D&D R:E - Rogue Class
The Rogue
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.
A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.
Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
Skill and Precision
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
A Shady Living
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Rogue Rework
The Rogue
| Level | Proficiency Bonus | Features | Sneak Attack |
|---|---|---|---|
| 1st | +2 | Expertise, Sneak Attack, Thieve's Cant | 1d6 |
| 2nd | +2 | Cunning Action, Criminal Skills | 1d6 |
| 3rd | +2 | Roguish Profession, Roguish Resourcefulness | 2d6 |
| 4th | +2 | Ability Score Improvement | 2d6 |
| 5th | +3 | Cheap Tricks, Swift Step | 3d6 |
| 6th | +3 | Criminal Secrets, Expertise Improvement | 3d6 |
| 7th | +3 | Evasion, Roguish Profession Feature | 4d6 |
| 8th | +3 | Ability Score Improvement | 4d6 |
| 9th | +4 | Elusive | 5d6 |
| 10th | +4 | Shimmer Step | 5d6 |
| 11th | +4 | Reliable Talent | 6d6 |
| 12th | +4 | Ability Score Improvement | 6d6 |
| 13th | +5 | Roguish Profession Feature | 7d6 |
| 14th | +5 | Alertness | 7d6 |
| 15th | +5 | Blurred Movements | 8d6 |
| 16th | +5 | Ability Score Improvement | 8d6 |
| 17th | +6 | Roguish Profession Feature | 9d6 |
| 18th | +6 | Skill Mastery | 9d6 |
| 19th | +6 | Ability Score Improvement | 10d6 |
| 20th | +6 | Absolute Competence | 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 for each Rogue level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor
- Weapons: All ranged weapons, Club, Dagger, Fast Gun, Handaxe, Hooked Blade, Javelin, Knuckleduster, Light Hammer, Longsword, Quarterstaff, Rapier, Scimitar, Shortsword, Sickle, Whip.
- Tools: Thieve's Tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose any four skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) two shortswords
- (a) a hand crossbow and a quiver of 20 bolts or (b) a handgun and a pouch of 20 bullets
- (a) a burglar's pack, or (b) a dungeoneer's pack
- Studded leather armor, two daggers, thieve's tools
Martial Multiattack Scaling
When you take the Attack action, you gain one additional attack at 5th level in this class, one more at 11th level, and one more at 17th level.
Multiclassing
Prerequisites. You must have a Dexterity score of 13 or higher.
Proficiencies. You gain proficiency with this class' weapon proficiencies, Light armor, any one Skill and Thieve's Tools.
Expertise
At 1st level, choose two of your skill proficiencies. You become an expert in the chosen proficiencies and in thieve's tools.
When you reach 6th level with this class, you may choose two additional skill proficiencies to become an expert in.
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 extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue Table.
Thieve's Cant
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Thieves’ Cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide shelter for thieves on the run.
Adaptable Skills
Starting at 2nd level, your technique is highly personalized. When you gain this feature, choose one Ability Score other than Constitution. Whenever you make a Skill Check using an Ability Score other than the selected one, if you could apply your Proficiency Bonus to it, you gain a bonus to that Skill Check which equals your modifier for the selected Ability Score (min. +1).
Cunning Action
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, Feint or Hide actions.
Roguish Profession
At 3rd level, you choose an profession that you emulate in the exercise of your rogue abilities. Your profession choice grants you features at 3rd level and then again at 7th, 13th, and 17th level.
Roguish Resourcefulness
Also at 3rd level, your dexterity and wits let you improvise very effectively in combat. You can use the Bonus Action granted by your Cunning Action to take the Utilize action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Cheap Tricks
Starting at 5th level, you master the use of cheap tricks. Devious combat tactics to hinder and harass your foes on the battlefield. You learn three of the cheap tricks listed at the end of this document. You learn additional cheap tricks as you gain levels in this class, learning an additional one at 9th, 13th and 17th level.
Whenever you finish a long rest, you may replace one cheap trick you know with another you don't know.
Some Cheap Tricks require saving throws. In that case, the DC is calculated as shown below:
Cheap Trick DC: 8 + your Dexterity or Intelligence modifier (your choice) + your Proficiency Bonus.
Swift Step
Also at 5th level, your technique and training empower your maneuverability. Your Speed increases by 10 feet, and you may use Hostile Creatures as Half Cover sources as if they were Allied Creatures.
Criminal Secrets
At 6th level, you steal the techniques of other rogues to improve your own craft. When you earn this feature, choose one Roguish profession feature earned at 3rd level to obtain. You may not choose a feature you already have.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.
Elusive
Beginning at 9th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll or ability check has advantage against you while you are not incapacitated.
Furthermore, whenever your AC would increase due to the Avoidant property, that increase is doubled.
Shimmer Step
At 10th level, your movements are like that of a ghost's. Your Speed increases by 10 feet, and Creatures you can See cannot perform Opportunity Attacks agaisnt you

Reliable Skills
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.
Alertness
Starting at 14th level, your mind has been sharpened like a daggers point, allowing you to avoid all hindrances to your skill. You cannot have disadvantage on attack rolls, ability checks and saving throws. Furthermore, you cannot receive penalties to your attack rolls, ability checks or saving throws.
These bonuses do not apply if the penalty or disadvantage on the roll in question were caused by your own feature, spell or effect.
Blurred Movements
At 15th level, your evasive technique can stifle any harm. When you are subjected to an effect that allows you to make a 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.
