The Rogue Revised
Original Source: Player's Handbook
The Rogue
| Level | Proficiency Bonus | Features | Sneak Attack |
|---|---|---|---|
| 1st | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 |
| 2nd | +2 | Cunning Action | 1d6 |
| 3rd | +2 | Roguish Archetype feature, Steady Aim | 2d6 |
| 4th | +2 | Ability Score Improvement | 2d6 |
| 5th | +3 | Uncanny Dodge, Evasion | 3d6 |
| 6th | +3 | Expertise, Versatile Perfectionist | 3d6 |
| 7th | +3 | Roguish Archetype | 4d6 |
| 8th | +3 | Ability Score Improvement | 4d6 |
| 9th | +4 | Expertise | 5d6 |
| 10th | +4 | Roguish Archetype | 5d6 |
| 11th | +4 | Reliable Talent | 6d6 |
| 12th | +4 | Ability Score Improvement | 6d6 |
| 13th | +5 | Roguish Archetype | 7d6 |
| 14th | +5 | Blindsense | 7d6 |
| 15th | +5 | Slippery Mind | 8d6 |
| 16th | +5 | Ability Score Improvement | 8d6 |
| 17th | +6 | Roguish Archetype | 9d6 |
| 18th | +6 | Elusive | 9d6 |
| 19th | +6 | Ability Score Improvement | 10d6 |
| 20th | +6 | Expert Reflexes, Crippling 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, Perception,
- Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
- You start with the following equipment, in addition to the
- equipment granted 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) dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
Expertise
- At 1st level, choose two of your skill proficiencies, or one
- of your skill proficiencies and 2 tool proficiencies. Your
- proficiency bonus is doubled for any ability check you
- make that uses any of the chosen proficiencies.
- At 6th level, you can choose two more of your
- proficiencies (in skills or with 2 tools) to double your
- proficiency bonus with this benefit
- At 9th level, you can choose two more of your
- proficiencies (in skills or with 2 tools) to double your
- proficiency bonus with this benefit.
Thieves’ Cant
- At 1st level, 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.
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. 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.
Roguish Archetype
- At 3rd level, you choose an archetype that you emulate in
- the exercise of your rogue abilities: Many of them are
- listed below, detailed at the end of the class description,
- or one from another source. Your archetype choice grants
- you features at 3rd level and then again at 7th, 10th, 13th,
- and 17th level.
Steady Aim
- Starting at 3rd level, 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 current turn.
Ability Score Improvement
- When you reach 4th level, and again at 8th, 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.
- Using the optional feats rule, you can forgo taking this
- feature to take a feat of your choice instead.
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
- At 5th level, your instinctive agility lets you dodge out of
- the way of certain area effects, such as a blue dragon’s
- lightning breath or a fireball 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.
Versatile Perfectionist
- At 6th level, you have learn additional skills along the
- way. You gain 2 additional skill proficiencies of your
- choice. You may trade any 1 skill proficiency with this
- feature with 2 tool proficiencies.
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 20 feet of you and you do not suffer disadvantage
- when attacking a creature you cannot see within 20 feet
- of you. A hidden or invisible creature within your
- Blindsense range does not gain advantage for attacking
- you.
Slippery Mind
- By 15th level, you have acquired greater mental strength.
- You gain proficiency in Wisdom saving throws. You have
- advantage on Saving Throws against the Charmed
- condition
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.
Expert Reflexes
- At 20th level, you are quick to act and quicker to react.
- When you roll Initiative, on the first round of combat, you have another turn at -10 of your original initiative total.
- You become proficient with initiative checks, allowing you to add your proficiency bonus to initiative rolls (and apply Reliable talent to as well)
- You gain 1 reaction once per turn rather than once per round
Crippling Strike
- Also at 20th, when you do Sneak Attack damage to a
- creature, they take half the damage again at the start of
- their next turn.
Roguish Archetypes
Roguish Archetypes Table
| Roguish Archetypes | Original Source |
|---|---|
| Arcane Trickster | Player's Handbook |
| Assassin | Player's Handbook |
| Inquisitive | Xanathar's Guide to Everything |
| Mastermind | Xanathar's Guide to Everything |
| Phantom | Tasha's Cauldron of Everything |
| Scout | Xanathar's Guide of Everything |
| Soulknife | Tasha's Cauldron of Everything |
| Swashbuckler | Xanathar's Guide of Everything |
| Thief | Player's Handbook |
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 Spells Rules for the general rules of
- spellcasting and the Spells Listing for the wizard spell list.
Cantrips
- You learn three cantrips: mage hand and two other
- cantrips of your choice from the wizard spell list. You
- learn another wizard cantrip of your choice at 10th level.
- You may swap out Cantrips known when you gain a level
- in this class.
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 8th, 14th, or 20th level.
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.
Arcane Trickster Spellcasting Table
| Level | Cantrips Known | Spell 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 | 2 | - |
| 14th | 4 | 10 | 4 | 3 | 2 | - |
| 15th | 4 | 10 | 4 | 3 | 2 | - |
| 16th | 4 | 11 | 4 | 3 | 3 | - |
| 17th | 4 | 12 | 4 | 3 | 3 | - |
| 18th | 4 | 12 | 4 | 3 | 3 | - |
| 19th | 4 | 13 | 4 | 3 | 3 | 1 |
| 20th | 4 | 14 | 4 | 3 | 3 | 1 |
Mage Hand Legerdemain
- Starting at 3rd level, when you cast Mage Hand, you can
- make the spectral hand invisible, it's duration becomes 10
- minutes 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 cast Mage Hand with a bonus action
- 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.
Versatile Trickster
- At 7th level, you gain the ability to distract targets with
- your mage hand. Once per turn on your turn, you can
- designate a creature. While that creature is within 5 feet
- of the spectral hand created by the spell Mage Hand, you
- gain advantage on attack rolls against those creatures
- until the beginning of your next turn. Creatures within 5 ft
- of your mage hand that move away from your mage hand
- provoke opportunity attacks from you, even if you are
- at a further distance. You may make a ranged weapon
- attack against the creature, or you may cast a Cantrip at
- the creature, using the Mage Hand as the point of origin
- or yourself, your choice. Using this reaction (regardless if
- you use a cantrip or make a ranged weapon attack)
- dismisses the Mage Hand however.
- As a bonus action, you may also impart the Help action
- against a creature or object that is within 5 ft of your
- Mage hand. This then dismisses the Mage Hand after the
- Help action has been completed.
Arcane Knowledge
- At 10th level, your abilities having taken your mind to new
- places, increasing your understanding of magic in many
- forms. Choose 1 proficiency from History, Nature, Arcana,
- or Religion. You gain proficiency with that skill. If
- you already have proficiency in your skill choice, you gain
- Expertise instead.
- You also gain the ability to detect magical traps better.
- You learn the Find Traps spell and can cast it at will
- without using a spell slot, but only as a ritual. this doesn't
- count towards your number of spells known and the spell
- has the following changes:
- The Spell's range is 30 ft when cast as a ritual
- The target can be any trap within range, even one you don't have line of sight to.
