

    On a failed save, for the duration, whenever the creature makes an attack roll or ability check, it must roll a d4 and subtract the number rolled from the attack roll or saving throw.

  • Holy Water

    On a failed save, the creature suffers an amount of radiant damage equal to your sneak attack damage. On a successful save, it suffers half as much damage but no additional effects. Either way, if the creature is reduced to zero hit points during the compound's effect, it does not die, and is stabilized. Undead creatures have disadvantage on the saving throw.

  • Noxious Needle

    On a failed save, the creature suffers an amount of necrotic damage equal to your sneak attack damage, and cannot regain hit points for the duration. On a successful save, it suffers half as much damage but no additional effects.

  • Toxic Sting

    On a failed save, the creature Suffers an amount of poison damage equal to your sneak attack damage, and is poisoned for the duration. On a successful save, it suffers half as much damage but no additional effects.

  • Truth Serum

    On a failed save, the creature can't knowingly speak a lie for the duration.

Brewmaster (Level 9)

You learn two recipes from the Major Compounds Table below. On your adventures, you might find other recipes from the Major Compounds table. You can learn a recipe found in this way by spending 24 hours experimenting with it.

Whenever you finish a long rest, you brew one vial of major compound of your choice from the recipes you know. The compound remains potent until the end of your next long rest.

You learn an additional major compound recipe when you reach 13th, and 17th level in this class, and you can prepare one additional major compound vial when you reach 17th level in this class.

Major compounds can be administered in the same ways as minor ones, but the duration of major compounds is dictated by the recipe used rather than by the way it was administered. Major compounds are more volatile, and using a sneak attack to administer it consumes the entire contents of the vial.

Major Compounds Recipes

  • Aboleth Mucus

    On a failed save, the creature goes berserk for one minute. On each of its turns while berserk, it attacks the nearest creature it can see. If no creature is near enough to move to and attack, the creature attacks an object, with preference for an object smaller than itself. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Basilisk Blood

    On a failed save, the creature is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Couatl's Bite

    On a failed save, the creature falls unconscious for 1 hour. The creature wakes up if it takes damage or if another creature uses an action to shake it awake.

  • Crawler Venom

    On a failed save, the creature is blinded and deafened for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.

  • Creeping Agony

    On a failed save, the creature is poisoned for 1 minute. While poisoned in this way, it suffers an amount of poison damage equal to half your rogue level at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Draught of Devotion

    On a failed save, the creature is charmed by you for one hour. If you incorporate another creature's hair or fingernail into the compound when brewing it, the creature is charmed by this other creature instead. Whenever it takes damage, the creature can repeat the saving throw, ending the effect on itself on a success. The charmed creature regards the creature it is charmed by as a friendly acquaintance. When the effect ends, the creature does not know it was charmed (though they may be able to figure it out from context clues).

  • Hag's Mead

    On a failed save, for one minute, the creature deals only half damage with weapon attacks.

  • Revenant's Tears

    On a failed save, the creature drops whatever it is holding and becomes frightened of you for 1 minute. It can repeat the saving throw anytime it ends its turn unable to see you, ending the effect on itself on a success.

Mind Wrack (Level 13)

You include psychoactive reagents to your compounds. Whenever you prepare a vial, you can decide whether creatures subjected to its contents will have to make a Constitution or a Wisdom saving throw.

Pernicious Strike (Level 17)

When you replace your Sneak Attack with administering a compound, you can choose instead to deal half your Sneak Attack damage in addition to administering the compound.

Zealous Inquisitor

None Expect It (Level 9)

Beginning at 9th level, when you cast a spell that targets a creature on which you have your judgment cast, you can choose to impose disadvantage on any saving throw the creature makes against the spell this turn. If you do, your judgment ends at the end of the turn, and you can't cast judgment on that creature again until you finish a short or long rest.

Divine Reward (Level 13)

At 13th level, your deity rewards you for the works you've performed in their name, allowing you to tap into the true divine power. Choose one 3rd-level spell from either the cleric spell list or from your Divine Domain's list of domain spells as this gift. You can cast your gift spell once without expending a spell slot. You must finish a long rest before you can do so again.

When you finish a long rest, you can spend 10 minutes in prayer entreating your deity to replace your gift spell with a different one of the same level from the cleric spell list or from your Divine Domain's list of domain spells.

At 19th level, you gain a 4th-level spell from either the cleric spell list or from your Divine Domain's list of domain spells that can be cast this way. You regain all uses of your Divine Reward when you finish a long rest. When you spend 10 minutes entreating your deity at the end of a long rest, you can replace one or both of your gift spells.

Silence the Heretics (Level 13)

Starting at 13th level, when you cast judgment on a creature, attacks you make against the creature before the end of the turn are made with advantage.

Divine Judge (Level 17)

Beginning at 17th level, you regain the ability to cast judgment without expending a zealous inquisitor spell slot when you finish a short or long rest.

Zealous Inquisitor

None Expect It (Level 9)

Starting at 9th level, when you cast a spell that targets a creature on which you have your judgment cast, you can choose to impose disadvantage on any saving throw the creature makes against the spell this turn. If you do, your judgment ends at the end of the turn.

Divine Reward (Level 13)

At 13th level, your deity rewards you for the works you've performed in their name, allowing you to tap into the true divine power. Choose one 3rd-level spell from either the cleric spell list or from your Divine Domain's list of domain spells as this gift. You can cast your gift spell once without expending a spell slot. When you do, you must finish a long rest'24 before you can do so again.

When you finish a long rest'24, you can spend 10 minutes in prayer entreating your deity to replace your gift spell with a different one of the same level from the cleric spell list or from your Divine Domain's list of domain spells.

At 19th level, you gain a 4th-level spell from either the cleric spell list or from your Divine Domain's list of domain spells that can be cast this way. You regain all uses of your Divine Reward when you finish a long rest'24. When you spend 10 minutes entreating your deity at the end of a long rest'24, you can replace one or both of your gift spells.

Silence the Heretics (Level 13)

Starting at 13th level, when you cast judgment on a creature, attacks you make against the creature before the end of the turn are made with advantage.

Divine Judge (Level 17)

Starting at 17th level, you regain the ability to cast judgment when you finish a short or long rest.