Complete Mastery
Starting at 18th level, you are a master of all crafts. You become an expert in all Skills.
Furthermore, whenever you make any Ability Check, you can treat a d20 roll of 9 or lower as a 10.
Absolute Skill
At 20th level, you have eliminated the concept of a flaw from your craft. Each step, each breath, each thought, all made with calculated purpose. Whenever you make a d20 roll, you can treat any roll of 7 or lower as a 8.
Roguish Professions
The Thief
Thiefs hone their skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this profession, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators.
Fast Hands
When you choose this profession at 3rd level, your dexterity and wit are greatly honed. You can use the Bonus Action granted by your Cunning Action to attack with a Light weapon, take the Snatch action, or use Thieves’ Tools to disarm a trap or open a lock.
Stealth Master
Starting at 3rd level, your training in the fundamentals of movement and perception extend your abilities in stealth. You become proficient in Stealth. If you were already proficient in Stealth, you become an expert with it instead.
If you were already an expert in Stealth, you gain the Skulker feat instead.
Second-Story Work
Also at 3rd level, you gain the ability to move easily in the vertical plane. You gain a climbing speed equal to your walking speed.
In addition, when calculating your Jump Height and Jump Distance, you may use twice your Dexterity score and modifier instead of your Strength score and modifier.
Supreme Sneak
Starting at 7th level, your abiltiy to fade away is unparalleled. You have advantage on Stealth checks. Furthermore, when you successfully Hide from a creature, you cannot stop being Hidden from that creature unless you meet one of the conditions to stop being Hidden from it during your turn.
Absolute Resourcefullness
Also at 7th level, you enhance even further your lateral thinking on the battlefield. You gain an additional action on each of your turns, which you can only use to take the Utilize action.
Master of Improvisation
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore the attunement requirements of magic items and may active magic item abilities that require an action by taking the Utilize action instead.
Furthermore, whenever an item you use with the Utilize action causes a saving throw, the DC for that saving throw becomes your Cheap Trick DC if it was lower your Cheap Trick DC.
In addition, the damage dealt by any item you use with the Utilize action increases by an amount which equals your Rogue level.
Boundless Speed
When you reach 17th level, your mind and body act faster than any mortal could fathom. You have Advantage on Dexterity checks and saving throws.
In addition, 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.
The Assassin
Assassins focus their training on the grim art of death. Those who adhere to this profession 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.
Assassinate
When you choose this profession at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against surprised creatures and creatures that haven't taken a turn in the combat yet.
In addition, the first time each combat you hit a creature which has not yet taken it's turn this combat with a weapon attack using a Finesse or Ranged weapon, that attack becomes a critical hit.
Expert Poisoner
Starting at 3rd level, you master the use the most subtle of tools for murder. You gain the Poisoner feat.
If you already had this feat, any poisons created with it deal an additional 1d6 damage instead.
Infiltration Expertise
Starting at 3rd level, you can unfailingly create false identities for yourself. You become proficient with a Disguise Kit. If you were already proficient with it, you become an expert in it instead.
Furthermore, you may spend three days and 25 gp to establish the history, profession, and affiliations for a fake identity of your choice.
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. You may also mimmick the indentity of other creatures, taking on their name and fake instances of all of their legal identifiers. 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.
You may have any number of false indentities, but while mimmicking the identity of another creature, you are liable to have your facade revealed if that creature is alive, or has sufficient records marking its existence and witnesses to its daily life that could recognize the difference between you and it. In this scenario, you have disadvantange on your Performance checks made to pass yourself as that person to people which were sufficiently close to your impersonation target.
Venom Catalyst
Starting at 7th level, your concoctions can slay even the mightiest foes. Whenever you brew a dose of poison, you may change it's damage type to Acid or Necrotic instead.
Furthermore, doses of Murderer's Method you brew have their save DC increased by 2.
Killing Precision
At 13th level, you are a master at striking from the shadows. When you perform an attack against a creature from which you are Hidden, that creature's AC is treated as 10 if it was any more than 10. Furthermore, damage you deal with attacks ignores the Absorptive value and damage resistances of such targets.
Death Strike
Starting at 17th level, you become a harbringer of instant death. The first time in a combat you hit a creature that is surprised or hasn’t taken a turn in combat yet, all damage dealt by that attack is doubled.
The Thug
Thugs are professional street criminals, taking the title to heart. Their skill at cracking locks and cracking skulls are evenly matched, and though their fighting style may be considered dishonorable, they are anything but weak. Be them bodyguards, mercenaries, bouncers or soldiers, a Goon will get the job done with terrifying efficiency.
Head-to-Head
When you choose this profession at 3rd level, you develop your techniques to be more applicable in direct combat. You may apply your Sneak Attack feature to attacks with any melee weapon.
In addition, you gain proficiency with all melee weapons.
War Ready
Starting at 3rd level, through physically intensive training, you hone your resilience and technique. Your hit point maximum increases by an amount equal to your level in this class and increases by 1 more whenever you gain another level in it.
In addition, your melee weapon attacks made with Strength gain a bonus to their damage rolls equal to your Dexterity modifier.
Fearsome
Also at 3rd level, fear is a tactic one must master to exceed in your career path. You become proficient with the Intimidation skill. If you were already proficient in Intimidation, you become an expert in it instead.
If you were already an expert in Intimadtion, you gain the Menacing feat instead.
Underhanded Assault
Starting at 7th level, you can take advantages of enemy's weakness by hitting them where they don't expect. Once per turn, when you deal damage to a creature with your Sneak Attack feature, you may immediately take a hostile Skill Action with a use time of Attack Replacement against that creature as a free action.