- You learn the location of each trap within range.
- You gain advantage on the ability checks to disarming a trap you've discovered with the Find Traps spell
- You have resistance to damage of traps discovered with the Find Traps spell.
Magical Ambush
- Starting at 13th 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.
- In addition, you may perform a sneak attack while hidden
- with a Cantrip. If the Cantrip has a saving throw, the
- creature takes no Sneak Attack damage if they succeed
- the saving throw. The Cantrip must do damage, either
- with a saving throw or an attack roll to qualify for
- this "in addition,..." part of the feature.
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 Wisdom Saving
- throw. The DC equals your spell save DC. On a failed save,
- you negate the spell’s effect against you and can redirect
- the location or target of the current spell's casting, as if
- you were the original caster. You may also dismiss the
- spell harmlessly with the same reaction.
- In addition, you steal the knowledge of the spell if it is at
- least 1st level or higher (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.
- If it is not of a level you can cast, you recover 1 Spell Slot,
- the highest expended Spell slot you have available.
- Regardless, the original spellcaster can’t cast that spell for
- 8 hours.
- Once you have successfully used this feature, you cannot
- use it again until you take 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.
- Original Source: Player's Handbook
Master of Disguise
- At 3rd level, you gain proficiency in disguise kits and
- you can cast the Disguise Self spell at will while you
- have a disguise kit on your person with the following
- changes:
- It is also counts as a Transmutation spell as well as a Illusion spell. (magic isn't purely an illusion)
- You can cast it as a Bonus action and without Somatic or Verbal component's.
- Creatures using their action to inspect your appearance have Disadvantage on the Intelligence (Investigation) checks.
- Your spell save DC for Disguise Self is 8 + your proficiency bonus (doubled if you have expertise with disguise kits) + your Dexterity Modifier.
Expert Poisoner
- At 3rd level, gain proficiency in the poisoner's Kit
- and you gain the Poisoner feat with the following
- changes, see end of document for description of
- Original Poisoner Feat.
- You can as a Bonus action attempt to use Sleight of Hand to plant an ingested poison in food without other people noticing, or plant a contact or inhaled poison on someone or some thing without being noticed.
- The Constitution Saving Throw DC is 8 + your proficiency bonus + your Dexterity Modifier.
- You can make twice your proficiency bonus worth of Poisons with 1 hours worth of work and 50 gp's worth of materials. This may also be done during a Short rest if you have the appropriate tools and space to do so.
- The applying Poison on a weapon retains it's potency for up to 10 minutes or for a number of attacks with that weapon equal to your proficiency bonus per application.
- If you have a Poison applied to your weapon, and you perform a Sneak Attack, your damage die's for Sneak attack become d8's instead of d6's
- If the creature makes their save against your poison, they still take half damage if the attack was also a Sneak Attack
- The damage starts at 2d8 at 3rd level, but becomes 3d8 at 7th level, and 4d8 at 13th level.
Assassinate
- Starting at 7th level, you are at your deadliest when you
- get the drop on your enemies. You have advantage on
- attack rolls against any creature that has not taken any
- actions, bonus actions, or reactions in the combat yet.
- In addition, any hit you score against a creature that is
- surprised or has a movement speed of 0 is maximum
- damage.
- Furthermore, Opportunity Attacks and attacks using
- your reaction are done so with advantage.
Hiding in Plain Sight
- At 10th level, you learn how to manipulate your
- surroundings to be even more effective saboteur.
- You gain the following features:
- You may attempt to hide when you are lightly obscured. You may also attempt to hide while being actively observed, although you do so at disadvantage.
- You may use your Bonus action to cast Disguise Self to attempt to Hide with the same bonus action after your attack that hits. You Disguise Self as one of the target's allies or as an innocent bystander and they don't suspect you. You may use your Stealth Check or Disguise check for this opposed Perception Check
- Creatures you successfully Sneak Attack while hidden or surprised, the target have their movement speed reduce by 10 ft.
- When you are Hidden or Hiding in Plain Sight from a creature and miss it with a weapon attack, making the attack doesn't reveal your intent or position.
Deadly Infiltrator
- At 13th level, you also are quick to think on your feet, and
- allow your skills to notice the nuances of your
- surrounding environment, both tactically and socially.
- While using disguise self to successfully convince
- others you are a different person, you have advantage on
- Insight, Perception and Investigation checks.
- If you perform a Sneak attack while using Disguise Self
- and your target isn't aware that you are a hostile enemy
- or target is surprised or movement speed is 0, your Sneak
- Attack damage die increases to d8's from d6's (or to
- d10's from d8's if you also have poison applied to the
- weapon your attacking with)
Eviscerating Wounds
- Starting at 17th level, you become a master of instant
- death. Whenever you attack and hit a creature, it must
- make a Constitution saving throw (DC 8 + your Dexterity
- modifier + your proficiency bonus). On a failed save,
- double the damage of your attack against the creature.
- Creature's that are Surprised or have a movement speed
- of 0 have Disadvantage on their save. If you Critical hit a
- target, they automatically fail their save.
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.
- Original Source: Xanathar's Guide to Everything
Master Detective
- At 3rd level, whenever you make a Wisdom (Insight) Check
- to determine whether a creature is lying, or to use your
- Insightful Fighting feature, treat a roll of 7 or lower on the
- d20 as an 8. Also, you never have disadvantage on Insight
- checks, as long as you are not Charmed or Frightened.
- Additionally, your quick to see what others need to focus
- on. Once on your turn, (no action required), you may
- make a Wisdom (Perception) check to spot hidden
- creature or object or to make and Intelligence
- (Investigation) check to uncover or decipher clues. After
- the 1st time on a turn you use this part of the feature
- you may make additional Perception or Investigation
- checks as a Bonus action.
Insightful Fighting
- At 3rd level, you gain the ability to decipher an opponent’s
- tactics and develop a counter to them. As a Bonus action,
- you make a Wisdom (Insight) check against a creature you
- can see within 30 feet while your not 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 the attack roll.
- This benefit lasts for 1 minute or until you use this feature
- again, successfully, on another target.
- Furthermore, you add your proficiency bonus to the
- damage against an opponent you have successfully used
- your Insightful Fighting feature.
Exploit Weaknesses
- At 7th level, you gain further knowledge of a creature you
- have used your Insightful Fighting feature, cause blows to
- cause greater effect to the creature than usually possible.
- As a Bonus action, you may have the next attack against a
- creature to have vulnerability to the attack's damage, so
- long as the attack happens before the start of the
- creatures next turn and you have already successfully
- used Insightful Fighting on that creature. At the start of
- the creature's next turn, your Insightful Fighting feature
- ends, and another Insight checks must be made on your
- turn to continue it.
- You can use this feature a number of times per long rest
- equal to your proficiency bonus.
Unerring Eye
- At 10th level, you gain advantage on any Wisdom
- (Perception) or Intelligence (Investigation) checks.
