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## 5e Rogue Improvements ### ### Rogue Class #### Skillful Versatility *(4th-level Rouge feature)* Whenever you reach a level in this class that grants the Ability Score Improvement feature. Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise. #### Slippery Skill *(15th-level Rouge feature)* Your nimble proficiency allows you to use your agility in conjunction with mental fortitude and acquire instincts. You gain proficiency in Wisdom saving throws
additionally you use your reaction to replace your Dexterity saving throw modifier in the place of another saving throw you are proficient for an instance with that saving throw.
#### Stroke of Luck *(20th-level Rogue feature)* 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
and the attack gains advantage if it already didn’t have it. Alternatively, if you fail an ability check, or saving throw you can treat the d20 roll as a 20.
### ##### **Key** Purple- Added or Changed text Black*-Completely Reworked feature ### ## 5e Rogue Improvements ### ### Rogue Subclass #### Roguish Archetype: Arcane Trickster #### Spell Thief *(17th-level Roguish Archetype feature)* 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 cast *Counterspell* at 4th level without the use of any components, on a success you disturb the spell as normal but you have the following additional effects. You steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it becomes a Wizard spell for you, no matter what it’s previous casting class was).
For the next 8 hours, you know the spell and can cast it using your spell slots. You may cast the spell once for without expelling a spell slot. The creature can't cast that spell until the 8 hours have passed. Once you
successfully
use this feature, you can't use it again until you finish a long rest. ###### (No Further Changes to the Arcane Trickster Rogue) ### #### Roguish Archetype: Assassin #### Assassinate *(3rd-level Roguish Archetype feature)* 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.
If you are fully hidden from all hostile creatures, and successfully make an attack against a creature that hasn’t taken a turn in combat, you may have it be treated as a critical hit. You may also treat any successful attack made against a creature that is surprised be treated as a critical hit.
#### Infiltration Expertise *(9th-level Roguish Archetype feature)* You can unfailingly create false identities for yourself.
You must spend 72 hours and 25 gp to establish the history, profession, and affiliations for an identity. If you wish to assume someone else’s identity you need an additional 24 hours with at least 6 of which carefully studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.
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. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
#### Sudden Strike* *(13th-level Roguish Archetype feature)* Your professionalism over the art bringing a quick death from unseen corners allows you to ready your assassinations much more readily. Whilst you are hidden and use the attack action with a weapon against a creature that hasn’t acted in combat yet, you gain a bonus to the attack modifier equal half your proficiency bonus until the end of your turn. Additionally when you're in combat with multiple enemies if any of them are surprised, you may move up the initiative order and go before the surprised enemy with the lowest initiative in the combat. ###### (No Further Changes to the Assassin Rogue) ### \pagebreak #### Roguish Archetype: Inquisitive #### Eye for Detail* *(3rd-level Roguish Archetype feature)* You can use a Cunning action to make a Wisdom (Perception) check or make an Intelligence (Investigation) check. ###### (No Further Changes to the Inquisitive Rogue) ### ## 5e Rogue Improvements ### ### Rogue Subclass #### Unerring Eye *(13th level Roguish Archetype feature)* Your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You may still make an Intelligence (Investigation) check to determine the true nature of an illusion.
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. ###### (No Further Changes to the Inquisitive Rogue) #### Roguish Archetype: Mastermind #### Insightful Manipulator *(9th-level Roguish Archetype feature)* If you spend at least 1 minute observing, interacting or fighting with another creature and 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 three of the following characteristics of your choice: * Intelligence score * Wisdom score * Charisma score * Class levels (if any) At the DM's discretion, you may replace one of these characteristics to find out a piece of the creature's history or one of its personality traits, if it has any.
#### Misdirection* *(13th-level Roguish Archetype feature)* You can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while another creature within 5 feet of you may use your reaction, designate a creature and move up to 20ft, you must stay within 5ft of that creature. This movement dosen’t provoke attacks of opportunity. If this movement interposes you between the attacker and another chosen creature the attack targets that creature instead of you. ###### (No Further Changes to the Manipulator Rogue) ### #### Roguish Archetype: Thief #### Second-Story Work *(3rd-level Roguish Archetype feature)* You gain the ability to climb faster than normal; climbing no longer costs you extra movement.
Whenever you make any Athletics check to climb, you can treat a d20 roll of 7 or lower as a 8. In addition, when you make a
standing or running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier (minimum of 1). And you reduce any falling damage by your Dexterity modifier (minimum of 1) as well.
###### (No Further Changes to the Thief Rogue) ###