Blackjack
By 13th level, you learn to disorient enemies by striking at just their weak points. Whenever you deal damage to a creature with your Sneak Attack, that creature becomes Dazed until the end of it's next turn. Furthermore, when you Daze a creature no more than one size larger than you this way, you may knock it Prone.
Absolute Opportunist
When you reach 17th level, you can take advantage of any minor opening to devastating effect. When an a enemy misses a melee attack or fails an ability check while within the reach of your unarmed strikes or a melee weapon you are wielding, you may immediately spend your reaction to make a melee weapon attack against them. If this attack hits, it becomes a critical hit.
The Magician
Magicians learn the art of spellcasting, using its reality-shaping boon to entertain, steal and assassinate. Often street artists, pickpockets and/or master burglars, these masters of mystery are often called "Phantom Thieves" for their skill at evading justice.
Magic Tricks
When you choose this profession at 3rd level, you know how to make the best use of minor magic. You learn three cantrips of your choice from the Wizard spell list.
The ability score you chose with your Criminal Cunning feature is the spellcasting ability score for these cantrips.
Mage Hand Lergerdemain
Starting at 3rd level, you learn the Mage Hand cantrip, and may cast it as a Bonus Action on each of your turns. When you cast Mage Hand, you can make the spectral hand invisible, and when commanding the hand, you can perform the following additional tasks with it:
- You can take the Snatch action at a range.
- You can stow one object the hand is holding 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 these tasks without being noticed by a creature if you succeed on a Sleight of Hand check contested by the creature's passive Perception.
Cunning Casting
Also at 3rd level, you learn to weave minor magics onto your roguish techniques. You can use the Bonus Action granted by your Cunning Action to cast a cantrip from the Illusion or Enchantment school that does not do damage.
Combat Tricks
Starting at 7th level, your use of minor magics is further honed and mastered, integrating itself even deeper onto your fighting style. You learn three cantrips of your choice that deal damage from any spell list. The ability score you chose with your Criminal Cunning feature is the spellcasting ability score for these cantrips.
Furthermore, when you take the Attack action, you may forgo one attack you could make with it to cast a cantrip with a casting time of one action.
Sneaky Spells
At 13th level, you learn to fully fuse casting into your style. You may use your Sneak Attack feature with spell attacks, and you ignore the spellcasting components of cantrips.
In addition, when you use your Cunning Casting feature, you may cast two cantrips that do not deal damage instead of one.
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 of 5th level or lower 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 score against your Cheap Trick DC (a creature can willingly fail this saving throw).
On a failed save, its spell fails and has no effect, and you steal the knowledge of the spell.
For the next hour, you know the spell and can cast it without the need for spell slots or components.
Once you use this feature three times, you can't use it again until you finish a long rest.
The Swashbuckler
Swashbucklers focus their 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, their method of fighting looks almost like a performance. Often seen as pirates, professional duelists and high-class bodyguards, their sharp tongue and sharper blade make them dangerous foes for all.
Fancy Footwork
When you choose this profession 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 until the end of this turn.
In addition, when you take the Attack action your speed increases by 10 feet until the end of this turn.
Dashing Duelist
Starting at 3rd level, you may add your Charisma modifier (min. 1) to your Initiative checks. 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 creature is 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.
Rakish Audacity
Also at 3rd level, your fearlessly mock your enemies, breaking their focus. You may use the Bonus Action granted by your Cunning Action to take the Taunt action. When you do, an enemy that fails its contest against you is infuriated while it is taunted.
Whenever an infuriated enemy makes an attack roll or ability check against a creature other than you, it gains a penalty to that attack roll or ability check which equals your Charisma modifier (min. penalty of -1).
Panache
At 7th level, your charm becomes extraordinarily beguiling. As a Free Action at the start of your turn, or an action, you may choose one creature you can see within 30 feet of you. You take the Taunt action against that creature as part of the action used to activate this ability, applying the following special effects:
- A hostile creature successfully Taunted by you this way becomes Infuriated, as per your Rakish Audacity feature.
- An allied creature successfully Taunted by you this way 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 to it that it perceives as harmful.
Once you've used this feature a number of times equal to your Charisma modifier (min. 1), you must finish a short or long rest before you can do so again.
Elegant Manuevers
Starting at 13th level, your honed skills give you an edge in melee combat. You have advantage on ability checks made against creatures while you are the only creature within 5 feet of them.
In addition, you may add your Charisma modifier (min. 1) to the damage rolls of your Finesse melee weapon attacks.
Master Duelist
Beginning at 17th level, your mastery of the blade lets you overwhelm any enemy defenses. When you damage a creature with your Sneak Attack while you are the only creature within 5 feet of it, you may perform a melee weapon attack against that same creature as part of the same action. This additional attack is eligible for your Sneak Attack.
Once you use this feature, you can't do so again until you roll Initiative at the beginning of combat.
The Psi Operative
Extremely rare and sought after within the criminal underworld, Psi Operatives are rogues which were born with an innate connection to the Reality Strand of Thought. Instead of developing their connection to that strand on its own however, they are trained to hone it alongide their mundane techniques, becoming some of the most effective spies, assassins and detectives across all realms. Usually brought upon by secretive agencies selectively "adopting" and training these rogues from an early age, they stand at the pinnacle of their craft. Whenever there is a death with no weapon, venom or magic as the cause, watch out. If your thoughts are too dangerous, you might be the next.