- In addition, your senses are almost impossible to foil. You
- can more easily sense the presence of illusions,
- shapechangers not in their original form, and other magic
- designed to deceive the senses. You gain an opportunity
- to make Invesitigation, Insight, or Perception checks, even
- when not physically interacting with the object, while
- within 60 feet of the object or creature, provided you
- aren't blinded or deafened, or are not under the Charm or
- Frightened Condition. You sense that an effect is
- attempting to trick you, but you don't automatically know
- what is hidden or its true nature.
- Furthermore, you gain True Sight out to 10 ft while not
- Blinded or Deafened
Undermining Opponent
- At 13th level, when you make a Sneak attack on a creature
- while you are successfully using your Insightful Fighting
- feature, you do additional 3d6 damage. You can use your
- reaction when an ally hit's the creature you currently have
- Insightful Fighting on to confer this benefit to that hit
- as well, adding 3d6 damage to the attack.
- Additionally, You have advantage on opposed ability
- checks and Saving throws against the creature's features
- you are using your Insightful Fighting feature on.
- Using Exploit Weaknesses no longer ends your Insightful
- Fighting feature on the target.
Expert Inquisitor
- Starting at 17th level, you can now use your Insightful
- Fighting on multiple opponent's at once and faster than
- before. Your Insightful Fighting is once per turn, no action
- instead of a bonus action, to try to activate and you can
- choose/have a number of creatures equal to your
- proficiency bonus affected at once. Each of your allies also
- add half your proficiency bonus (rounded up) to target
- you successfully used Insightful Fighting on.
- In addition, when you use your Exploit Weaknesses
- feature, either for yourself or using your reaction for
- someone else, the attack also ignores resistance and
- treats immunities as resistances
- Finally your Unerring Eye's True sight extends out an
- additional 10 ft, to 20 ft, while not Blinded or Deafened.
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.
- Original Source: Xanathar's Guide to Everything
Master of Intrigue
- Starting at 3rd level, you are a master at saying the right
- thing at the right time. When you make a Charisma
- (Persuasion) or Charisma (Deception) check, you can treat
- a d20 roll of 7 or lower as an 8.
- In addition, you gain proficiency in the disguise kit, forgery
- kit, one gaming sets of your choice. You also gain a
- number of language proficiencies equal to your
- proficiency modifier.
- Furthermore, 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.
Ready for Anything
- 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 your helping can see or hear you.
- Additionally, when you take the Ready Action as a bonus
- action or action, your choice. You may only have 1 Ready
- Action active at once. When you take the Ready Action,
- if the condition for the Readied action does not trigger,
- you may still make 1 melee weapon attack at a creature
- within reach or 1 ranged weapon attack on a creature
- within 30 feet right before the start of your next turn.
- Readying an action does not require your reaction, but
- you may only do so once per round.
- In addition, you may proceed with your Ready Action,
- right before the start of your next turn, if you so choose,
- even if your trigger failed to happen.
Master of Tactics
- Starting at 7th level, when you take the help action, you
- can now help up to a number of creature's equal to your
- proficiency bonus. Each allied creature must be within 30
- feet of you, and each allied creature must be trying to do
- a similar thing (such as Attacks, ability checks, etc...) You
- may also take the Help action as a reaction. Any creature
- you help gains a bonus to an ability check, a saving throw
- or an attack equal to half your proficiency bonus
- (rounded up) that is applicable to the action you are
- helping them with.
- Additionally, you may warn someone of an attack
- if you can see both the ally and the creature attacking.
- You may as a reaction to give a bonus to the AC of a
- Target Ally within 30 ft equal to your proficiency bonus. If
- the attack misses, the rogue regains their reaction.
- Furthermore, if the feature effect or spell would give a
- saving throw to take half damage on a success, if the ally
- makes their saving throw, it does no damage instead. If
- they make their saving throw, you also regain your
- reaction. You may utilize this portion of this feature only
- once per round.
- Finally, your Evasion ability effects all saving throws that
- have half damage, instead of only Dexterity Saving
- throws.
Misdirection
- Beginning at 10th level, you can sometimes cause another
- creature to suffer an attack meant for you. Once per turn,
- when you are targeted by an attack while another
- creature is within 5 feet of you, you can make that attack
- target that creature instead of you. You can do this a
- number of time per long rest equal to your proficiency
- bonus. You must be able to see the attack coming for you
- to benefit from this part of the feature.
- Additionally, you gain half cover as long as 1 other
- creature is within 5 ft of you, regardless if they are
- blocking line of sight of the attack. You gain 3/4 cover if 3
- or more creatures are adjacent to you, regardless if they
- are blocking line of sight of the attack. You must be
- able to see the attack coming for you to benefit from this
- part of the feature.
- Furthermore, when you use your reaction to perform
- your Uncanny Dodge, you can choose a target other than
- the attacker within 5 feet of you to take the other
- half of the damage from the attack.
Master Plan
- At 13th level, you lead your party into ambushing a
- group before combat. You and a number of creatures you
- choose within 30 ft equal to your proficiency bonus gain
- the following benefits.
- Enemies have Disadvantage on Passive Perception checks to determine whether the enemies are surprised
- You and the chosen creatures have advantage on their Initiative roll
- You and the chosen creatures have advantage on attack rolls against targets whose turn hasn't come up yet in initiative.
- On the first round of combat, you and the chosen creatures do an additional 2d6 damage against surprised targets
- Furthermore, when a creature other than you uses the
- help action to help you make an attack, your attack
- cannot have disadvantage (as in if it would have had
- disadvantage it no longer is at disadvantage) and you gain
- a number of additional Sneak attack die equal to your
- proficiency bonus.
Master of the Mind
- 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 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.
- You are immune to the Charm and Frightened conditions.
- Also when you use the help action on an ally, they have
- advantage against spells and effects that cause the
- Charmed or Frightened condition until the beginning of
- your next turn.
- Furthermore, your Master of Tactic's range is extended
- out to 60 feet around you instead of 30 feet around you
- and they add your proficiency bonus instead of half your
- proficiency bonus to the task your helping with. This 60
- foot range also apply to warning someone of an attack
- from Master of Tactics feature as well as the range of your
- Master Plan feature for determining surprise.
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.
- Original Source: Tasha's Cauldron of Everything
Whispers of the Dead
- When you choose this archetype at 3rd level, echoes of
- those who have died cling to you. Whenever you finish a
- short or long rest, you can gain one skill or tool
- proficiency of your choice, 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.
- Additionally, at 10th level and again at 17th level you can
- gain an additional skill or tool proficiency (so 2 at 10th
- level and 3 at 17th level)
Wails from the Grave
- 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 7th 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
- At 10th level, you can phase partially into the realm of the
- dead, becoming ethereal like a ghost. As a bonus action,
- you assume a spectral form. While in this form, you have
- a flying speed of 20 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 1 Hit Die in force damage, spending
- the Hit die, if you end your turn inside a creature or an
- object. You have resistance to non-magical attacks while
- in this form. You are vulnerable to force damage while in
- this form.
- 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.
Beyond the Grave
- At 13th level, you no longer need to use your reaction, nor
- have a free hand, when creating soul trinket's from your
- Tokens of the Departed feature as long as you are not
- also using your Ghost Walk feature.
