Unchained Rogue

by Aussifer

Search GM Binder Visit User Profile
Unchained Rogue

Rogue

Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.

A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound.

Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard's belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.

Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Skill and Precision

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

A Shady Living

Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats — and wererats — haunt the sewers.

As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

Creating a Rogue

As you create your rogue character, consider the character's relationship to the law. Do you have a criminal past — or present? Are you on the run from the law or from an angry thieves' guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?

What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to re-evaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend — another member of your adventuring party — who showed you new possibilities for earning a living and employing your particular talents.

The Unchained Rogue is an unofficial homebrew publication created by /u/Ozzifer.


Please consider supporting the author for additional updates and future content!

The Rogue
Level Proficiency
Bonus
Features Sneak
Attack
Knacks
Known
1st +2 Sneak Attack, Expertise, Thieves' Cant 1d6
2nd +2 Cunning Action, Rogue Knacks 1d6 2
3rd +2 Roguish Archetype 2d6 2
4th +2 Ability Score Improvement 2d6 2
5th +3 Uncanny Dodge 3d6 2
6th +3 Expertise 3d6 3
7th +3 Evasion 4d6 3
8th +3 Ability Score Improvement 4d6 3
9th +4 Roguish Archetype feature 5d6 3
10th +4 Ability Score Improvement 5d6 4
11th +4 Reliable Talent 6d6 4
12th +4 Ability Score Improvement 6d6 4
13th +5 Roguish Archetype 7d6 4
14th +5 Blindsense 7d6 5
15th +5 Slippery Mind 8d6 5
16th +5 Ability Score Improvement 8d6 5
17th +6 Roguish Archetype feature 9d6 5
18th +6 Elusive 9d6 6
19th +6 Ability Score Improvement 10d6 6
20th +6 Stroke of Luck 10d6 6

Quick Build

You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation, or choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.

Class Features

As a rogue, you gain the following class features.

Hit Points

Hit Dice: 1d8
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
Tools: thieves' tools


Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Expertise

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

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

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

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.

Rogue Knacks

At 2nd level, you begin amassing special talents that aid you in your work. You learn two Rogue Knacks of your choice, which is listed in the "Rogue Knacks" section at the end of the class description.

You gain additional rogue knacks when you reach certain levels in this class, as shown in the Knacks Known column of the Rogue table.

Roguish Archetype

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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 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.

 

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a change in focus as you adapt your repertoire to suit new challenges:

  • Replace one of the proficiencies you chose for the Expertise feature with one of your other eligible proficiencies that isn't benefiting from Expertise.
  • Replace one of the Rogue Knacks you know with another that you could learn at that level.

Uncanny Dodge

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.

Evasion

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.

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 are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency with Charisma saving throws.

Elusive

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.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. You can use this feature in the following ways:

  • If your attack misses a target within range, you can turn the miss into a hit.
  • If you fail an ability check, you can treat the d20 roll as a 20.
  • If you fail a saving throw, you can gain a +10 bonus to the roll, potentially causing it to succeed instead.

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

 

Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques. The options available for you to choose from are listed below.

  • The Arcane Trickster, incorporating magical illusions and enchantments to aid in their work.
  • The Assassin, a master of poison and disguise trained in the art of death.
  • The Inquisitive, a trained investigator who seeks to expose dark secrets and hidden evils.
  • The Mastermind, a spy and a schemer whose words are as deadly as their weapons.
  • The Phantom, who takes power from a mystical connection to the grim forces surrounding death itself.
  • The Scout, who finds a second home in the wilderness and ranges the world as part of their employment.
  • The Soulknife, an infiltrator who uses psionic powers to bypass physical barriers and attack with the mind.
  • The Swashbuckler, a daring expert with blades and charming guile who excels in single combat.
  • The Thief, who has honed his skill in the larcenous arts and calls upon a wider array of talents to assist in their endeavors.
  • The Wild Card, who wields cunning tricks and thrives on the unpredictable thrills of chance.

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 of the PHB for the general rules of spellcasting and the wizard spell list for the spells available to you.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier


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.

Arcane Trickster Spellcasting
— Spell Slots —
Rogue
Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 1
14th 4 10 4 3 1
15th 4 10 4 3 1
16th 4 11 4 3 2
17th 4 11 4 3 2
18th 4 11 4 3 2
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

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 gain the ability to distract targets with your mage hand. When you use your Cunning Action to control the spectral hand created by the spell, you can designate a creature within 5 feet of it as part of the same bonus action. Doing so gives you advantage on the next attack roll you make against that creature until the end of your turn.