Psionic Power
When you choose this profession 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 your proficiency bonus + your Intelligence modifier, and they fuel various psionic powers you have, which are detailed below. Some of your powers must spend a Psionic Energy dice to be used, as specified in a power's description. You regain all your spent Psionic Energy dice when 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), 10th level (d10), and 15th level (d12). The powers below use your Psionic Energy dice:
- Accelerate Perception. When your regular 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 spend one Psionic Energy die and add the number rolled to the check, potentially turning failure into success.
- Psychic Readings. You may spend two Psychic Energy die to cast Detect Thoughts without the need for a spell slot or components. Intelligence is your spellcasting score for this spell.
Mind's Whispers
Starting at 3rd level, you can establish telepathic communication between yourself and others. As an action, choose one or more creatures you can see, up to a number of creatures equal to twice your Intelligence modifier (min. 1) and estabilish a telephatic connection with them.
While connected, 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.
You may only be telephatically connected to a number of creatures at a time equal to your Intelligence modifier (min. 1). When you telephatically connect yourself to creature(s) so that you exceed this limit, your oldest connection(s) is broken until you fit this limit again.
Psychic Blades
Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. At any point in a creature's turn, you may manifest one or more blades of psionic power in one or more of your empty hands.
This magic blade is a simple melee weapon with the light, 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 1d8 plus the ability modifier you used for the attack roll.
The blade vanishes immediately after missing a target when thrown, or when you choose to make it vanish as a free action, and it leaves no mark on it’s target if it deals damage.
You may use your Intelligence modifier for attack and damage rolls made with the blade.
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 spend one Psionic Energy die and add the number rolled to the attack roll, potentially causing it to hit
- Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, spend one Psionic Energy die and throw the blade at an unoccupied space you can see, up to 60 feet away. You then teleport to that space, and the blade vanishes.
Psychic Veil
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 10 minutes or until you dismiss this effect as a free action. This invisibility ends early at the end of a round in which you deal damage to a creature or forces 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 two Psionic Energy dice to use this feature again.
Rend Mind
When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. Once per turn, 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 against your Cheap Trick DC.
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 short or long rest, unless you expend three Psionic Energy dice to use this feature again.
The Mortician
There are jobs in the criminal Underworld that blur the line between life and death. Assassinating those that can't die, interrogating those that have, spying onto the world beyond the veil. Someone needs to do these jobs, and that's where Morticians arrive. Morticians are rogues which have underwent a ritual known as The Detachment. The secret to this ritual is well guarded within the Underworld, being a rummored gift from a powerful being within the Shadowfell. Be it through bargaining, trade, theft, espionage or other means, Morticians get their hands on the secret to this ritual, severing the connection between their soul and their body, and allowing them to exist, see, and strike upon, both sides of the veil.
The Detachment
Starting when you choose this profession at 3rd level, you may separate your soul from your body, splitting your consiousness among the two. At the start of each of your turns in combat, or as an action, you may enter a separated state, your soul manifesting in a space of your choice within 5 feet of you. Your soul acts alongside you in Initiative, following your will, as it is you. Your soul shares all of your features and statistics, but has no equipment and cannot use equipment. Your soul cannot deal damage or take hostile actions. Your soul is immune to all conditions, and all damage, except Necrotic and Radiant damage which it resists. Whenever your soul would take damage, you take that damage instead. Your soul can move through walls and barriers not in the Ethereal Plane. Your soul can move through creatures and end its turn in their spaces, and vice versa. Your soul has a Hovering speed equal to your walking speed. It cannot willingly move more than 30 feet away from you, and is cannot be forced to move beyond that distance by any means.
You perceive the world through both your senses and your soul's simultaneously.
At the start of your turn, or as an action, you may absorp your soul back onto your body, leaving the separated state.
Strike from Beyond
Starting at 3rd level, you can channel powers from beyond to strike at a creature's very essence. As a bonus action on your turn, you may place one Ghost Counter on a creature you can see which is either within 10 feet of you or your soul, as per your The Detachment feature. Additionally, you may place a Ghost Counter on a creature that ends its turn within 10 feet of your soul as a Free Action.
When you damage a creature with your Sneak Attack, you may remove from one or more creature a Ghost Counter placed by you, granted it was not placed this round. Those creatures are refered to as marked creatures.
If you do, and the marked creature was the target of your attack, all damage dealt by that attack becomes Necrotic damage, and you gain a bonus to your damage roll with that attack which equals one roll of your Sneak Attack feature.
If the marked creature was not the target of your attack, it instead takes Necrotic damage equal to one roll of your Sneak Attack feature.
Memento Mori
At 7th level, when a life ends in your presence, you're able to steal a fraction of 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 cause a Tiny soul trinket to appear on one of your free hands.
You can have a maximum number of soul trinkets equal to twice your proficiency bonus, and you can't create one while at your maximum. You can use soul trinkets in the following ways:
- At the end of your turn, you can destroy one of your soul trinkets to choose one creature you can see within 30 feet of you or your soul. That creature must succeed on a Wisdom saving throw against your Cheap Trick Save DC or be frightened of you and your soul until the end of its next turn.
- As a bonus action, you can destroy one of your soul trinkets to swap places with your soul, each of you teleporting to the space the other occupies, granted that your soul is in an unnocupied space.
- As an action, you can destroy one of your soul trinkets to 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 obliged to be truthful, and it answers as precisely as possible, before vanishing. The spirit knows only what it knew in life, as determined by the DM.