- They do however appear visibly on your persons, either as
- trinkets appearing on a necklace, circlet, armor ect... You
- may still only create one trinket per turn however.
- Additionally, your Wails from the Grave feature range for
- the secondary target is 60 ft of the first target. Your range
- for Token's of the Departed also becomes 60 ft of you.
- Furthermore, when you do necrotic damage to a
- secondary target with your Wails from the Grave feature,
- heal an amount equal to your proficiency bonus.
Death Knell
- 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 now deal the necrotic damage to both the first and the second creature.
- When you create a Soul trinket from Tokens of the Departed, you heal amount equal to your proficiency bonus.
- When you finish a long rest, if you have no Soul trinket's you gain two soul trinkets.
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.
- Source: Xanathar's Guide to Everything
Skirmisher
- Starting at 3rd level, you are difficult to pin down during a
- fight. You can move up to half your speed as a reaction
- when an enemy ends its turn within 5 feet of you. This
- movement doesn’t provoke opportunity attacks. You can
- also make 1 weapon attack with the same reaction
- against that target, either before or after your movement.
- You also gain Medium Armor proficiency
Survivalist
- When you choose this archetype at 3rd level, you choose
- 2 skills to gain proficiency from the following list: Animal
- Handling, Nature, Perception, Survival, and Stealth. Your
- proficiency bonus is doubled for any ability check you
- make that uses either of those proficiencies.
- In addition, if you provide food or nourishment during a
- short rest, you and a number of allies equal to your
- proficiency bonus can gain bonus amount of healing from
- expending hit dice equal to your rogue level + proficiency
- bonus.
- Furthermore, you can make Perception checks and
- Animal Handling checks as bonus actions.
Superior Mobility
- At 7th level, your walking speed increases by 10 feet. If
- you have a climbing or swimming speed, this increase
- applies to that speed as well. You have advantage on
- Dexterity Saving Throws. You also have advantage on
- Dexterity checks.
- In addition, you may add your entire Dexterity Modifier,
- while wearing Medium armor and not using a shield, to
- your AC.
Ambush Master
- Starting at 10th level, you excel at leading ambushes and
- acting first in a fight.
- 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. You do an additional 3d6 damage
- to the target you hit on the first round, and until the
- target's start of their turn, every attack that hit's that
- creature does an additional 1d6 damage.
- Medium armor you are wearing no longer has
- disadvantage on Stealth checks.
Sudden Strike
- Starting at 13th 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.
Impossible Maneuverability
- Starting at 17th level, you can completely avoid deadly
- strikes. A number of times per long rest equal to your
- proficiency bonus, when you use your Uncanny Dodge
- Feature, you take no damage instead of taking half
- damage.
- In addition you gain an additional 10 ft of movement. If
- you have a climbing speed or swimming speed, this
- increase applies to that speed as well.
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.
- Original Source: Tasha's Cauldron of Everything
Psionic Power
- Starting at 3rd level, you harbor a wellspring of psionic
- energy within yourself. 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 nonpsionic training fails you, your psionic power can help: 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 Bond: When you take a long rest you may make 1 weapon with both the light and finesse property your psychic blades. Roll your Psychic Energy Die. It takes that many hours to bound to a new weapon. Takes 1 minute to unbound to a weapon. A Bound weapon will stay in your hands after your Psychic Blades attacks, or reappear in your hands if you threw them.
- Soul Marked: Dealing Sneak attack damage against a creature with your Psychic blades feature causes the target to become Soul Marked for 1 minute. As a Bonus action, you can expend a Psionic Energy Die to do psychic damage to each creature currently Soul Marked equal to a number of rolls of your Psionic Energy die equal to your proficiency bonus + your Dexterity modifier. You can have a number of targets Soul Marked at once equal to your proficiency bonus. Soul Marking new targets beyond your proficiency bonus cause your oldest Soul Marked to drop off the previous target.
- 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 and with a reach of 5 feet. It has a
- normal range of 60 feet and no long range, and on a hit, it
- deals psychic damage equal to your Psionic Energy die
- 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.
- After you attack with the blade, 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
- 1 die category less than your Psionic Energy Die, for
- example if your Psionic Energy die is 1d6, this bonus
- action blade does 1d4 psychic damage.
- Psionic Threat: When you have at least 1 hand
- free or unarmed, you still gain an Opportunity Attack
- when a creature leaves your reach and can summon your
- Psychic blades with the same reaction. You may choose to
- delay the attack you make with this reaction to anytime
- within 60 foot range of your Psychic blades (allowing you
- to essentially make a ranged attack with an
- Opportunity Attack), if you so choose.
Soul Blades
- Starting at 7th level, your Psychic Blades are now an
- expression of your psi-suffused soul, giving you these
- 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 manifest 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 10 times the maximum result of your Psionic Energy die. You then teleport to that space, and the blade vanishes. You may choose to leave behind a Psionic Pulse upon teleporting away. Each creature within 5 ft of the space you teleported from of your choice must make a Intelligence Saving Throw or take your Psionic Energy Die + your Dexterity Modifier in psychic damage and become Soul Marked. Successful save does half damage and creatures are not Soul Marked.
- Psionic Absorption: As a reaction, when a creature drops to 0 hit points within 30 feet of you, you may make an Intelligence Saving Throw, DC equal to 5 + the CR of the creature. If you succeed, you regain 1 Psionic Energy Die. If the target was Soul Marked, this saving throw automatically succeeds. Once you successfully use this feature, you may not use it again until you finish a short or long rest.
Tower of Iron Will
- At 10th level, your mind's defenses are formidable. After
- you or another creature you can see within 30 feet of you
- fails a saving throw, you can use your reaction to roll your
- Psionic Energy die and add the number rolled to the
- saving throw. If this results in the saving throw to be a
- success, you expend the Psionic Energy die.
- In addition you gain supernatural resilience, gaining
- resistance to Force and Psychic damage.
- Furthermore, your Psionic Energy Die reserves increase,
- gain two additional uses per long rest.
Psychic Veil
- At 13th level, you can weave a veil of psychic static to
- mask yourself. As a bonus 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
- at the end of a turn after you have dealt damage to a
- creature, or you have forced 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
- When you reach 17th level, you can sweep your Psychic
- Blade 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 an Intelligence
- saving throw (DC equal to 8 + 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 two 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.
- Original Source: Xanathar's Guide to Everything
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.
- Whenever you move through a willing creature's space,
- it is not difficult terrain for you. You may also make an
- Acrobatics check to move through unwilling creature's
- space, as part of the same move. If the unwilling creature
- is your size, the DC is 15. If the unwilling creature is 1 size
- smaller or larger, the DC is 10. Otherwise, no roll is
- necessary. If moving through multiple unwilling creature's
- spaces, add +2 to the DC of the hardest one to pass for
- each additional unwilling creature. Enemy creature's
- (unwilling) space does not count as difficult terrain for
- you.
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.
