Revised Rogue for 5th Edition (v4)

by Doki

Search GM Binder Visit User Profile
Revised Rogue (5th Edition)

Rogues needed a small push and some polish, and this document is just that. Keep in mind however that this rogue revision is intended to be played alongside other revised melee classes. To that end, this PDF reinforces rogue's identity by making the thief and scout subclass features baseline & more accessible.

When using this revision it is advised that your Dungeon Master is aware of the other class revisions provided. To find them, follow the first link in the 'Additional Content' section on this same page: Doki's GM Binder profile.

Table of Contents

Opening

Pg 1 — Optional Rule Variant: Flanking
Pg 1 — Optional Rule: Wisdom Initiative
Pg 1 — Additional Content

Creating a Rogue

Pg 2 — Class Features

Roguish Archetypes

Pg 5 — Arcane Trickster
Pg 6 — Assassin
Pg 7 — Inquisitive
Pg 7 — Mastermind
Pg 8 — Phantom
Pg 9 — Soulknife
Pg 10 — Swashbuckler

Closing

Pg 11 — Version History & Special Thanks

Optional Rule Variant: Flanking

When a creature and at least one of their allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy. A flanked creature has a -2 penalty to their AC and disadvantage on Dexterity saving throws.

To flank an enemy, you must be able to perceive them and not be incapacitated. You can't contribute to flanking an enemy that is more than two size categories bigger than you. Nor can you contribute to flanking an enemy if you have two enemies on opposite sides of you, provided the enemies are at least one size category below you.


Optional Rule: Wisdom Initiative

At your DM's discretion, you may use your Wisdom modifier in place of your Dexterity modifier when rolling for initiative.


Additional Content

Class Revisions & More:

https://www.gmbinder.com/profile/Doki


Make sure to check out the "Revised Feats for 5th Edition" and "Injuries for 5th Edition" PDFs!


Designer Note from Doki:

As DM, I made reliable talent a feature all characters gain after their 11th cumulative level. You may of course ignore this and the climbing mastery feature if you wish.

Or allow rogue to take both features and deprive the others of reliable talent. I'm not a cop.

The Rogue

Level Prof. Bonus Features Sneak Attack
1st +2 Expertise, Observe & Encode, Sneak Attack 1d6
2nd +2 Cunning Action, Parkour 1d6
3rd +2 Exploit, Roguish Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge, Unseen Traveler 3d6
6th +3 Ability Score Improvement 3d6
7th +3 Evasion, Martial Trickery 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Impressive Stealth, Roguish Archetype 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Climbing Mastery (or Reliable Talent) 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Fortune Finder, Roguish Archetype 7d6
14th +5 Blindsense, Wanderlust 7d6
15th +5 Clever Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Crown Taker, Roguish Archetype 9d6
18th +6 Ambush Mastery 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck, Sudden Strike 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
Tools: Thieves' tools


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

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• Leather armor, two daggers, and thieves' tools

• (a) a rapier, or (b) a shortsword, or (c) 20 gp

• (a) a shortbow and quiver of 20 arrows or (b) a shortsword

• (a) a burglar's pack, or (b) a dungeoneer's pack, or (c) an explorer's pack


Alternatively, you can start with a number of gold pieces based on the following roll: 4d4 x 10 gp


Multiclassing

Prerequisites. To qualify for multiclassing into the rogue class, you must meet these prerequisites: Dexterity 13.

Proficiencies. When you multiclass into the rogue class, you gain the following proficiencies: Light armor, one skill from the class's skill list, and thieves' tools.

Expertise

At 1st level, choose two of your skill or tool proficiencies in any combination. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

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

At 12th level, if your DM allows Revised Feats for 5th Edition, you gain one additional Skill Feat as detailed in that document. Refer to page 1 for more information on Revised Feats for 5th Edition.

Observe & Encode

During your rogue training you learned to encode messages in a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows this feature (or thieves' cant) understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

You also 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.

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

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Rogue class levels (if any)

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.

Cunning action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. As a bonus action, you can choose to do one of the following:

  • A Dexterity (Sleight of Hand) check.
  • Use your thieves' tools to disarm a trap or open a lock.
  • Make the Use an Object, Dash, Disengage, or Hide action.

Parkour

Also at the 2nd level, you are far more difficult to pin down during a fight, gaining the following benefits:

  • You can climb faster than normal; climbing without a climbing speed no longer costs you extra movement.
  • The distance you can jump from any position is increased by a number of feet equal to twice your Dexterity modifier.

Additionally once you reach 7th level, 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.

Exploit

Starting at 3rd level, you've learned to size up your target's failings in battle. As a bonus action, you can give yourself advantage on your next attack roll for the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use this bonus action, your speed is 0 until the end of the current turn.