Ghost Walk
At 13th level, you learn to embody the aspects of your soul onto your physical form, becoming like a ghost. As an action while not in a separated state, you may destroy one of your soul trinkets to assume a spectral form. While in this form, you have a Hovering speed equal to your walking speed, 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 1 minute, until you enter a separated state, or until you end it as a bonus action.
You can use this feature a number of times equal to your PB, and regain all expended uses when you finish a long rest.
One with the Beyond
At 17th level, your control over the essence of the Ethereal Plane has grown so strong you gain the following benefits::
- Whenever you end your turn, you may choose any number of creatures within 30 feet of you. Place one Ghost Counter on each of them.
- You gain a permanent soul trinket of your own soul, that can be destroyed any number of times. This trinket cannot be broken to answer a question.
- When you use your Ghost Walk feature, you no longer take damage from being inside creatures or objects.
The Surgeon
Surgeons live for the good of others, preventing mortal harm during war and adventure alike. They quickly mobilize on battlefield, tending to grievous wounds with lightning speed and keeping their companions alive at their own risk. A Surgeon is a far more active combatant than some may think, knowing that the best way to keep their allies safe is to end that which harms them. Many have died underestimating the skill it takes to wield a scalpel.
Medical Training
When you choose this profession at 3rd level, you gain proficiency with the Herbalist's Kit and the Insight and Medicine skill if you did not already have them. If you were already proficient in any of these, you become an expert in it instead.
In addition, you may use the Bonus Action granted by your Cunning Action to take the Stabilize action.
Rapid Response
Starting at 3rd level, you have lightning reflexes when it comes to your allies. When an ally you can see takes damage or is reduced to 0 hit points, you may spend your reaction to move up to your speed towards that ally. This movement does not provoke attacks of opportunity.
If you end this movement next to that allied creature, attacks against it are made at disadvantage until the end of this turn.
Practical Healing
Starting at 3rd level, you learn to patch up your allies and get them back in the fight. When you successfully Stabilize a creature, it regains Hit Points until its current Hit Points equal twice your Rogue level.
Furthermore, you may now choose any willing creature whose Hit Points are less than twice your Rogue level as a valid target for the Stabilize action. When you do, it's DC is set at 15.
Familiar Practice
Starting at 7th level, you've become used to your practices enough to discern the condition of creatures at glance. You can determine the current and maximum Hit Point amount of all creatures you can see whose passive Deception score is equal to or lower than your passive Medicine score.
Additionally when you restore Hit points to an allied creature by feeding them a potion or using your Practical Healing Feature, you may end one Condition affecting that Creature from among Prone, Ignited, Bleeding, Paralyzed and Stunned.
Furthermore, Creatures whose Hit Points you restore no longer suffer from the Revive Penalty Rule if they normally would during their next Turn.
Reminder:
Feeding an allied creature a potion is one of many uses of the Utilize action. Since Rogues can take such an action as a Bonus Action, they are particularly good at healing their allies with potions.
Adrenal Boost
Starting at 13th level, your treatments are capable of enhancing one's strength. When you restore hit points to an allied creature by feeding them a potion or using your Practical Healing feature, that creature becomes boosted until the end of their next Turn. While boosted, a creature's Speed is doubled and it gains the benefits of the Dodge Action.
Defy Death
At 17th level, your medicine evolves to such a degree it can even bring back those that have glimpsed the light. Over the course of 10 minutes, you can perform treatment onto a dead Humanoid, Beast, Dragon or Monstrosity within your reach over the course of that treatment. That creature must still possess all major body parts needed for it to stay alive, such as its head and heart, and must have been dead for no longer than an hour.
Make a Medicine check, the DC for which varies between 15 and 25, at the DM's discretion. On a success, the target of the treatment returns to life with 1 Hit Point.
On a failure, you cannot attempt this treatment on that same creature again unless it is revived through other means.
The Strategist
Strategists are grand master of planning, both short and long term. Their ability to carefully control situations is vastly useful in and out of the battlefield, as they can lead whole battalions to victory just as effectively as they can enact a masterful heist on a locked treasure. Strategists see themselves as nothing but another piece of the battlefield, being able and ready to engage in direct combat whenever needed.
Battle Planning
Starting at 3rd level, you may plan and enact multiple strategies with your companions. You may spend 30 minutes planning a battle strategy with your companions. This can be done during a short or long rest. After this period is over, choose one of the battle strategies listed below. As a reaction when you roll Initiative at the beginning of combat, you may signal your allies to enact the chosen strategy, gaining it's listed benefits if their Intelligence score is 8 or higher.
The chosen strategy remains available until your next short or long rest, at which point you may choose to change it for another strategy. These are the available battle strategies:
- Blitz. During the first round of combat, your allies may add your Intelligence modifier to their damage rolls.
- Castle. Until the end of combat, your allies gain a +2 bonus to their AC and saving throws while they are within 5 feet of one of their allies who is their size or larger and is not Unconcsious.
- Pick. Choose one creature you can see. Until the end of combat, all attacks made against that creature have advantage.
- Rush. During the first round of combat, your allies have their speed doubled and are not affected by difficult terrain.
- Supress. Until the end of combat, the first attack made by your allies on each of their turns has its damage halved at the end of damage calculation. Creatures hit by those attacks suffer a penalty to their first attack roll made before before the end of their next turn which equals your Intelligence modifier.
