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[Home](https://www.gmbinder.com/share/-MN0X3GLN7VcacnJ9k6U) [Misc. House Rules, Feats, and Fighting Styles](https://www.gmbinder.com/share/-MN0KnReQ1W7XKRm89nW) [Equipment Remastered](https://www.gmbinder.com/share/-MlRoEeZU5HpIyc1KUwV) [Ancestry Remastered](https://www.gmbinder.com/share/-MN6zuidNmoUG9Ejm7OW) [Minor Class Tweaks](https://www.gmbinder.com/share/-MN0Ybh6NIyRDnhc200G) [Barbarian Remastered](https://www.gmbinder.com/share/-MMvgHV5r-4r_45CFc_r) [Fighter Remastered](https://www.gmbinder.com/share/-MMvaOhPztJkeRiTG4Wa) [Monk Remastered](https://www.gmbinder.com/share/-ME8CnNvo1OimAtFnZGH) [Paladin Remastered](https://www.gmbinder.com/share/-MNBJL3suxyUw_GkqhUz) [Ranger Remastered](https://www.gmbinder.com/share/-MDuS3fPV3CC8da0s6Hx) [Sorcerer Remastered](https://www.gmbinder.com/share/-MN0fcbVwwTRJddN4EFI) [Warlock Remastered](https://www.gmbinder.com/share/-MErjc66-pqBipBnSyFF) [Spells Remastered](https://www.gmbinder.com/share/-MN1zOluhzgiVoKzv88e) [Mystic](https://www.gmbinder.com/share/-MVnHiPYjGn07IQiI5v3) [Psionics](https://www.gmbinder.com/share/-MVnFNGUjLLRXFOKMcYJ) [Psionic Feats & Items](https://www.gmbinder.com/share/-MZSEf4tllM1ZQRV03Pu) ## Rogue Remastered ___
##### Rogue | Level | Proficiency Bonus | Features | Sneak Attack | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 | | 2nd | +2 | Cunning Action, Fighting Style | 1d6 | | 3rd | +2 | Third Story Work, Roguish Archetype | 2d6 | | 4th | +2 | Ability Score Improvement | 2d6 | | 5th | +3 | Uncanny Dodge | 3d6 | | 6th | +3 | Expertise | 3d6 | | 7th | +3 | Evasion | 4d6 | | 8th | +3 | Ability Score Improvement | 4d6 | | 9th | +4 | Roguish Archetype Feature | 5d6 | | 10th | +4 | Ability Score Improvement | 5d6 | | 11th | +4 | Reliable Talent | 6d6 | | 12th | +4 | Ability Score Improvement | 6d6 | | 13th | +5 | Roguish Archetype Feature | 7d6 | | 14th | +5 | Blindsense | 7d6 | | 15th | +5 | Slippery Mind | 8d6 | | 16th | +5 | Ability Score Improvement | 8d6 | | 17th | +6 | Roguish Archetype Feature | 9d6 | | 18th | +6 | Elusive | 9d6 | | 19th | +6 | Ability Score Improvement | 10d6 | | 20th | +6 | Stroke of Luck | 10d6 |
## Class Features As a Rogue, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per Rogue level - **Hit Points at 1st level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Rogue level after 1st ___ #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** simple weapons, hand crossbows, longswords, rapiers, shortswords, whips - **Tools:** Thieves' Tools - **Saving Throws:** Dexterity, Intelligence - **Skills:** Choose any 4 ___ \columnbreak #### Equipment You start with the following items, plus anything provided by your background. - (a) a rapier or (b) a shortsword - (a) a shortbow and a quiver of 20 arrows or (b) a shortsword - (a) a dungeoneer's pack or (b) an explorer's pack, or (c) a burglar's pack - Leather armor, two daggers, and thieves' tools Alternatively, you may start with 160 gp to buy your own equipment. \pagebreak ### Expertise At 1st level, choose two of your skill or tool proficiencies. Your proficiency bonus is double for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies to gain this benefit. ### Sneak Attack 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 a weapon attack if you have advantage on the attack roll. You don't need advantage on the attack roll if you are using a finesse or ranged weapon so long as 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. The damage dice for your sneak attack turn to d8s if the attack you hit with is a melee attack using Dexterity. ### Thieves' Cant During you 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 can understand such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guilt, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run. ### Fighting Style Beginning at 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Whenever you gain a level in this class, you can replace one Fighting Style you know with another. [Fighting Styles](https://www.gmbinder.com/share/-N-POrCoDF6kDp723BdM) ### Cunning Action 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. Alternatively, you can choose to Aim and give yourself advantage on the next attack roll you make this 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. ### Third-Story Work At 3rd level, you gain the ability to climb faster than normal. Climbing no longer costs you extra movement. Additionally, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Finally, whenever you make a Strength (Athletics) check for climbing or jumping, you can use your Dexterity modifier in place of your Strength modifier. ### Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities fromt he list of available archetypes. Your archetype choice grants you features at 3rd level, and then again at 9th, 13th and 17th level. ### Ability Score Improvement When you reach 4th, 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1 and gain a feat. As normal, you can't increase an ability score above 20 using this feature. ### Uncanny Dodge Starting at 5th level, whenever you are hit by an attack and are not incapacitated, you can use your reaction to halve the attack's damage against you. ### Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to any effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. ### Blindsense Starting at 14th level, if you are able to hear, you have blindsight out to a range of 30 feet. Additionally, you are aware of the location of any hidden or invisible creatures within that range, and you do not suffer disadvantage when attacking a creature you cannot see within 30 feet of you. \pagebreak ### Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. If you are already proficient, you instead gain proficiency in Charisma saving throws. Additionally, you are immune to being charmed and spells and effects that try to read your mind automatically fail unless you allow them to succeed. ### Elusive Beginning at 18th level, you are highly mobile and impossible to pin down. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. Additionally, you can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, attacks cannot have advantage against you while you are not incapacitated. ### Stroke of Luck At 20th level, you have an uncanny knack for succeeding when you need to. Once per turn whenever you make an ability check, saving throw, or attack roll, you can roll an additional d20. If the additional d20 is a natural 20, you can choose to use that roll instead. ## Roguish Archetypes ### Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, unfamiliar languages, and using magic items you normally couldn't employ. #### Cutpurse Beginning at 3rd level, you gain proficiency in the Sleight of Hand skill if you don't already have it. You can double your proficiency bonus for any ability check using this skill. #### Fast Hands Starting at 3rd level, you can use a bonus action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. #### Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, entering a creatures line of sight does not immediately reveal your position when you're hidden, so long as you end your turn out of their line of sight (such as by entering an area of darkness.) #### Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements for the use of magic items. Additionally, you can use your bonus action to take the Activate an Item action. Finally, you have advantage on saving throws against the magical effects created by items. #### Thief's Reflexes When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. ### Scout You are skilled in stealth and surviving far form the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetypes are at home in the wilderness and among barbarians and rangers, and many scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter--these are just a few of the roles that scouts assume as they range the world. #### Skirmisher Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks. #### Survivalist When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. #### Superior Mobility At 9th level, your walking speed increases by 10 feet. Additionally, you gain a climbing and swimming speed equal to your walking speed, and your movement isn't hindered by difficult terrain. #### Ambush Master Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of combat become easier for you and other to strike; attack rolls against that target have advantage until the end of your next turn. \pagebreak #### Sudden Strike Starting at 18th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as part of that action. This attack can benefit from your Sneak Attack even if you already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn. ### Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler typically excels in single combat, and can fight with two weapons while safely darting away from an opponent. #### Panache At 3rd level, your charm becomes extraordinarily beguiling. On your turn, you can use your cunning action to make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, be within 60 feet of 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 or until you use this feature again. It also ends early if you target another creature with an attack or force them to make a saving throw. If you succeed the check and the target 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 immediately ends if you or your companions do anything harmful to it or its allies. #### 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 your for the rest of your turn. You also gain an additional way to use your sneak attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. You must be using a finesse weapon to gain this benefit, and you must abide by all other rules of Sneak Attack. #### Rakish Audacity Starting at 9th level, your confidence propels you into battle. You gain a bonus to your initiative rolls equal to your Charisma bonus (minimum 1). #### Elegant Maneuver Starting at 13th level, whenever you use your cunning action, you gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make this turn, and if you make a running jump this turn, the distance you cover increases by an a number of feet equal to your rogue level. #### Master Duelist Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack on your turn, you can use your reaction to reroll that attack with advantage. ### Assassin You focus your training on the grim art of death. Those who adhere to this archetype are diverse - hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. #### Assassinate Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Finally, you have advantage on initiative rolls. #### Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. #### Ghost Beginning at 9th level, you have the uncanny ability to make a swift escape when you need it. Whenever you reduce a creature to 0 hit points, you can use your reaction to move up to your speed without provoking opportunity attacks. If you attempt to hide before the end of your next turn after moving this way, you have advantage on the check. #### Infiltration Expertise Starting at 13th level, you can unfailingly create false identities for yourself. At the end of a long rest, you can spend 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. \pagebreak Additionally, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least one minute studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism. Your ruses are indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. #### Death Strike Starting at 17th level, you become a master of instant death. When you hit with a sneak attack against a creature that is surprised, double the