One D&D Rogue Revised
Original Source: 2023 UA
The One Dnd Rogue
| Level | Proficiency Bonus | Features | Sneak Attack | Weapon Masteries |
|---|---|---|---|---|
| 1st | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 | -- |
| 2nd | +2 | Cunning Action | 1d6 | -- |
| 3rd | +2 | Rogue Subclass | 2d6 | -- |
| 4th | +2 | Feat | 2d6 | -- |
| 5th | +3 | Uncanny Dodge, Weapon Mastery | 3d6 | 1 |
| 6th | +3 | Subclass Feature, Versatile Perfectionist | 3d6 | 1 |
| 7th | +3 | Evasion | 4d6 | 1 |
| 8th | +3 | Feat | 4d6 | 1 |
| 9th | +4 | Experise, Subtle Strikes | 5d6 | 1 |
| 10th | +4 | Feat, Rogue Subclass | 5d6 | 1 |
| 11th | +4 | Reliable Talent | 6d6 | 1 |
| 12th | +4 | Feat | 6d6 | 1 |
| 13th | +5 | Sixth Sense | 7d6 | 2 |
| 14th | +5 | Subclass Feature | 7d6 | 2 |
| 15th | +5 | Slippery Mind | 8d6 | 2 |
| 16th | +5 | Feat | 8d6 | 2 |
| 17th | +6 | Stroke of Luck | 9d6 | 2 |
| 18th | +6 | Subclass Feature | 9d6 | 2 |
| 19th | +6 | Expert Reflexes, Crippling Strikes | 10d6 | 2 |
| 20th | +6 | Epic Boon | 10d6 | 2 |
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
- Saving Throws: Dexterity, Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Weapons: Simple weapons, Martial Weapons that have the Finesse Property
- Tools: Thieves' tools
Armor Training
- Light Armor
Starting Equipment
- As a 1st-level character, you either can spend 110 GP on
- equipment of your choice or you start with the following
- equipment:
-
Arrows (20),
Burglar’s Pack,
Dagger (2),
Leather Armor,
Quiver,
Shortbow,
Shortsword,
Thieves’ Tools,
18 GP
Multiclassing and the Rogue
- If your group uses the multiclassing rules in the Player’s
- Handbook, here’s what you need to know if you choose
- Rogue as one of your Classes.
- Ability Score Minimum. As a multiclass character, you
- must have a score of at least 13 inthe Rogue’s primary
- ability, Dexterity, to take a level in this Class or to take a
- level in another Class if you are already a Rogue.
- Proficiencies Gained. If Rogue isn’t your initial Class,
- here are the Proficiencies you gain when you take your
- first Rogue level: Thieves’ Tools and one Skill of your
- choice from the Rogue’s Skill list.
- Armor Training. When you gain your first Rogue level,
- you gain Light Armor Training.
Rogue Class Features:
- As a Rogue, you gain the following Class Features when
- you reach the specified levels in this Class. These features
- are listed on the Rogue table.
1st level: Expertise
- You gain Expertise in two of your Skill Proficiencies of your
- choice. Sleight of Hand and Stealth are iconic choices for a
- Rogue if you have Proficiency in them.
1st level: Thieves’ Cant
- You picked up various languages in the communities
- where you plied your roguish talents. You know Thieves’
- Cant and one other language of your choice, which you
- choose from the Standard Languages and Rare
- Languages tables.
1st level: Sneak Attack
- you know how to turn a subtle attack into a deadly one.
- Once per turn, you can deal an extra damage to one
- creature you hit with an Attack Roll if you're attacking with
- a Finesse Weapon or a Ranged Weapon and if at least one
- of the following requirements is met:
- Advantage: You have Advantage on the Attack Roll.
- Ally Adjacent to Target: At least one creature is within 5 ft of the target that the target considers as an Enemy, the creature adjacent isn't Incapacitated, and you don't have Disadvantage on the Attack Roll.
- To determine the extra damage, roll a number of d6s
- equal to half your Rogue level (round up), and add the
- dice together (the Rogue table shows the number of
- Sneak Attack dice you get at each Rogue level). The extra
- damage’s type is the same as the weapon’s Damage Type.
2nd level: 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, Hide or Steady Aim
- action.
3rd level: Rogue Subclass
- You gain the Thief Subclass or another Rogue Subclass of
- your choice. The Thief is detailed after the Rogue’s Class
- description. A Subclass is a specialization that grants you
- special abilities at certain Rogue levels. For the rest of
- your career, you gain each of your Subclass’s features that
- are of your Rogue level and lower. You gain new Subclass
- features at 3rd, 6th, 10th, 14th, and 18th level.