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 make an Intelligence check with a DC equal to 10 + the spell's level. On a success, 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 must also succeed on a saving throw using its spellcasting ability modifier (DC equals your spell save DC) or be unable to cast that spell until the 8 hours have passed.

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

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.

Bonus Proficiencies

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

When you reach a level in this class that grants the Expertise feature, you can choose one of these tool proficiencies in place of another proficiency (in a skill or with thieves' tools).

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.

Impostor

At 9th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must study these three components of the person's behavior (such as by listening to speech, examining handwriting, and observing mannerisms), spending at least 1 hour on each component.

 

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.

Additionally, 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, including acquiring appropriate clothing, producing documentation, or other such materials to establish this new identity. (You can't establish an identity that belongs to someone else.) 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.

Infiltration Expertise

Starting at 13th level, you utilize your surroundings to slip in and out of places that would normally be impenetrable. If you are hidden and move from your position, you can move up to half your speed in the open without revealing yourself or needing to make a new Dexterity (Stealth) check, provided you end the move in a position where you aren't clearly visible.

Death Strike

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 equal to 8 + your proficiency bonus + your Dexterity modifier). On a failed save, 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.

Deductive Sense

When you choose this archetype at 3rd level, you develop a talent for picking out lies and seeking out hidden truths. You gain proficiency in the Insight or Investigation skill (your choice).

Additionally, when you make a Wisdom (Insight) check against a target you can see and hear, or an Intelligence (Investigation) check to search for objects or clues, your roll can't be affected by disadvantage.

Insightful Fighting

Also at 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. You gain an additional way to use your Cunning Action: as a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, 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.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

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

Eye for Weakness

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.

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. This ability doesn't allow you to unerringly mimic the creature's voice.

Master of Tactics

Starting at 3rd level, you gain an additional way to use your Cunning Action: as a bonus action, you take the Help 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.

Soul of Deceit

Starting at 9th 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.

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 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.

Incisive Manipulator

At 17th level, you effortlessly influence the minds of other creatures. When a creature targets only you with an attack or a harmful spell, you can use your reaction to make a Charisma (Deception) check contested by the creature's Wisdom (Insight) check. On a success, you force the creature to choose a new target or lose the attack or spell. A creature has advantage on its check if you attacked it, damaged it, or forced it to make a saving throw since the start of your last turn.

Phantom

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

Starting at 3rd level, the 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

Also beginning at 3rd level, 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

At 9th level, 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

Beginning at 13th level, 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

By 17th level, 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.

Scout

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 movement 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. If you have a climbing or swimming speed, this increase applies to that speed as well.

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 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

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.

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 by using psionic powers discovered within themselves. They find easy employment as members of thieves' guilds, but are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their roguish business.

Psionic Speech

At 3rd level, you gain access to the minds of other creatures. As an action, you can choose one willing creature you can see within 30 feet of you; for the next hour, you and the chosen creature can speak telepathically with each other while you are within 1 mile of each other. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you are incapacitated or die, if you use this ability on a different creature, or if you or the other creature ends the connection (no action required).

Empowered Knack

When you choose this archetype at 3rd level, you can call upon your psionic power to help when your training fails you. When you roll a 1 on an ability check using one of your skill or tool proficiencies, you can reroll the die and must use the new roll, even if the new roll is a 1.

Soul Blades

Starting at 3rd level, you can channel your psionic power into shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a soul blade from your free hand and make an 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 + the ability modifier you use for the attack roll. The blade leaves no mark on its target if it deals damage.

A manifested soul blade vanishes immediately after it leaves your hand; if you use the blade to make a ranged attack, it vanishes after it hits or misses its target. You can also dismiss your manifested blade at any time (no action required).

When you take the Attack action on your turn and attack with a soul blade, you can use a bonus action to manifest a second blade and make one weapon attack with it, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Pierce the Veil

At 9th level, you learn to use your blades in other ways. Once on each of your turns, you can create one of the following effects:

Homing Strike. If you make an attack roll using your Soul Blades and miss the target, you can use your reaction to roll a d6 and add it to the attack roll, potentially turning the miss into a hit.