Tactics Adjustment
Starting at 3rd level, you may give your companions instructions on how to best engage combat. You may use the bonus action granted by your Cunning Action to instruct an ally you can see within 30 feet of you that can hear you and shares a language with you. When you instruct an ally, choose one of the following instructions to give:
- Fall Back. The target may use its reaction to move up to its speed in a straight line away from a creature you can see within 10 feet of it without provoking opportunity attacks.
- Press the Offense. The target may use its reaction to make one weapon attack or cast a cantrip with a casting time of one action that deals damage against a creature you can see.
- Reposition. The target may use its reaction to move up to its speed to a point you can see.
Tactician
Also at 3rd level, you guide the flow of combat with knowledge and tact. You become proficient in Investigation. If you were already proficient in Investigation, you become an expert with it instead.
If you were already an expert in Investigation, you gain the Combat Instructor feat instead.
Create Weakness
Starting at 7th, you may analyze an enemy's guard, creating exploitable flaws in their defenses. When you successfully Spot Weakness against a creature, you may make that creature become susceptible to harm until the start of your next turn. The first a time one of your allies hits a susceptible creature with an attack after it becomes susceptible, all damage dealt by that attack is doubled at the end of its damage calculation. Doing so causes that creature to no longer be susceptible.
Once a creature is affected by this feature, it becomes immune to it for the next 24 hours.
Accelerated Mind
Starting at 13 level, your talent for planning and exception grows further, increasing your intellect and adaptation. You gain a special additional bonus action each turn which you can only spend to use your Tactics Adjustment feature.
Masterplan
At at 17th level, your tactics evolve, and your wits are now only matched by beings of legend. When planning a battle tactic, choose a second different tactic to plan alongside it. When you spend your reaction to enact a tactic at the beginning of combat, you may enact both selected tactics.
Both strategies remain available until your next short or long rest, at which point you may choose to change one or both of the selected tactics by spending the appropriate amount of time planning.
The Swindler
Swindlers are masters of intrigue and manipulation. They use their applied knowledge of psychology, presentation and patterns of speech to either sweet talk their way into beneficial positions and situations, or deceive and manipulate their enemies into opening themselves for failure. Be in on the field of politics, diplomacy, sales or the field of battle, their uncanny ability to get into other's heads is an invaluable tool.
Silver Tongue
When you choose this profession at 3rd level, you gain proficiency two skills of your choice from among Deception, Intimidation, Performance and Persuasion. If you choose a skill you were already proficient with, you become an expert in that skill instead.
External Influence
Starting at 3rd level, you can exert your influence over others expertly:
- When you take the Appeal or Attack action on your turn, you may take the Demoralize, Feint or Taunt action as a Free Action.
- The range of your Taunt action increases to 60 feet.
Mired Intent
Also at 3rd level, your actions are always cloaked in a veil of deception. You become proficient in Deception. If you were already proficient in Deception, you become an expert with it instead.
If you were already an expert in Deception, you gain the Deceptive feat instead.
Gifted Opportunity
At 7th level, you learn how to manipulate your enemies into leaving themselves open for crucial strikes. Once per turn, when you successfully Appeal to, Demoralize, Feint, Roll Through, Taunt or Trip an enemy, if you have not used your Sneak Attack feature this turn, you may forgo your ability to use your Sneak Attack feature until the end of this turn.
If you do, the next time an allied creature hits the target of your Skill Action with an attack, that attack gains a bonus to its damage which equals one roll of your Sneak Attack feature, as shown in the Sneak Attack column of the Rogue Table.
Maze of the Mind
Starting at 13th level, your mind is undecipherable and your intent is unreadable. You gain a +5 bonus to your passive Deception and Insight scores. You are immune to the charmed and frightened conditions, and you mind cannot be read unless you allow it to be.
Furthermore, you have advantage on your saving throws against spells which would alter or affect your mind directly, such as Mind Whip and Memory Robbery.
Machiavellian
Starting at 17th level, you can control the thoughts and emotions of other beings with no need for such a crutch as magic. You Charisma skill actions gain the following benefits:
- Appeal. This skill action may now be taken with a use time of Attack Replacement. When you do so, it can only be used against the same target once each turn.
- Demoralize. A creature successfully Demoralized by you has its speed reduced by has its speed reduced by 10 feet, cannot take reactions and suffers a -2 penalty to its saving throws while demoralized.
- Feint. When you successfully Feint a creature, that creature loses the AC bonus of any shield it may be wearing, and its AC cannot be increased by reactions. These changes last until the start of your next turn.
- Taunt. When you successfully Taunt a creature, it spends 2 feet of speed for each foot it moves when moving in any direction that is not in a straight line towards you. Furthermore, creatures other than you have advantage on their saving throws made against that creature. These changes last for as long as the creature is taunted.
The Gambler
Gamblers are a very special kind of Rogue. Dealing with Devils, they sell themselves to those below for a power known to few across the realms. Placing their very soul on the line with each die thrown or card drawn, they channel the very powers of probability itself, altering the fundamental reality around them, and besting fate itself with their skill in manipulating these impossible odds.
Roulette
When you choose this profession at 3rd level, fate dances around you, shifting and swirling wildly to grant you amazing benefits and demerits alike. Whenever you make an ability check, you may choose one number from 1 to 20. Check the d20 result of that ability roll compared to the called number, and apply the following effects:
- If the called number was the same as the d20 roll in regards to being Odd or Even, you gain advantage on that ability check.
- If the called number was different from the d20 roll in regards to being Odd or Even, you suffer disadvantage on that ability check.
- If the called number was the exact same as the d20 roll, before any feature or effect which would alter the roll, you automatically succeed that ability check.