4th level: Feat
- You gain the Ability Score Improvement Feat or another
- Feat of your choice.
5th level: Uncanny Dodge
- When an attacker that you can see hits you with an Attack
- Roll, you can use your Reaction to halve the attack’s
- damage against you (round down).
5th level: Weapon Mastery
- Your training with weapons allows you to use 1 Mastery
- property of a weapon of your choice with the Finesse,
- Light, Versatile or Ranged property. Whenever you finish a
- Long Rest, you can practice weapon drills and change the
- weapon you chose.
- When you reach certain levels in this class, you gain the
- ability to use the Mastery properties of more weapons, as
- shown in the Weapon Mastery column of the Rogue table.
6th level: Versatile Perfectionist
- 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.
6th level: Subclass Feature
- You gain a feature from your Rogue Subclass.
7th level: Evasion
- You can nimbly dodge out of the way of certain dangers.
- 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. You can’t use this
- feature if you’re Incapacitated.
8th level: Feat
- You gain the Ability Score Improvement Feat or another
- Feat of your choice.
9th level: Expertise
- You gain Expertise in two of your Skill Proficiencies of your
- choice.
9th level: Subtle Strikes
- When you attack, you know how to exploit a target’s
- distraction. You have Advantage on any Attack Roll that
- targets a creature that is within 5 feet of at least one of
- your allies who isn’t Incapacitated.
10th level: Feat
- You gain the Ability Score Improvement Feat or another
- Feat of your choice.
10th level: Subclass Feature
- You gain a feature from your Rogue Subclass.
11th level: Reliable Talent
- You have refined your talents until they approach
- perfection. Whenever you make an Ability Check that uses
- one of your Skill or Tool Proficiencies, you can treat a d20
- roll of 9 or lower as a 10.
12th Level: Feat
- You gain the Ability Score Improvement Feat or another
- Feat of your choice.
13th level: Sixth Sense
- Your sensory awareness makes you more aware of your
- surroundings, granting you Blindsight with a range of 30
- feet.
- 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.
14th level: Subclass Feature
- You gain a feature from your Rogue Subclass.
15th level: Slippery Mind
- Your cunning mind is exceptionally difficult to control. You
- gain Proficiency in Wisdom and Charisma Saving Throws.
16th level: Feat
- You gain the Ability Score Improvement Feat or another
- Feat of your choice.
17th level: Stroke of Luck
- You have an uncanny knack for succeeding when others
- would fail. If you fail a d20 Test, you can turn the roll into
- a 20. Once you use this feature, you can’t use it again until
- you roll Initiative or finish a Short Rest or a Long Rest.
18th level: Subclass Feature
- You gain a feature from your Rogue Subclass.
19th level: Expert Reflexes
- 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 can add your proficiency bonus to your initiative rolls. This allows Reliable Talent to work when rolling Initiative
- You gain a reaction once per turn rather than once per round.
19th level: Crippling Strikes
- When you successfully Sneak Attack a creature, they take
- half damage from the attack again at the start of their
- next turn.
20th level: Epic Boon
- You gain the following benefits:
- Ability Score Increase: Choose your Strength or Constitution score. That score increases by 2, and its maximum is now 30.
- Epic Boon Feat: You gain the Epic Boon of Undetectability Feat or another Epic Boon Feat of your choice.
Rogue Subclasses
Rogue Subclasses 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.
3rd level: 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 Arcane spell list.
Cantrips
- You learn three cantrips: mage hand and two other
- cantrips of your choice from the Arcane spell list. You
- learn another Arcane 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 Arcane 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 Arcane spells of your choice, two
- of which you must choose from the enchantment and
- illusion spells on the Arcane spell list.
- The Spells Known column of the Arcane Trickster
- Spellcasting table shows when you learn more Arcane
- 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 Arcane spells you know with another spell of
- your choice from the Arcane 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 Arcane
- 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 Arcane 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 |
3rd level: 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.
6th level: Versatile Trickster
- 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.
10th level: Arcane Knowledge
- 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.
14th level: Magical Ambush
- 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.
18th level: Spell Thief
- 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 Arcane
- 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
3rd level: Master of Disguise
- You gain proficiency in disguise kits and you can cast the
- Disguise Self spell at will while you have a disguise kit on
- our 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. Truesight still reveals your real appearance
- Creatures using their action to inspect your appearance have Disadvantage on the Intelligence (Investigation) checks.