Psychic Jaunt. As a bonus action, you manifest one of your Soul Blades, roll a d6, and then throw the blade at an unoccupied space you can see, up to a number of feet away equal to five times the number rolled. You then teleport to that space, and the blade vanishes.

Psychic Shroud

Starting at 13th level, you can weave a shroud of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 minute or until you dismiss the shroud (no action required). The invisibility ends early immediately after you deal damage to a creature or force a creature to make a saving throw.

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.

Rend Mind

At 17th level, you gain the ability to sweep your Soul Blades directly through a creature's mind. When you use your Soul 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). On a failed save, 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 short or long rest.

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 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 the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache

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 allies 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

Starting at 13th level, when you use your Cunning Action, you gain advantage on the next Strength or Dexterity check you make during the same turn.

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 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.

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, reading unfamiliar languages, and using magic items you normally couldn't employ.

Fast Hands

Starting at 3rd level, you gain additional uses for your Cunning Action: you can use your bonus action to make a Dexterity (Sleight of Hand) check, to use your thieves' tools to disarm a trap or open a lock, or to take the Use an Object action.

Second-Storey 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. If you already have a climbing speed, it increases by 10 feet.

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

Starting at 9th level, you have advantage on any Dexterity (Sleight of Hand) or Dexterity (Stealth) check you make on your turn if you move no more than half your speed on the same turn.

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 on the use of magic 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.

Wild Card

Some rogues favor honing their skill and precision, others perfecting a silver tongue, but there exist the rare few who get their kicks out of wagering life and limb in games of skill and 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.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with two gaming sets of your choice.

When you reach a level in this class that grants the Expertise feature, you can choose one of your gaming set proficiencies to gain its benefit in place of another proficiency (in skills or with thieves' tools).

Smiling Fortune

At 3rd level, you have learned to call upon the gods of fortune. You learn the guidance cantrip, and you can cast the spell on yourself as a bonus action on your turn.

Wild Gambit

Starting at 3rd level, you imbue the tools of your favorite game with the magic of fate. You gain the Wild Gambit associated with one gaming set of your choice which you are proficient with. Whenever you gain a level in this class, you can replace your Wild Gambit option with another one.

 

Rank and File (Chess). When you use your bonus action to take one of your Cunning Action options, you can choose a number of creatures within 30 feet of you that can see or hear you, up to a number equal to your Charisma modifier (minimum of one creature). On its next turn, a chosen creature can use its bonus action to take that same Cunning Action option.

Snake Eyes (Dice). When a creature you can see makes an attack roll against you, you can use your reaction to roll two d6s, choosing either result and subtracting it from the attack roll. If you roll a 1 on both dice, the attack misses you regardless of its roll, unless the attack was a critical hit. You can use this reaction after the creature rolls, but before the DM determines the outcome of the attack.

Face Card (Cards). When you deal Sneak Attack damage to a creature, you can roll on the Face Card Suit table to create an additional effect based on the roll.

Face Card Suit
d4 Effect
1 Blades. At the start of the target's next turn, it takes necrotic damage equal to your rogue level + your Charisma modifier (minimum of 1 damage).
2 Chains. The target has disadvantage on attack rolls and ability checks until the start of your next turn.
3 Coins. Until the start of your next turn, your speed is doubled and the target's speed is halved.
4 Hearts. Roll half the number of Sneak Attack dice for your level (rounded up); you gain temporary hit points equal to the roll's total.

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

Twist of Fate

At 9th level, you manipulate the forces of probability to warp yourself out of danger. As an action, you disappear with a flourish and teleport to an unoccupied space you can see within 120 feet of you, and each creature within 10 feet of the space you left must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). A creature takes 4d6 force damage on a failed save, or half as much damage on a successful one.

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

Opening Move

Starting at 13th level, you exert your cunning influence over the flow of battle. Immediately after rolling initiative but before the start of combat, you can choose up to three creatures you can see within 60 feet of you, swapping the initiative results of those creatures among themselves. The chosen creatures must all be allies of each other, and you can't use this feature if you are surprised.

Double or Nothing

At 17th level, you can defy possibility and slip between the boundaries of fate. As a bonus action, you gain the following benefits:

  • You regain all expended uses of your Wild Gambit feature.
  • Until the start of your next turn, you are immune to being grappled, paralyzed, restrained, or stunned, and you have resistance to all damage.