damage of your attack against the creature. ### Inquisitive As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils. #### Ear for Deceit When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 9 or lower on the d20 as an 10. #### Eye for Detail Starting at 3rd level, you can use your cunning action to Analyze, make a Wisdom (Perception) check to spot a hidden creature or object, or make an Intelligence (Investigation) check to uncover or decipher clues. #### Insightful Fighting At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. Whenever you use your cunning action, you can make a Wisdom (Insight) check against a creature you can see within 60 feet of you, contested by the target's Charisma (Deception) check. If you succeed, the next attack the target makes against you before the end of your next turn is made at disadvantage. #### Steady Eye 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. #### Unerring Eye Beginning at 13th level, your senses are almost impossible to foil. Whenever you make a Wisdom (Perception), Wisdom (Insight), or Intelligence (Investigation) check, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. #### Eye for Weakness At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. Whenever you succeed with your Insightful Fighting, the damage of your next attack against that creature increases by 3d6. ### Mastermind Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. #### Master of Intrigue When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. #### Master of Tactics Starting at 3rd level, you can take the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you. #### Insightful Manipulator Starting at 9th level, you can use the analyze action as a bonus action, and regardless of whether you succeed your check on an analyze, you can learn certain information about the target's 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, or gain insight into the creatures bonds or flaws. #### Misdirection Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack, you can use your reaction to have the attack target another creature within 5 feet of you. \pagebreak #### Soul of Deceit Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic. ### Arcane Trickster 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.*** Choose two different schools of magic. You know three 1st-level wizard spells of your choice, two of which you must pick from the spell schools you chose. 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 from one of the two spell schools you chose, 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 save DC** = 8 + your proficiency bonus + your Intelligence modifier ___ **Spell attack modifier** = your proficiency bonus + your Intelligence modifier ***Equipment and Spellcasting.*** Though you cast spells similar to a wizard, you use simplified components that are easier to perform. Armor does not restrict the spellcasting of the spells you know from this class. Additionally, you can use an arcane focus for your wizard spells. #### 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. #### Magical Ambush Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. #### Versatile Trickster At 13th level, you can manipulate the battlefield with your mage hand. As a bonus action, you can push a creature within 5 feet of the spectral hand created by your spell. That creature moves up to 5 feet horizontally and the next attack against the target has advantage #### Spell Thief 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. \pagebreak ### Soulknife 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. #### Psionics When you reach 3rd level, you learn how to manifest the untapped psionic power within. You learn how to use psionics much like a mystic does. See [Psionics](https://www.gmbinder.com/share/-MVnFNGUjLLRXFOKMcYJ) for the mystic power list and general rules on psionics. ***Talents.*** You learn three talents of your choice from the mystic list. You learn an additional talent at 10th level. ***Psi Points.*** The Psi Warrior Psionics table shows you how many psi points you have to manifest your powers of 1st level and higher. The table also shows what the maximum power you can cast at a given level. You regain all expended psi points when you finish a short or long rest. You expend a number of psi-points to manifest a power of a given level. The Psi-Point Cost table summarizes the cost in psi-points of powers from 1st to 4th level. Talents don't require psi-points and thus do not have a cost. For example, if you are a 7th level soulknife and you know the 1st-level power deja vu, you can spend 2 psi-points to manifest the power as a 1st-level power or you can spend 3 psi-points to manifest it as a 2nd-level power. ***Powers Known of 1st-Level and Higher.*** You know two 1st-level powers from the mystic power list, one of which must be from the telepathy or clairsentience disciplines. The Powers Known column of the Soulknife Psionics table shows when you learn more mystic powers of 1st level or higher. Each of these must be a telepathy or clairsentience power of your choice, and must be of a level no higher the your max power level. The powers you learn at levels 9, 14, and 20 can be from any discipline. Whenever you gain a level in this class, you can replace one of the mystic powers you know with another power of your choice from the mystic power list. The new power must be of a level no higher than your max power level and must be from the telepathy or clairsentience disciplines, unless you're replacing the power you learned at 3rd, 9th, 14th, or 20th level from any discipline. ***Psionic Ability.