- Additionally, Opportunity Attacks you make are always
- Sneak Attacks, if your attack does not have disadvantage,
- and the weapon used qualifies for Sneak Attack.
- Furthermore, if you did have advantage on a Sneak
- Attack, you may also add your Charisma Modifier to your
- Sneak Attack's damage.
Panache
- At 7th level, your charm becomes extraordinarily
- beguiling. As a bonus 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. Your AC against the target
- creature improves by an amount equal to half your
- proficiency bonus, rounded down, for the same duration.
- 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 Maneuverability
- Starting at 10th level, you gain advantage on the Dexterity
- (Acrobatics) and Strength (Athletics) checks.
- In addition, when you take the Dash action, you gain the
- benefits of the Disengage action with the same action.
- Furthermore, whenever you take the Dash or Disengage
- action, you may also make 1 melee weapon attack during
- your turn as part of the same action.
- Finally, once per short or long rest, when you would make
- a Dexterity or Strength Saving Throw, you can choose to
- remove any disadvantage and give yourself advantage on
- the save.
Undisputed Duelist
- Beginning at 13th 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.
- In addition, if you hit your target when using this feature,
- they make a Strength Saving Throw, DC is 8 + your
- proficiency bonus + dexterity modifier. If they fail the
- save, they do half damage with weapon attacks for a
- number of rounds equal to your proficiency bonus.
Charismatic Duelist
- At 17th level, you have advantage on Charisma
- (Persuasion) checks. Also your Panache AC bonus
- increases to your full proficiency bonus, and now applies
- to all attackers in addition to the attacks of the target
- creature.
- In addition, your Panache now charms non-hostile
- creatures for 10 minutes instead of 1 minute. You gain
- proficiency in 2 additional languages.
- Furthermore, each of your attacks that hits against a
- successful Panache Charisma (Persuasion) check is
- automatically a critical hit.
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.
- Original Source: Player's Handbook
Fast Hands
- Starting at 3rd level, you can use the bonus action granted
- by your Cunning Action to make a Dexterity (Sleight of
- Hand) check, use your thieves' tools to disarm a trap or
- open a lock, to make Wisdom (Perception) or Intelligence
- (Investigation) checks to spot traps or take the Use an
- Object action.
- In addition, you also gain 1 skill proficiency or 2 tool
- proficiencies.
- Furthermore, you may attempt any bonus action available
- to you as a reaction when someone walks into or out of a
- threaten square near you.
Second-Story Work
- When you choose this archetype at 3rd level, you gain a
- climbing speed equal to your walking speed.
- In addition, when you make a running jump, the distance
- you cover increases by a number of feet equal to your
- Dexterity modifier.
- Furthermore, your walking speed increases by 10 feet.
Supremely Talented
- Starting at 7th level, you have advantage on all skills and
- tools that you have proficiency.
- In addition, you also gain 1 skill proficiency, or 2 tool
- proficiencies.
- Furthermore, you are proficient in un-skilled ability checks
- (Strength, Dexterity, Constitution, Intelligence, Wisdom,
- and Charisma checks), You may not choose ability scores
- to have Expertise in.
Use Magic Device
- By 10th 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.
- In addition you can attempt to manipulate the magic in
- items, allowing you to benefit more than usual, that would
- otherwise be a drain on other characters.
- When you have 3 items attuned, You may attempt an
- Intelligence Saving throw to attune to more than normally
- allowed. The save DC is 5 + 3x current number of Attuned
- items. If you succeed you can wear the item with no
- penalty. If you fail, you take 20 psychic damage, you
- cannot use Hit dice to heal for 1d4 days, and you never
- can heal more than half your maximum hit points from a
- long rests for the same duration. You can attempt to have
- a number of attuned items equal to your proficiency
- bonus. You may not attempt this portion of this feature
- until the 1d4 days have passed.
- Furthermore, you may attune/unattune to items in 1
- minutes times instead of 1 hours time.
Versatile Cunning Actions
- At 13th level, any actions you have available, you can now
- take them as a Bonus actions. If you take the Attack action
- as a bonus action, you may only make 1 Attack.
- In addition, gain 1 skill proficiency, or 2 tool proficiencies.
- Furthermore, you are an expert with Use an Object
- Action. You have advantage if the item requires an attack
- and you add your proficiency bonus if you don't already.
- When you use Items that create a Save for an effect, you
- can choose to have the DC either be the default item's
- DC or 8 + your proficiency bonus + Dexterity Modifier.
- You may also apply Sneak attack damage to 1 creature
- per turn with the Use an Object action, if the object hits,
- or the creature fails the corresponding save.
Thief's Reflexes
- When you reach 17th level, you have become even more
- efficient on the battle field. You now have 2 Bonus actions
- per round.
- In addition, each skill that you double your proficiency
- bonus for due to Expertise or other features, you instead
- triple your proficiency bonus.
Appendix
Poisoner Feat (Original)
- You can prepare and deliver deadly poisons,
- gaining the following benefits:
- When you make a damage roll, you ignore resistance to poison damage.
- You can coat a weapon in poison as a bonus action, instead of an action.
- You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Changelog
Base Class
- Changed Functionality of Expertise at 1st level
- You now gain 2 additional skill proficiencies to add Expertise to at 9th level. You may now also gain expertise in 2 two tool proficiencies, replacing 1 skill proficiency to gain expertise.
- Standardize subclass features to two at 3rd and 1 at 7th, 10th, 13th, 17th level.
- Made Steady Aim at 3rd level simply a feature of the rogue (not optional)
- Changed level gained Evasion from 7th to 5th level.
- Added the Versatile Perfectionist feature at 6th level.
- This feature gives you 2 more skill proficiencies. You may trade 1 or both of these skill proficiencies for 2 tool proficiencies.
- Moved Rogue subclasses feature from level 9 to level 7.
- Removed additional ASI at level 10, added subclass feature at level 10.
- Changed Functionality of Blindsense at 14th level.
- Now out to 20 feet, and explicitly states you do not suffer disadvantage when attack a creature you cannot see within your blindsense range. Explicitly states now that hidden or invisible creatures within your blindsense range do not gain advantage for attacking you.
- Added functionality of Slippery Mind
- In addition, you have advantage on Saving Throws against the charmed condition.
- Removed Stroke of luck at 20th level.
- Added Expert Reflexes at 20th level.
- You gain 1 reaction per turn, rather than once per round
- When you roll initiative on the first round of combat, you have another turn at -10 of your original initiative total.
- You become proficienct with initiative checks, allowing you to add your proficiency bonus to initiative rolls (and apply Reliable Talent to as well)
- Added the Crippling Strike feature at 20th level
- When you do Sneak attack damage to a creature, they take half the damage again at the start of their next turn.
Arcane Trickster
- Added 1 total spell known on spellcasting table (gained around level 17, otherwise progression is the same)
- Allow to swap out cantrip when you gain a level in this class.
- Changed Functionality of Mage Hand Legerdemain
- Added the duration of Mage Hand when you cast it is now 10 minutes instead of 1 minute.