Devil's Dice
Starting at 3rd level, your deals have granted unfathomable strength, you just need to roll for it. At the start of each of your turns in combat, you may choose to roll 4d6. You then count the number of equal numbers among the dice rolled, with the amount of d6 rolls that resulted in the same number granting you special effects, as listed below:
- No Same Numbers. You lose an amount of Hit Points equal to twice your Proficiency Bonus. During your next turn, when you roll your 4d6 for this ability, you may choose one of those dice and shift its roll up or down by 1.
- 2 Of a Kind. You gain advantage on the next attack roll, ability check or saving throw you would make before the end of this turn. If you already had advantage on that roll, you instead gain a +3 bonus to it.
- 3 Of a Kind. The next attack roll, ability check or saving throw you make before the end of this turn immediately becomes a roll of 20 on the d20.
- Two Pairs. The next two attack rolls, abiltiy checks or saving throws made against you before the start of your next turn immediately a roll of 1 on the d20.
- 4 Of a Kind. All d20 rolls you make before the end of this turn immediately become rolls of 20 on the d20.
Gamble with Fate
Also at 3rd level, you master tools of gambling, and the power that comes with them. You become proficient with a Dice Set. If you were already proficient with the Dice Set, you become an expert with it instead.
If you were already an expert with the Dice Set, you gain the Fate's Gambler feat instead.
Fate's Blessings
At 7th level, the devilish grasp of fate bestowed upon you grows more powerful, imbuing you with abilities from alternate futures. When you roll your 4d6 at the start of your turn with your Devil's Dice feature, and get two or more dice that share the same face, apply the following effects depending on the face of the dice, and how many of that face you rolled:
- Two Rolls of 1. (Snake-Eyes) You gain Darkvision out to a range of 100 feet for the next hour, or until you become Unconscious. If you already had Darkvision, it's range instead increases by 100 feet for that duration.
- Three Rolls of 1. (Dragon-Eyes) You gain Blindsight out to a range of 100 feet for the next hour, or until you become Unconscious. If you already had Blindsight, it's range instead increased by 100 feet for that duration.
- Four Rolls of 1. (God-Eyes) You gain Truesight out a range of 100 feet for the next 24 hours. If you already had Truesight, it's range instead increased by 100 feet for that duration.
- Two Rolls of 2. (Accelerate) Your speed is doubled until the start of your next turn.
- Three Rolls of 2. (Blazing Speed) You gain a Hovering speed equal to your Walking speed and your speed is tripled until the start of your next turn.
- Four Rolls of 2. (Searing Ascension) You gain a Hovering speed equal to your Walking speed and your speed is trippled for the next 24 hours.
- Two Rolls of 3. (Hellstrike) One creature or object of your choice you can see within 30 feet of you takes 3d6 Fire damage.
- Three Rolls of 3. (Hellfury) One creature or object of your choice you can see within 60 feet of you takes 9d6 Fire damage.
- Four Rolls of 3. (Unholy Trinity) One creature or object of your choice you can see within 300 feet of you takes 27d6 Fire damage.
- Two Rolls of 4. (Shield) You resist all damage dealt by the next instance of damage you would take before the start of your next turn.
- Three Rolls of 4. (Fortress) You resist all damage until the start of your next turn.
- Four Rolls of 4. (Invincible) You are immune to all damage for the next minute.
- Two Rolls of 5. (Rising Star) You gain an additional Bonus Action this turn.
- Three Rolls of 5. (Shooting Star) You gain an additional Action this turn.
- Four Rolls of 5. (Wishing Star) Immediately after your turn ends, you take an additional turn this round.
- Two Rolls of 6. (Devil's Luck) For the next minute, whenever you roll a result of 5 or lower on the d20 roll for an attack roll, ability check or saving throw, you may make that roll become a 6 instead.
- Three Rolls of 6. (Devil's Fate) For the next minute, whenever you roll a result of 9 or lower on the d20 roll for an attack roll, ability check or saving throw, you may make that roll become a 10 instead.
- Four Rolls of 6. (Mortal Omnipotence) For the next minute, all d20 you make become rolls of 20 on the d20.
Chaos Reigns
Starting at 13th level, your control of fate allows you to disrupt your enemies, bestowing wicked unluck onto them. As a reaction, when a creature you can see within 60 feet of you makes an attack roll, ability check or saving throw, you may toss a coin and call heads or tails or roll a d4 and call if the result will be Odd or Even.
If you called it right, their roll becomes a failure.
Fate Unleashed
Starting at 17th level, so long as luck smiles, nothing will stop you. Whenever you would roll 4d6 at the start of your turn, you instead roll 6d6, applying all other effects as normal.
In addition, you cannot have the result of you die rolls cannot be altered by another creature in any way, unless you allow it to be.
Cheap Tricks
Listed here are the Cheap Tricks available to the Rogue class. They are non-magical in nature and represent your unique fighting style, taking advantage of your tools and surroundings to best enemies in combat.
Asphyxiate
- Use Time: 1 action
- Range: Self
- Free Hands: Two
Using a form of string or rope you choke a creature from behind, suffocating them and limiting their speech. Make a melee weapon attack with proficiency using Dexterity as your attack modifier against a creature within 5 feet of you. On hit, the target is grappled and restrained by you. While grappled by this effect, a creature cannot speak as loses hit points at the beginning of each of its turns as if it were bleeding. It does not lose hit points this way if it does not need to breathe.