*** Intelligence is your psionic ability for your mystic powers. You use your Intelligence whenever a power refers to your psionic ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a mystic power you manifest and when making an attack roll with one. ___ **Psionic save DC =** 8 + your proficiency bonus + your Intelligence modifier ___ **Psionic attack modifier =** your proficiency bonus + your Intelligence modifier ***Armor and Powers.*** Though you manifest powers similar to a mystic, you draw upon psychic energy more efficiently for these powers. Armor does not restrict the manifesting of powers you know from this class. ###### Soulknife Psionics | Rogue Level | Talents Known | Powers Known | Psi Points | Max Power Level | |:---:|:-----:|:---:|:---:|:---:| | 3 | 3 | 2 | 2 | 1st | | 4 | 3 | 3 | 4 | 1st | | 5 | 3 | 3 | 4 | 1st | | 6 | 3 | 3 | 4 | 1st | | 7 | 3 | 4 | 6 | 2nd | | 8 | 3 | 4 | 6 | 2nd | | 9 | 3 | 5 | 6 | 2nd | | 10 | 4 | 5 | 6 | 2nd | | 11 | 4 | 5 | 6 | 2nd | | 12 | 4 | 6 | 6 | 2nd | | 13 | 4 | 7 | 10 | 3rd | | 14 | 4 | 8 | 10 | 3rd | | 15 | 4 | 8 | 10 | 3rd | | 16 | 4 | 9 | 10 | 3rd | | 17 | 4 | 9 | 10 | 3rd | | 18 | 4 | 9 | 10 | 3rd | | 19 | 4 | 10 | 12 | 4th | | 20 | 4 | 11 | 12 | 4th | ###### Psi-Point Cost | Power Level | Point Cost | |:---:|:-----------:| | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | \pagebreak #### Psychic Blades At 3rd level, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you make a weapon attack, you can manifest a psychic blade from your free hand and make the attack with that blade instead. 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 with a ranged attack, if you dismiss one or all of your blades (no action required), or after 1 minute. If your psychic blade deals damage, it leaves no mark on its target. Additionally, you can engage in two-weapon fighting with your psychic blades, treating them as if they were light weapons. #### Soul Blades Beginning at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you the following abilities: ***Homing Strikes.*** If you make an attack roll with your Psychic Blades and miss the target, you can spend 1 psi point to reroll the attack. You can only use this ability once per round. ***Psychic Teleportation.*** As a bonus action, you manifest one of your Psychic Blades, expend 1 psi point, and throw the blade at an unoccupied space within 30 feet of you. You then teleport to that space and the blade disappears. #### Psychic Veil At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can psionically 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 2 psi points to use this feature again. #### Rend Mind At 17th level, you can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence 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 3 psi points to do it again. ### Phantom Unchanged ## Changelog #### Features - Gains proficiency in whips - Can choose from any skills instead of a limited list. - Expertise can be used on any tool instead of just thieves' tools - Sneak attack can be used with non-finesse and non-ranged weapons but only if you have advantage (IE you cannot trigger it via adjacent allies) - Aim baked into Cunning Action - Third-Story Work baked into the main class. Also lets you use Dexterity in place of Strength for Athletics checks for climbing or jumping. - Evasion now works against all saves and not just Dexterity saves. - Blindsense buffed; increased range to 30 feet, explicitly gives blindsight, and you do not suffer disadvantage on attacking creatures you cannot see within that range. - Slippery Mind lets you gain proficiency in Charisma save if you're already proficient in Wisdom. You also are immune to charms and having your mind read. - Elusive now also prevents your speed from being hindered by magic or difficult terrain. It also makes you immune to magical effects that paralyze or restrain you, and you can spend 5 feet of movement to automatically escape nonmagical restraints. - Stroke of luck lets you roll an additional d20 every time you make an ability check, saving throw, or attack roll. If that d20 is a natural 20, you can use that roll in place of the normal roll. #### Thief - Now gives expertise in Sleight of Hand. - Supreme Sneak allows you to not break stealth when entering enemy line of sight so long as you end your turn out of sight. - Use Magical Device gives you advantage on saves against the effects of magic items. #### Scout - Superior Mobility gives you a swimming and climbing speed as well as prevents your movement from being hindered by difficult terrain. #### Swashbuckler - Rakish Audacity requires a finesse weapon. - Panache can now be used as a bonus action. - Elegant Maneuver activates whenever you use any cunning action, and if you jump that same turn, the distance you cover increases by a number of feat equal to your rogue level. - Master Duelist is now at-will. \pagebreak #### Assassin - Assassinate gives you advantage on initiative rolls. - Infiltration Expertise lets you mimic other peoples speech, writing and behavior. Also gives you advantage on Deception checks to maintain your disguise. - Impostor replaced with Ghost, which lets you move up to your speed as a reaction after reducing a creature to 0 hit points, and gives you advantage on your next Stealth check. #### Inquisitive - Ear for Deceit now lets you treat the roll as a 10 on a 9 or lower. - Eye for Detail also lets you use it to Analyze. - Insightful Fighting can be used as part of any cunning action and gives your opponent disadvantage on their next attack against you on a success. - Unerring Eye is now at-will. - Eye for Weakness applies to any attack you make, not just a sneak attack. #### Mastermind - Misdirection longer requires you to have cover. #### Soulknife - Reworked to fit within the context of my psionics homebrew. - You can engage in two-weapon fighting with Psychic Blades. - Soul Blades, Psychic Vale, and Rend Mind use psi points to fuel them - Psychic Teleportation's distance is a fixed 30 feet. - Rend Mind DC keys off Intelligence.