Rogue Subclasses Reworked
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. However, they all share their specialization in stealth, agility, and most importantly: killin
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
Precision Sneak Attack
You are a master of precision strikes. Starting at 3rd level, your sneak attack dice are d8s.
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.
Infiltrator Agility
Starting at 9th level you are a master of movement and instincts. You have a climbing speed equal to your walking speed, and you can climb along vertical surfaces without falling during the move.
Additionally, when you roll for initiative you may treat a roll of 19 or less as a 20. You may use this ability once per long rest.
Improved Precision Sneak Attack
Your mastery of precision strikes is unrivaled. Starting at 13th level, your sneak attack dice are d10s, and you can treat damage roll for sneak attack of 1 or 2 as a 3.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature you may choose to make a death strike. It must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). It makes this save at disadvantage if the target is surprised, or you have advantage on the attack. On a failed save, you roll max damage on your attack. Once you use this feature you may not use it again until after a long rest.
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 sharp eye make you well equipped to expose and end hidden evils.
Enhanced Intuition
When you choose this archetype at 3rd level, you develop a keen ear and a sharp eye. Whenever you make a Wisdom (Insight) or Intelligence (Investigation) check, treat a roll of 9 or lower on the d20 as an 10.
Insightful Fighting
At 3rd level, you learn to perform insightful strikes.
Insightful Strikes. You learn two insightful strikes of your choice. Many insightful strikes enhance an attack in some way. If an insightful strike does enhance an attack, it must be declared before the attack roll is made. You can use only one insightful strike per attack. This number changes to two at level 11. You learn an additional insightful strike of your choice at 5th, 9th, 13th, and 17th level. Each time you learn a new insightful strike, you can also replace one insightful strike you know with a different one.
Insightful Fighting Dice. Your insightful strikes use insightful fighting dice, which are d6s. You have a number of these dice equal to your Wisdom modifier. An insightful fighting die is expended when you use it. You regain all your expended insightful fighting dice when you finish a long rest.
When you reach certain levels in this class, the size of your Insightful Fighting dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
Saving Throws. Some of your insightful strikes require your targets to make a saving throw to resist the insightful strike's effects. The saving throw DC is calculated as follows:
Insightful Strike Save DC = 8 + your proficiency bonus +
Steady Eye
At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Unerring Eye
At 13th level, your senses are almost impossible to foil. You gain a special bonus equal to your proficiency Bonus on any Wisdom (Perception) or Intelligence (Investigation) check to notice illusions.
Additionally, you can use your action to hone your senses and concentrate on nearby magic. For the duration of 1 minute, you gain the benefits of the detect magic spell.
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.
Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. When you make an insightful strike against a creature, your Sneak Attack damage against that creature increases by 3d6.
Insightful Strikes
Brutal Strike. When you make a weapon attack roll against a creature, you can expend one insightful fighting die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Calculated Dodge When you are subjected to an affect that forces you to make a dexterity saving throw, you can expend one insightful fighting dice and add the die to the roll, provided you aren't incapacitated.
Careful Strike. When you make an attack against a creature, you can expend an insightful fighting die to negate a source of disadvantage on the attack.
Disarming Strike. When you make an attack against a creature, you can expend one insightful fighting die to attempt to knock an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice.
Disorienting Strike. When you make an attack against a creature, you can expend one insightful strike die to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Insightful Advice. When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one insightful fighting die. That creature can immediately use its reaction to make one weapon attack, adding the insightful fighting die to the attack's damage roll.
Insightful Defense. As a reaction to being hit, you can expend an insightful fighting die, rolling the die and adding the number rolled to your AC until the start of your next turn, including against the triggering attack.
Insightful Instincts. When you make a an initiative roll, you can expend one insightful fighting die and add the die to the roll, provided you aren't incapacitated.
Insightful Knowledge. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one insightful fighting die and add the insightful fighting die to the ability check.
Precise Strike. When you make an attack against a creature, you can expend one insightful fighting die to attempt to gain advantage on the attack roll. You make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If you succeed, you gain advantage on the attack.
Rapid Strike. When you take the Attack action, you may expend an insightful fighting die to gain an extra attack on your turn.
Retreating Strike. When you make a melee attack against a creature, you can expend an insightful fighting die and that creature can't make opportunity attacks against you for the rest of your turn.
Tripping Strike. When you make an attack against a creature, you can expend one insightful fighting die to attempt to trip a target. On a hit, the target suffers normal damage and, if the target is Large or smaller, must make a Strength saving throw or be knocked prone.
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 Strategist
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Master Manipulator
Starting at 9th level, you can attempt to manipulate an enemy. If you have spent at least 1 minute interacting with a creature that can understand you, you have advantage on Deception (Charisma) checks and Persuasion (Charisma) checks to influence the target. Additionally, can spend 1 minute conversing with the creature and force it to make a Wisdom saving throw. The DC for this ability equals (8 + your proficiency bonus + your charisma modifier ). On a failure, the creature is charmed by you for 1 hour or until you or one of your allies attack it
When the effect ends or if the target succeeds on it's saving throw, it has no idea you tried to influence it. Once you use this feature on a target, they are immune to this effect for 24 hours.
You can use this feature once per long rest.
Master of Secrets
Beginning at 13th level, your mind has become something which can work out any problem and control anyone or thing. You gain the ability to add a extra d8 to any skill check that uses charisma, intelligence or wisdom. You can use this a number of times equal to your proficiency bonus. You regain all uses when you finish a long rest.
Additionally, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making 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.
Master of Reactions
Starting at 17th level you may take the ready action in addition to your normal action. If you take the ready action in this way to make an attack, you do not gain normal sneak attack damage, instead 3d6 extra damage.
You can use this a number of times equal to your Intelligence modifier (minimum of one). You regain all uses when you finish a long rest.