Bleed Out
- Use Time: Attack replacement
- Range: Self
- Free Hands: None
You strike at an artery, causing the target to bleed. Make an attack with a melee weapon against a creature. On a hit, that creature begins to bleed, but the attack's damage is halved at the end of the damage calculation.
Blinding Powder
- Use Time: Attack replacement
- Range: 15 feet
- Free Hands: One
You throw a blinding power in the air targeting a foe's eyes. One Creature you can see within Range must perform a Dexterity Saving Throw. On a Failure, the target becomes Blinded until the start of its next Turn. While Blinded this way, the Critical Hit Threshold of Attacks made against the target is decreased by 2.
Concealment
- Use Time: One action
- Range: Self
- Free Hands: One
You use your knowledge of your surroundings and your tools to camouflage yourself. You attempt to hide, ignoring the need for cover or obscurement.
Dirty Shot
- Use Time: One reaction, which you take when you hit a Creature you can See with a weapon attack
- Range: Self
- Free Hands: None
You strike at a soft spot, causing immense pain. Roll a Sleight of Hand check whose DC equals the target's Passive Perception. On a success, you deal an amount of additional damage to that target which equals your Rogue level and may apply the effects of a successful Demoralize, Shove or Trip action to the target.
Focused Strike
- Use Time: Replaces all of your available attacks when you take Attack action.
- Range: Self
- Free Hands: One
You concentrate your skill and focus onto a singular strike. This Cheap Trick cannot be taken if you have made an attack roll previously this turn, and you cannot make attack rolls for the rest of this turn after using it. Make a melee weapon attack with a weapon whose damage die is no larger than a d4. At the end of the damage calculation for this attack, its damage is multiplied by 2.
When you reach 10th level in this class, the damage is multiplied 2.5 instead. When you reach 15th level in this class, the damage is multiplied by 3 instead.
Ghost Strike
- Use Time: Attack replacement
- Range: Self
- Free Hands: None
You strike at extremely precise weak points, piercing the joints of armor and breaking the resilience of warriors. Make a melee weapon attack with a weapon whose damage die is no larger than 1d4, it's damage ignores all forms of damage reduction or nullification except for Immunity to damage.
Lethal Throw
- Use Time: One reaction, which you take when you make a Ranged Weapon Attack made with a Thrown Weapon
- Range: Self
- Free Hands: None
You track an enemy's movement with a predictive, precise throw. Roll an Investigation check whose DC equals 10 + the target's Dexterity modifier. On a success, you gain advantage on that attack roll, and if you hit, deal an additional 2d6 weapon damage.
When you reach 9th level in this class, and again at 13th and 17th level, this additional damage increases by 2d6.
Quick Brew
- Use Time: 1 hour, which can be done during a short rest
- Range: Self
- Free Hands: Two
You use your alchemical knowledge to speed up the creation of a brew. Using alchemist's supplies, brewer's supplies herbalist's kit or poisoner's kit with which you are proficient, you may brew a batch of a beverage, potion, poison or remedy you have at least half the appropriate GP worth of ingredients for, ignoring it's usual crafting time and cost. This batch can only produce 1 instance of the brewed item, and the brewed item loses its potency after 4 hours have passed, becoming inert. An experienced creature such as a merchant can tell an item made with this Cheap Trick is poorly made at a glance, unless the item's true appearance is concealed in some way.
Overrrun
- Use Time: One reaction, which you take when a Creature you can see makes a Ranged Attack.
- Range: Self
- Free Hands: None
You intercept an enemy's offense with sudden movements. Immediately before that Creature makes its Attack, you may move up to half your Speed in a straight line towards it. If the Ranged Attack which triggered this Cheap Trick misses, you may immediately make a Melee Weapon Attack against the target with a -4 penalty.
Skilled Chokehold
- Use Time: Attack replacement
- Range: Self
- Free Hands: One
You use your martial knowledge to trap an enemy in submission with a skillful chokehold. You may attempt to grapple an enemy using an Acrobatics checks to initiate and maintain the grapple. While grappling a creature in this way, your speed is reduced to 0, but you have advantage on attack rolls against the grappled creature and it has disadvantage on its weapon attack rolls against you.
Side Step
- Use Time: One reaction, which you take when you are hit by a Melee Attack whose source you can see.
- Range: Self
- Free Hands: None
You carefully measure your opponent's attack and dodge at the last second. Make an Acrobatics check whose DC equals the opposing attack roll's total. On a success, you completely avoid the attack, turning it into a miss.
Silent Strike
- Use Time: One action
- Range: Self
- Free Hands: None
You may perform a single weapon attack with a finesse or ranged weapon against a creature you can see. This attack does not reveal you if you are hidden, and is ignored by any spell, effect or ability that triggers when a creatures is attacked, is hit by an attack or takes damage.
Survey
- Use Time: 10 minutes
- Range: Self
- Free Hands: None
You carefully examine the room in which you are, which must be no more than 60 feet each side, learning it's secrets. At end of the 10 minutes required to use this trick, you learn the location and trigger of any traps, magical or not, within the room you are in. You additionally learn if any spells are present in the room alongside what spell level they are and what spell school they belong to.
Turning Shot
- Use Time: One reaction, which you take when make a Ranged Weapon Attack.
- Range: Self
- Free Hands: None
You twist your projectile's travel arc, reducing its force but making it come from an odd angle. This attack is made at advantage, ignores half and three-quarters cover, and ignores the AC bonus granted by shields and reactions, but its damage is halved at the end of its damage calculation.