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

Rogue Knacks

The rogue knacks are presented in alphabetical order. If a rogue knack has prerequisites, you must meet them in order to learn it. You can learn a rogue knack at the same time you meet its prerequisites. A level prerequisite refers to your level in this class. Unless noted otherwise, you can't learn the same Rogue Knack more than once.

Center Balance

You gain an additional way to use your Cunning Action: as a bonus action, you gain advantage on Dexterity (Acrobatics) checks until the start of your next turn.

Dirty Tactics

Prerequisite: 6th level


When you make a Strength or Dexterity check that is contested by another creature's Strength or Dexterity check, you gain a +2 bonus to the roll.

Escape Artist

Prerequisite: 10th level


You gain an additional way to use your Cunning Action: as a bonus action, you automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled, and you gain advantage on ability checks made to escape from magical restraints until the end of the turn.

Fleet of Foot

Prerequisite: 6th level


When you take the Dash action, nonmagical difficult terrain doesn't cost you extra movement until the end of the current turn.

Furtive Attack

Prerequisite: 6th level


When you roll damage for your Sneak Attack, treat any 1 on a damage die as a 2.

Graceful Landing

While you aren't incapacitated, you can subtract up to 20 feet from the distance you fall when calculating fall damage.

Hide in Plain Sight

Prerequisite: 10th level


You can spend 1 minute creating camouflage for yourself based on your surroundings, provided you have access to suitable materials with which to create your camouflage. For example, in an urban environment, you would need access to scraps of cloth, metal, ceramics, or other crafted materials; in a natural environment, you would need access to fresh mud, dirt, plants, soot, or other naturally occuring materials.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Inspection

You gain an additional way to use your Cunning Action: as a bonus action, you take the Search action.

Light-Footed

Prerequisite: 10th level


Opportunity attacks against you are made with disadvantage, provided you can see the attacker.

Narrow Escape

Prerequisite: 14th level


When you succeed on a Dexterity saving throw and take no damage as a result, you can use your reaction to move up to half your speed.

Quick Draw

You can draw a light weapon as part of the attack that you make with that weapon.

Roguish Crawl

Crawling while prone doesn't cost you additional movement.

Roguish Fluke

When you make an attack roll, an ability check, or a saving throw that doesn't already include your proficiency bonus, you can add your proficiency bonus to the roll. Once you use this knack, you can't do so again until you finish a long rest.

Serviceable Goods

Prerequisite: 10th level


When you use a nonmagical item that requires a saving throw to avoid or resist its effect (such as caltrops, a hunting trap, or a vial of poison), you can have the item's saving throw DC equal 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice), instead of its usual saving throw DC.

Sharp Throw

When you make a ranged attack with a weapon that has the thrown property, its normal and long ranges are doubled.

Sidestep

Once on each of your turns, you can move up to 5 feet without provoking opportunity attacks, but only if you move in this way before doing anything else on that turn.

Steady Aim

You gain an additional way to use your Cunning Action: 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 turn.

Trapsense

Prerequisite: 6th level


You have advantage on saving throws made to avoid or resist traps.

Two-Pronged Attack

Prerequisite: 14th level


When you take the Attack action on your turn and use your Sneak Attack against a creature within 5 feet of you, you can immediately make a weapon attack against a different creature you can see within 5 feet of you as part of the same action.

You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

Weapon Finesse

Choose a melee weapon that deals piercing or slashing damage and lacks the heavy and special properties. You gain proficiency with the chosen weapon, which has the finesse property when you wield it.

You can learn this knack more than once, choosing a different eligible weapon each time.

Class Changes

Much like the fighter, the rogue class represents one of the most ubiquitous and recognizable archetypes in fantasy roleplaying games. However, in contrast the to the fighter and its focus on martial combat, the rogue in 5th edition exists as a functionally complete class with little need for change. Therefore, the revisions presented in this handbook are intended not to alter the balance of the class; instead, they aim to provide rogues with an added layer of utility within the party roles and niches available to them.

Rogue Knacks. This is a new feature, which comprises the overwhelming majority of the changes to the rogue's base class feature progression. The feature is intended to provide additional options for rogues; it includes Steady Aim (previously a 3rd-level feature) as one of its options.

Roguish Archetype. A new subclass, the Wild Card, has been added.

Stroke of Luck. The rogue can now use this feature to automatically succeed on a failed saving throw.

Arcane Trickster

The following changes have been made to this archetype:

Versatile Trickster. The rogue can use this feature as part of the bonus action they use to control their spectral hand.