Roguish Archetype

Also 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 6th, 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.

Uncanny Dodge

By 5th level, when an attacker that you can see hits you with an attack roll, you can use your reaction to halve the attack's damage against you.

Unseen Traveler

Also at 5th level, you posses great ability to navigate distances while remaining undetected. You can track other creatures while traveling at a normal pace, and you can move stealthily while traveling at a fast pace. Rules for traveling are found on page 158 of the Player's Handbook.

At 11th level, whether mounted or on foot, your travel pace is doubled. If you already benefit from Revised Ranger's Veteran Outrider feature, this feature does not provide a travel pace bonus. Refer to page 1 for more information on Revised Ranger.

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.

Martial Trickery

Starting at 7th level the following weapons, including unarmed strikes, have the finesse property when you wield them: Club, handaxe, javelin, light hammer, mace, and sickle.

Additionally, once you hit the 10th level, the following weapons also have the finesse property when you wield them: Flail, morningstar, quarterstaff, spear, trident, war pick.

Impressive Stealth

At 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Climbing Mastery

With the 11th level, you can entirely forgo climbing gear in even seemingly impossible situations. You gain a climbing speed equal to your walking speed and are able to find grip on perfectly smooth surfaces with your upper and lower body.

You cannot be wearing medium or heavy armor while climbing perfectly smooth surfaces; Though worn gear such as boots, gloves, or light armor do not impede your grip.

Fortune Finder

Beginning at the 13th level, almost no obstacle short of a solid wall can impede your movement. When you squeeze into a space, you are able to move into areas with either a width or height as narrow as 1 inch, provided there's enough room to fit you in the other direction. For example, crawling into a room from beneath a doorway or sliding in between the iron bars of a jail cell.

You are also able to maintain perfect balance on a razors edge if you move no more than half your walking speed on the same turn.

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.

Wanderlust

Also at 14th level, you learn the nondetection spell and may cast it requiring no spell slot or material components.

Once you cast nondetection using this feature, you can't do so again until you finish a long rest.

Additionally, you can't be tracked by non-magical means, unless you choose to leave a trail.

Clever Mind

By 15th level, you have acquired greater mental strength and have learned enough about the workings of magic that you can improvise the use of items not intended for you. The following benefits are now granted to you:

  • You gain proficiency in your choice of either Wisdom or Charisma saving throws.
  • The maximum amount of magical objects you can attune to is increased by 1.
  • You ignore all class, race, and level requirements on the use of magic items.

Crown Taker

The perfect moment is all you need. At 17th level, having advantage on an attack roll also increases your critical threshold by 1.


Critical Threshold: Without other sources of critical threshold, your attack rolls critically strike on a roll of 19-20.

Ambush Mastery

Beginning at 18th level, you've become so adept at laying ambushes and escaping danger that attackers rarely gain the upper hand.

No attack roll has advantage against you while you aren't incapacitated. Also, 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.

Stroke of Luck

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

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

Sudden Strike

Finally at 20th 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.

Roguish Archetypes

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks from a variety of possible spell schools. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting.

Spell List. Choose one of the following classes when you become an Arcane Trickster. You cannot change this decision.

  • Druid: Your spellcasting ability is Wisdom. Your associated schools are Conjuration and Transmutation.
  • Cleric: Your spellcasting ability is Wisdom. Your associated schools are Abjuration and Evocation.
  • Sorcerer: Your spellcasting ability is Charisma. Your associated schools are Conjuration and Evocation.
  • Bard: Your spellcasting ability is Charisma. Your associated schools are Enchantment and Illusion.
  • Warlock: Your spellcasting ability is Intelligence or Charisma. Your associated schools are Enchantment and Necromancy.
  • Wizard: Your spellcasting ability is Intelligence. Your associated schools are Abjuration and Evocation.

Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from your chosen classes spell list.

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

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast these spells, you must expend a slot of the spell's level or higher. For example, if you know the 1st-level spell charm person and have unused 1st and 2nd level spell slots, you can cast charm person using either slot. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice from your chosen classes spell list, two of which you must choose from the classes noted schools of magic.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from the schools of magic of your chosen classes spell list, 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 spells you know with another spell of your choice from your chosen classes spell list. The new spell must be of a level for which you have spell slots, and it must be from the schools of magic of your chosen classes spell list, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Your spellcasting ability is told to you by your chosen class, which is used to cast your known spells. You use your spellcasting ability modifier whenever a spell refers to your spellcasting ability. In addition, you use your spellcasting ability modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your spellcasting ability modifier

Spell attack modifier = your proficiency bonus +

your spellcasting ability modifier
Arcane Trickster Spellcasting
Rogue Level Cantrips Known Spells Known Spell Slots Per Spell Level
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 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

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 gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

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 on your chosen class' spell list). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

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

Assassin

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.