- Added you may cast Mage Hand as a Bonus action
- Moved Versatile Trickster to level 7 from level 13. Changed functionality of Versatile Trickster
- No longer a Bonus action to use, now is once per turn, on your turn.
- Increased duration to being until the beginning of your next turn.
- Added creatures that move away from your Mage Hand provoke Opportunity Attacks from you, allowing you to make a ranged weapon attack again the creature, or you may cast a cantrip at the creature, using the mage hand as the point of origin or yourself, your choice. Using this reaction OA however immediately after the attack dismisses the Mage hand.
- While your Mage hand is out, you may as a bonus action provide the help action, however after the action you were helping with is completed, this also dismisses the Mage Hand.
- Moved Magical Ambush to level 13 from level 9.
- Added Arcane Knowledge feature at 10th level.
- Gives proficiency in an intelligence based skill. If you already have proficiency, you gain expertise in that skill instead.
- In addition, you learn the Find Traps spell, and can cast it at will without using a spell slot, but only as a ritual.
- The Find Traps spell when you cast it is modified from the original, with different range, can target traps you do not have line of sight to within range, you learn the actual location of each trap within range, you gain advantage on disarming a trap detected with Find Traps, and you gain resistance to the damage traps deal from ones you have discovered with Find Traps.
- Changed Functionality of Magical Ambush at 13th level.
- Added, "In addition, you may perform a sneak attack while hidden with a damaging Cantrip, if the Cantrip has a saving throw and the target makes their save, the subject takes no Sneak Attack damage"
- Changed Functionality of Spell Thief at 17th level.
- Added that you may redirect the original spell casting to new location or targets within range, or dismiss it harmlessly.
- Added if the spell is of a spell level you can't cast, you regain your highest level spell slot you have available.
- Changed usage of this feature to be "Once you have successfully used this feature, you cannot use it again until you finish a long rest" from when you finish a long rest.
Assassin
- Removed "Bonus Proficiencies" but baked in the functionality of both new 3rd level features.
- Moved Assassinate from level 3 to level 7 and changed functionality
- Added "Master of Disguise" feature at 3rd level.
- Give proficiency in disguise kits if you don't already.
- Can cast Disguise self at will, while you have a disguise kit on your person.
- When you cast Disguise Self, it is not strictly an Illusion (Truesight doesn't automatically see through it)
- You can cast the spell as a bonus aciton without somatic or verbal components
- Creatures have disadvantage on their Intelligence (Investigation) check, using their action to inspect your appearance.
- Your spell Save DC for Disguise Self is 8 + your Proficiency bonus (Doubled if you have expertise with Disguise Kits) + your Dexterity Modifier
- Added "Expert Poisoner" feature at 3rd level
- Give proficiency in poisoner's kit if you don't have it already.
- You gain the Poisoner feat with the following additions:
- You may as a bonus action attempt to use Sleight of Hand to plant an ingested posion in food without other puple noticing or plant a contact or inhaled poison on someone or something without being noticed.
- The poisoned Constitution Saving throw DC is 8 + your proficiency bonus + your Dexterity modifier.
- You can make twice your proficiency bonus worth of poisons with 1 hours worth of work and 50 gp's worth of materials (this is double original feat)
- When applying Poison on a weapon, it retains it potency for up to 10 minutes, or for a number of hit attack with that weapon equal to your proficiency bonus per application.
- Added when you have posioned applied to a weapon you are using to perform a Sneak Attack, your Damage die's for Sneak attack become d8's instead of d6's. Damage scales with level in this class, starting at 2d8 at 3rd level, 3d8 at 7th level, and 4d8 at 13th level.
- Changed Functionality of Assassinate at 7th level
- Changed terminology of when Assassinate Advantage on attack can be applied to include creatures who haven't taken an action, bonus action, or reaction in combat yet (This should include creature with the surprised condition, but also allows multiple rounds if say the creature was paralyzed or stunned before their turn.)
- Removed that a hit is a critical hit against surprised targets.
- Added that when you hit a creature that is surprised or has a movement speed of 0, the damage dealt is maximum damage.
- Added that Opportunity Attacks and attacks using your reaction are done so with advantage.
- Removed Infiltration Expertise all together
- Added "Hiding in Plain Sight" feature at 10th level.
- You may attempt to Hide (Dexterity [Stealth] Check) when you are lightly obscured. You may also attempt to hide while being actively observed, although you do so at disadvantage.
- When you use your Bonus action to Cast Disguise Self, you may do so in an attempt to hide as an enemy combatant or innocent bystander. You may use your Stealth Check or your Disguise check for this contested Perception check.
- Creatures you successfully Sneak attack while hidden or Surprised, the target have their movement speed reduced by 10 ft.
- When you are Hidden or using Hiding in Plain Sight from a creature and miss with a weapon attack, making the attack doesn't reveal your intent or position.
- Removed Imposter feature at 13th level. Added feature "Deadly Infiltrator" at 13th level.
- You have Advantage on Insight, Perception, and Investigation checks made while utilizing Disguise Self.
- When you perform a Sneak Attack while using Disguise Self, and creature isn't aware you are a hostile enemy, or your target is surprised, or their movement speed is 0, your Sneak Attack damage die increases to d8's from d6's (or to d10's from d8's if you also are using a poisoned applied weapon)
- Changed Name of Death Strike to "Evicerating Wounds" at 17th level. Added Functionality
- Added that creatures that are surprised or have a movement speed of 0 have disadvantage on their saving throw.
- Added if you score a Critical hit, a target automatically fails their save.
Inquisitive
- Combined both Ear of Deceit and Eye for Detail features at 3rd level into "Master Detective"
- Added "Master Detective" feature at 3rd level.
- Added functionality of original Ear of Deceit to this feature.
- Augmented explicitly apply to your other 3rd level feature, "Insightful Fighting" feature
- Added you never have disadvantage on Insight checks, as long as you are not Charmed or Frightened.
- Added Once per turn you may make a free Wisdom (Perception) check to spot hidden creatures or objects, or an Intelligence (Investigation) check to uncover or deciper clues. After the 1st time on a turn you use this part of the feature, you may make additional Perception and Investigation checks as a Bonus action. (Bonus action was Eye for Detail)
- Added functionality to "Insightful Fighting" feature at 3rd level.
- Added creatures you have successfully used Insightful Fighting on, you may add your proficiency bonus to damage against that opponent for the duration. \
- Added feature Exploit Weaknesses at 7th level.
- Using a Bonus action on a creature you have already used Insightful fighting on, you may make the next attack that hits, as long as it happen before the creature's next turn, to have vulnerability to the damage.
- This however ends your Insightful Fighting feature on that creature.
- You may use this a number of times per long rest equal to your proficiency bonus.
- Removed Steady Eye feature at 9th level, altered it's functionality, and added it to "Unerring Eye" at 10th level.
- Added functionality of "Unerring Eye" at 10th level.
- Now have advantage on Perception and Investigation checks, always, instead of just when you move half your movement speed.
- Simply codifies that this allows you the opportunity to make an Investigation, Insight, or Perception check even when not physically interacting with an object, provided you are not blinded or deafened, nor are you subjected to the Frightened or Charmed conditions.