Spell Thief. This feature can be successfully used by making an Intelligence check of a variable difficulty. A creature now only makes a saving throw against this feature if the Intelligence check is successful, and the saving throw result now only affects the creature's ability to cast the stolen spell.

Assassin

The following changes have been made to this archetype:

Impostor. The rogue now gains this feature at 9th level, instead of 13th level, and it now also grants the benefits of the previous version of Infiltration Expertise (see below). The feature also now specifies that the rogue spend at least 1 hour studying each component of their target, rather than three hours to study all of them.

Infiltration Expertise. This feature, which the rogue now gains at 13th level, instead of 9th level, has been redesigned entirely. Its previous effects have been incorporated into Impostor (see above), and it now provides the rogue with ways to capitalize on their ability to hide.

Inquisitive

The following changes have been made to this archetype:

Deductive Sense. This feature replaces both Ear for Deceit and Eye for Detail, and is intended to streamline the effects of those features without becoming obsolete when the rogue gains Reliable Talent at 11th level.

Insightful Fighting. This feature is now explicitly listed as an additional use of the rogue's Cunning Action, but is otherwise unchanged.

Unerring Eye. This feature can now be used a number of times equal to the rogue's proficiency bonus, instead of their Wisdom modifier (a minimum of once).

Mastermind

The following changes have been made to this archetype:

Master of Tactics. This feature is now explicitly listed as an additional use of the rogue's Cunning Action, but is otherwise unchanged.

Soul of Deceit. The rogue now gains this feature at 9th level, instead of 17th level. The previously-existing 9th-level feature, Insightful Manipulator, has been relocated to 17th level (see below).

Insightful Manipulator. This feature has been redesigned, and is intended to improve upon the thematic concepts first gained by the rogue in the 13th-level feature Misdirection.

Soulknife

The following changes have been made to this archetype:

Psionic Speech. This feature is intended to succeed the Psionic Whispers benefit of the Psionic Power feature, which has been replaced and redesigned entirely in order to remove the Psionic Die resource. The feature can only be used on one willing creature, and the telepathic connection now lasts for 1 hour and can be caused to end early in additional ways; in exchange, the feature has no usage limit.

 

Empowered Knack. This feature has been redesigned to remove its reliance on the Psionic Die, which has been removed (see above), while still retaining its thematic concept.

Soul Blades. Renamed from Psychic Blades, this feature is unrelated to the 9th-level feature of the same name in previous versions of this subclass (see below); in addition, the rogue's manifested blade now vanishes in different circumstances.

Pierce the Veil. Renamed from Soul Blades (see above), this feature's benefits have been redesigned to remove their reliance on the Psionic Die (see above). Homing Strike now ignores some cover, instead of providing a bonus to attack rolls; and Psychic Jaunt (renamed from Psychic Teleportation)'s teleportation distance is reduced and now dependent upon a d6 roll.

Psychic Shroud. Renamed from Psychic Veil, this feature can now be used a number of times equal to the rogue's proficiency bonus, instead of relying upon the Psionic Die (see above).

Rend Mind. This feature can now be used once between short or long rests, instead of relying upon the Psionic Die (see above).

Swashbuckler

The following changes have been made to this archetype:

Elegant Maneuver. This feature now grants its benefits when the rogue uses Cunning Action, rather than requiring a use of their bonus action, and it provides a bonus to any Strength or Dexterity check, instead of Strength (Athletics) or Dexterity (Acrobatics) checks.

Thief

The following changes have been made to this archetype:

Fast Hands. This feature is now explicitly listed as additional uses of the rogue's Cunning Action, but is otherwise unchanged.

Second-Storey Work. This feature now provides an increase to climbing speed for rogues which already have a climbing speed.

Supreme Sneak. This feature's benefit now also applies to Dexterity (Sleight of Hand) checks.

Art Credits

The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.

  • Chris McGrath (ArtStation; cover)
  • Riot Games, LLC (© Riot; pg 11)
  • Wizards of the Coast (© Wizards; pg 2, 5, 6, 8)

Thank You

... for taking the time to read this reimagining of the Rogue class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.

Open Game License

Version 1.0a

The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

  1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.

  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.

  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.

 
 
 

  1. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

  2. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

  3. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

  4. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

  5. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

  6. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

  7. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

  8. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

  9. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

  10. COPYRIGHT NOTICE
    Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.


      System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE

15