Deadly Initiative

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. The following benefits apply to you:

  • When you roll initiative and an enemy creature you can see is surprised, you may take your first turn in combat at the highest initiative count.
  • You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
  • Your successful attack rolls against surprised creatures are always critical hits.

Bonus Proficiencies

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

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

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

Impostor

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

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

Death Strike

Starting at 17th level, you become a master of evisceration. When you attack and hit a creature that is surprised, it must make either a Dexterity or Constitution saving throw (your choice) (DC 10 + your Dexterity modifier + your proficiency bonus). 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.

Streetwise

When you choose this archetype at 3rd level, you develop a talent for picking out lies and digging deeper into meaning. Whenever you make one of the following d20 rolls, treat a roll of 7 or lower as an 8:

  • A Wisdom (Insight) check to determine lying.
  • A Wisdom (Perception) check to spot a hidden creature or object.
  • An Intelligence (Investigation) check to uncover or decipher.

Insightful Fighting

Also at 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. 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 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. 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.

Master of Tactics

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

Insightful Manipulator

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

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Challenge Rating
  • Class levels (if any)

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

Preparation

Also at 9th level, you have advantage on initiative rolls.

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.

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.

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 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 to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

Whispers of the Dead

When you take this archetype at 3rd level, 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 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 dealing 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 torment them.

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

Starting at the 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

Finally at 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.

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.

Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.

As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.

Psionic Power

Beginning at 3rd level when you take this archetype, a wellspring of psionic energy swells within you. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest.

In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).


The powers below use your Psionic Energy dice.


Psi-Bolstered Knack. When your physical training fails you, your psionic power surges: If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.


Psychic Whispers. You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Psychic Blades

Also at 3rd level, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

If you are wielding a weapon you are proficient with when you take the Attack action, you may have that weapon deal psychic damage instead of it's normal bludgeoning, piercing, or slashing damage until the beginning of your next turn.

After you attack, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6. If you are wielding a weapon, the same rules apply as the second paragraph above.

Soul Blades

At 9th level, your Psychic Blades become an expression of your psi-suffused soul, giving you powers that use your Psionic Energy dice:


Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.


Psychic Teleportation. As a bonus action, you focus on one of your Psychic Blades. Expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes if it was manifested.

Psychic Veil

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

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.

Rend Mind

Finally 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 9 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.

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

Also at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

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

Panache

Starting a 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuvers

At 13th level, your AC increases by 1. Also, you can use a bonus action to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you possibly turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage and it cannot have disadvantage. Once you do so, you can't use this feature again until you finish a short or long rest.

Just

do it.

From Behind.

Interested in more content like this? Want to create content yourself? Follow the link below:

Version History

Version 4.0 — April 2022

  • Added the medical skill as a choice at 1st level
  • Updated the designer note on pg 1
  • Removed the art on pg 3 for space
  • Several mechanical revisions, such as:
  • Adjusted "Parkour" to upgrade at 7th level from 5th
  • "Martial Trickery" is now earned at 7th level and upgrades at the 10th level.
  • Added the 5th level feature "Unseen Traveler"
  • At 12th level, "Expertise" grants a "Skill Feat" if your DM allows for the "Revised Feats" PDF to be used
  • Split "Covert Scrutiny" back into Blindsense
  • Added the 14th level feature "Wanderlust"

Version 3.3 — April 2022

  • New Optional Rule: Wisdom Initiative
  • Soulknife can also infuse weapons to use Psychic Blade and other related features.
  • New Pg. 3 Art: "Witch Hunter Hansel", Steven Shan
  • Formatting fixes

Version 3.2 — March 2022

  • Added the 5th level feature "Martial Trickery"
  • Formatting fixes

Version 3.1 — March 2022

  • Formatting fixes

Version 3 — March 2022

  • Expertise at 6th level is reduced to +1 choice, from +2

Version 2 — March 2022

  • Fixed a formatting mistake on Arcane Trickster
  • Updated formatting on Crown Taker

Version 1 — March 2022

  • Initial Release

Special Thanks

Doki: Literally couldn't do it without you, me.


Wizards of the Coast: Thanks for 5th Edition.


Internet / Reddit: So many great gameplay ideas!


Cover Art: Unknown, terribly sorry.

Pg. 1 Art: "Death from Above", reddit u/miraxsand

Pg. 3 Art: "Witch Hunter Hansel", Steven Shan

Pg. 4 Art: "Forest Gnome Rogue", Zook Pickerel

Pg. 6 Art: "Arch Angel", JasonTN

Pg. 7 Art: Unknown, www.davidrevoy.com

Pg. 8 Art: Unknown, Legend of the Cryptids ©

Pg. 10 Art: "Lampshade", Eddy-Shinjuku