- Removed the Original cost of an Action, as that didn't make sense for the flavor of the ability.
- Now works within 60 ft of the target.
- You sense that an effect is attempting to trick you, but you don't automatically know what is hidden or its true nature.
- Furthermore, you gain Truesight out to 10 ft while not Blinded or Deafened.
- Removed Eye for Weakness feature at 17th level, added Underminding Opponent at 13th level.
- Added functionality Eye for Weakness to Undermining Opponent.
- Also allow as a reaction when an ally hits the creature you currently have Insightfdul Fighting on to confer 3d6 extra damage on the hit.
- Added you have advantage on opposed ability checks and Saving throws against the creature's Features you are using your Insightful Fighting feature on.
- Exploit Weaknesses no longer ends your Insightful Fighting feature on the target.
- Added Expert Inquisitor feature at 17th level.
- You can now utilize your Insightful Fighting feature on multiple opponents at once and faster than before. Your Insightful Fighting is once per turn, no action instead of a bonus action, to try to activate and you can choose/have a number of creatures equal to your proficiency bonus affected at once. Each of your Allies also add half your proficiency bonus to target you successfully used Insightful Fighting on.
- In addition, When you use your Exploit Weaknesses feature, either for yourself or using your reaction for someone else, the attack also ignores resistance, and treats immunities as resistances.
- Furthermore, your Unerring Eye's Truesight extends out an additional 10 ft, out to 20 feet, while not Blinded or Deafened.
Mastermind
- Added Functionality to "Master of Intrigue" at 3rd level.
- Added when you make a Charisma (Persuasion) or Charisma (Deception) check, treat a d20 roll of 7 or lower as an 8.
- Removed Master of Tactics at 3rd level, baked in functionality to new 3rd level feature "Ready for Anything"
- You may use the Ready Action as a bonus action or action. you may only have 1 Ready action active at once.
- If the condition for the Readied Action does not trigger, you may still make 1 melee weapon attack at a creature within reach, or 1 ranged weapon attack on a creature within 30 feet, right before the start of your next turn. Readying an action does not require your reaction, but you may only do so once per round.
- You may proceed with your Ready Action, right before the start of your next turn, if you so choose, even if your trigger failed to happen.
- Removed Insightful Manipulator at 9th level.
- Added "Master of Tactics" feature at 7th level, with new functionality.
- You can help a number of creature's equal to your proficiency bonus, with a single help aciton. Each Allied creature must be within 30 feet of you, and each ally must be trying to do a similar thing (such as Attacks, ability checks, Saving throws, etc...)
- You may perform the Help Action as a reaction.
- Any creature you use the help action on gain a bonus to an ability check, saving throw, or attack equal to half your proficiency bonus, that is applicable to the action you are helping them with.
- As a reaction you may warn an ally with 30 ft of an impeding attack, giving them a bonus to their AC equal to your proficiency bonus. If the attack misses, the rogue regains their reaction. You may only use this feature once per round.
- Finally, your Evasion feature now applies to any saving throws that allows a saving throw for half damage, instead of only Dexterity Saving throws.
- Added "Misdirection" feature at 10th level.
- Removed the reaction necessary to use this feature, but limited it to once per turn.
- Further limited it to "Can use a number of times per long rest equal to your proficiency bonus
- Added you must be able to see the attack coming to benefit from this part of the feature.
- Added you always benefit from having half cover while 1 other creature is within 5 ft of you, regardless of the trajectory of the line of sight for the ranged attack. You have 3/4 cover if 3 or more creatures are adjacent to you, regardless if they are blocking line of sight of the attack. You must be able to see the where the attack is coming from for you to benefit from this part of this feature.
- When using your Uncanny dodge feature, you can choose a target other than the attack within 5 feet of you to take the other half of the damage from the attack.
- Added "Master Plan" feature at 13th level, You and a number of chosen creatures within 30 ft of you gain the following benefits:
- Enemies have disadvantage on Passive Perception checks to determine whether they are surprised.
- You all have advantage on initiative rolls
- You all have advantage on attack rolls against creatures whose turn hasn't come up yet.
- You all do an additional 2d6 damage to creatures who are surprised, during the first round of combat.
- Furthermore, when a creature other than use uses the help action to help you make an atack, your attack then cannot have disadvantage and you gain a number of additional Sneak Attack dice equal to your Proficiency bonus.
- Added "Master of the Mind" feature at 17th level.
- Added "Soul of Deceit" feature into this one.
- Added you gain immunity to the Charm and Frightened conditions. Also you can use the help action on an ally, they have advantage against spells and effects that cause the Charmed or Frightened condition until the beginning of your next turn.
- Your Master of Tactics feature may now extend to allies within 60 ft instead of 30 ft.
- Your Master of Tactics feature now adds your entire proficiency bonus instead of half your proficiency bonus on the task you are helping them with.
- This 60 ft range increase also applies to warning creature with Master of Tactics as well as creatures in range for your Master Plan features.
Phantom
- Added functionality to 3rd level feature: "Whispers of the Dead"
- Gain 1 additional skill each time you use this feature at 10th (2) and 17th (3)
- Moved "Tokens of the Departed" from 9th to 7th level.
- Moved "Ghost Walk" from 13th to 10th and added the following functionality:
- Fly speed Improved to 20 feet instead of 20 feet.
- Changed damage to expending one of your hit dice, doing that much damage to you if you end your turn in an object or creature.
- Added Feature "Beyond the Grave" at 13th level:
- No longer need to use a reaction, nor have a hand free when creating soul trinkets from your Token's of the Departed feature, as long as you are not also using your Ghost Walk Feature.
- Your trinkets you create appear visibly on your persons, and you may still only create one trinket per turn however.
- Whenever you deal Necrotic damage to a secondary creature with your Wails from the Grave feature, you heal an amount equal to your proficiency bonus.
- Changed and Added Functionality of "Death Knell" at 17th level.
- You may create 2 Soul trinkets with a long rest, when you have no Soul Trinkets.
- When you create a Soul Trinket from Tokens of the Departed, you heal an amount equal to your proficiency bonus.
Scout
- Added functionality of "Skirmisher" at 3rd level.
- You may make 1 weapon attack with the same reaction against the target that approached, either before or after your movement.
- Added you gain Medium Armor Proficiency
- Changed Functionality of "Survivalist" at 3rd level.
- Now have list to choose 2 skill proficiencies from and gain Expertise with from the following list: Animal Handling, Nature, Perception, Survival, Stealth.
- If you provide food or Nourishment during a short rest, you and a number of allies equal to your proficiency bonus can gain additional leahing from expending hit dice equal to your rogue level + Proficiency bonus.
- Moved "Superior Mobility" to 7th level from 9th level. Added the Following Functionality:
- Increases Climbing and Swimming Speeds also by 10 ft.
- Gain advantage on Dexterity Saving Throws.
- Gain Advantage on Dexterity checks.
- In addition, you may add your entire Dexterity Modifier while wearing Medium Armor and not using a Shield.
- Moved "Ambush Master" to 10th level from 13th level. Changed Functionality.
- Removed Advantage on Initiative Rolls (you technically already have this from Superior Mobility)
- Added "you deal an additional 3d6 damage to a target you hit on the first round, and until the start of your next turn, every other attack against that target does an additional 1d6 damage."
- Added "Medium Armor you are wearing no longer grants disadvantage on Stealth Checks"
- Moved "Sudden Strike" to 13th level from 17th level.
- Same Functionality.
- Added Feature "Impossible Maneuverability" at 17th level.
- A Number of times per long rest equal to your proficiency bonus, when you use your Uncanny Dodge feature, you take no damage instead of taking half damage.
- In addition, your Walking, Swimming and Climbing Speeds you have increase by 10 feet.
Soulknife
- Added Functionality to "Psionic Power" at 3rd level:
- Added "Psychic Bond" Feature, allowing you to bond 1 weapon with both light and Finesse property to become your Psychic Blades when you summon them. See feature for more details.
- Added Soul Marked Feature, Creatures you deal Sneak attack damage with your Psychic Blade becomes Soul Marked, See Details for more information.
- Added Functionality to "Psychic Blades" at 3rd level:
- Added "Psionic Threat", allows to manifest Psychic Blades when a creature Provokes an Opportunity Attack. It also allows you to delay the Opportunity Attack up until the creature is within 60 feet, essntially allowing you to make this Opportunity Attack as a Ranged WEapon attack, if you so choose.
- Moved "Soul Blades" to 7th from 9th level, and added the following functionality:
- Added Functionality to "Psychic Teleportation" : You may choose to leave behind a Psionic Pulse upon teleporting away, Each creature within 5ft of the space you teleported from of your choice must make an Intelligence Saving throw or take your Psionic Energy Die + your Dex Modifier in Psychic damage and become Soul Marked. Successful Save does half daamage and you are not Soul Marked
- Added "Psionic Absorption": As a reaction, when a creature drops to 0 hit points within 30 feet of you, you may make an Intelligence Saving Throw, DC equal to 5 + the CR of the creature. If you succeed, you regain 1 Psionic Energy die. If the Target was Soul Marked, this Saving throw Automatically Succeeds. Once you successfully use this feature you can't do so again until you finish a short or long rest.
- Added Feature "Tower of Iron Will" at 10th level:
- If you or another creature within 30 feet of you you can see fails a Saving throw you may use your reaction to expend a Psionic Energy Die and add it to the Saving Throw, if this results in the saving throw being successful, you expend the Psionic Energy Die.
- You gain Resistance to Force and Psychic Damage.
- You gain 2 additional uses of your PSionic Energy Dice reserves per long rest.
- Changed Functionality of "Psychic Veil" at 13th level.
- Now a Bonus action to activate.
- Changed Functionality of Rend Mind at 17th level.
- Changed number of Expended Psionic Energy Dice for additional uses from 3 to 2 to use this feature again.
Swashbuckler
- Added Functionality to "Fancy Footwork" at 3rd level:
- Added can now move through Willing creatures spaces as though it were not difficult terrain. Also allow Acrobatics check to move through unwilling creature's Space as part of the same move. If creature is the same size as you, DC is 15, is 1 size smaller or larger than you the DC is 10, Otherwise no roll is necessary. If moving through multiple unwilling creatures spaces, add +@ to the DC of the Hardest one to pass for each additional Willing creature. Enemy Creature's space does not count as difficult terrain for you.
- Added Functionality to "Rakish Audacity" at 3rd level:
- Opportunity Attacks are always a Sneak Attack if your attack does not have disadvantage and the weapon used Qualifies for Sneak Attack.
- If you have advantage on a Sneak Attack, you may add your Charisma Modifier to your Sneak Attack's Damage.
- Moved "Panache" to 7th level from 9th level, and added the following functionality:
- Now a Bonus action instead of an Action to activate
- Now gain bonus to AC against the successfully Taunted creature equal to half your proficiency bonus rounded down.
- Moved "Elegant Maneuver" to 10th from 13th, changed name to "Elegant Maneuverability", added Functionality:
- Removed Bonus action to gain Advantage on Dexterity (Acrobatics) and Strength (Athletics) checks.
- Added "when you take the Dash action, you gain the benefits of the disengage action with the same action.""
- Added "when you take the Dash of Disengage action, you may make 1 melee attack as part of the same action"
- Added "Once per short or long rest, when you would make a Dexterity or Strength Saving throw, you may remove any disadvantage and give yourself advantage on the save instead"
- Changed Name of "Master Duelist" to "Undisputed Duelist" and moved from 13th to 17th level.
- Added functionality: "When you hit a your target using this feature, they make a Strength Saving Throw, DC 8 + PB + Dexterity Modifier. If they fail, they do half damage with weapon attacks for a number of rounds equal to your proficiency bonus"
- Added feature "Charismatic Duelist" at 17th level.
- Advantage on Charisma (Persuasion) checks.
- Panache now add your full proficiency bonus to AC against the taunted target
- AC bonus now applies to all attackers instead of just the taunted attacker
- Panache now charms non-hostile creatures for 10 minutes instead of 1 minute, and you gain proficiency in 2 additional languages
- Each attack that hits against a Taunted creature with your Panache feature is a critical hit.
Thief
- Added Functionality to "Fast Hands" at 3rd level.
- Added Perception and Investigation checks to spot traps as available Cunning actions.
- Added you gain 1 skill proficiency or 2 tool proficiencies of your choice.
- May attempt Bonus action you have available as reaction when someone walks into or out of a square you threaten.
- Added Functionality to "Second-Story Work" at 3rd level
- Added Walking speed increases by 10 feet.
- Removed Supreme Sneak at 9th, Added Supremely Talented at 7th level.
- Advantage on all Skills and tools you have proficiency with.
- Gain 1 skill or 2 tool proficiencies
- Gain proficiency in unskilled ability checks, you may not apply expertise however to abilities checks.
- Moved "Used Magical Device" To 10th level, Added Functionality:
- You may attempt to Attune to more Magic items than 3, however risk damage and ability to heal for 1d4 days. See feature for more details.
- You may attune/unattune to items in 1 minutes times instead of 1 hours time.
- Added feature "Versatile Cunning Actions" at 13th level.
- All actions available can now be used as bonus actions. If you take the Attack action as a bonus action, you may only make 1 attack.
- You gain 1 skill proficiency or 2 tool proficiencies
- You may override the DC of objects used for Use an Object with your own DC (8+ PB + Dexterity Modifier)
- You may Sneak attack 1 creature per turn with the Use an Object action, if the object hits or the feature fails the corresponding save.
- You have advantage on attacks made using the Use an Object action, as well as add your proficiency bonus to the attack if you don't do so already.
- Changed Functionality of "Thief's Reflexes" at 17th level.
- Removed original functionality, added it to base rogue level 20 feature.
- Added "you now have 2 bonus actions per round"
- Added "Each skill that you double your proficiency bonus for due to Expertise or other features, you instead triple your Proficiency bonus instead."