- The Intellgence (Investigation) check required to recognize your true form while using Disguise Self is 8 + your proficiency bonus (doubled if you have expertise with disguise kits) + your Dexterity Modifier.
3rd level: Deathly Mark.
- You learn additional tricks that can make you more
- deadly. You learn the Assassin cantrip "Deathly Mark".
- This Spell scales with your Assassin levels and improves in
- potency.
Deathly Mark
Transmutation Cantrip (Assassin)
- Casting Time: 1 bonus action
- Range: Self (Infuse 1 held weapon)
- Component: V, S, M (1 held Weapon, need not be held for entire duration)
- Duration: 1 hour (1 minute)
- You imbue a held weapon with deadly magic,
- punishing a targets efforts to flee for their life. The
- next time you hit with the imbued weapon on a
- creature, that creature is now has your Deathly
- Mark, and the Deathly Mark no longer affects the
- weapon. When the Marked creature willingly
- moves for the next minute, each time it moves 5 ft,
- the creature takes Necrotic, Poison, or Acid
- 1d4 damage (your choice when you cast the spell)
- The Spell ends on a Marked target if you ever cast
- Deathly Mark again or if 1 minute passes.
- Cantrip Upgrade: When you reach 5th level as an
- Assassin, you deal 1d10 points of extra damage to
- the target when applying the mark. Additionally at
- 5th level, the damage bypasses and ignores
- resistances to the damage type chosen. This extra
- damage when applying the mark improves to 2d10
- at 11th level and 3d10 at 17th level. At 17th level,
- the Assassin may treat a targets immunity to the
- damage chosen as resistance instead.
6th level: Assassinate
- 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 your Deathly Mark attached to them
- does maximum damage.
- Furthermore, Opportunity Attacks and attacks using
- your reaction are done so with advantage.
10th level: Hiding in Plain Sight
- 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 you attack a creature. You Disguise Self as one of the target's allies or as an innocent bystander and they don't suspect you if they fail their Investigation or Perception check, their choice. You may use your Stealth Check or Disguise check for this opposed 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.
14th level: Deadly Infiltrator
- 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 on a target Marked by your
- Deathly Mark and the Marked target isn't aware that you
- are a hostile enemy or the target is surprised or you are
- hidden, your Sneak Attack damage dice increases to d8s
- from d6s.
18th level: Eviscerating Wounds
- 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 your Deathly Mark 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
3rd level: Master Detective
- 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.
3rd level: Insightful Fighting
- 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.
6th Level: Exploit Weaknesses
- 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.
10th level: Unerring Eye
- You gain advantage on any Wisdom (Perception) or
- Intelligence (Investigation) checks. When rolling advantage
- for Perception, Investigation or Insight checks, you may
- roll 3 dice instead of 2, choosing the highest amongst
- those rolled.
- 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
14th level: Undermining Opponent
- 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.
18th level: Expert Inquisitor
- 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
3rd level: Master of Intrigue
- 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.
3rd level: Ready for Anything
- 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.
6th level: Master of Tactics
- 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.
10th level: Misdirection
- 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.
14th level: Master Plan
- 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.
18th level: Master of the Mind
- 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
3rd level: Whispers of the Dead
- 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 18th level you can
- gain an additional skill or tool proficiency (so 2 at 10th
- level and 3 at 18th level)
3rd level: Wails from the Grave
- 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.
6th level: Tokens of the Departed
- 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.
10th level: Ghost Walk
- 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.
14th level: Beyond the Grave
- 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.
18th level: Death Knell
- 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
3rd level: Skirmisher
- 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
3rd level: Survivalist
- 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. Creatures healing in this way may also gain
- temporary hit points equal to the amount healed.
- Furthermore, you can make Perception checks and
- Animal Handling checks as bonus actions.
6th level: Superior Mobility
- 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. When you have Advantage on a Dexterity Check,
- you may roll 3 dice and take the highest result.
- In addition, you may add your entire Dexterity Modifier,
- while wearing Medium armor and not using a shield, to
- your AC.
10th level: Ambush Master
- 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.
14th level: Sudden Strike
- 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.
18th level: Impossible Maneuverability
- 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. You may also use
- your Skirmisher feature and rogue Uncanny Dodge
- feature with the same reaction, regardless if you use
- Impossible Maneuverability to reduce damage to 0.
- 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
3rd level: Psionic Power
- 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 your Dexterity modifier plus a number of rolls of your Psionic Energy die equal to your proficiency bonus. 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.
3rd level: Psychic Blades
- 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.
6th level: Soul Blades
- 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.
10th level: 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.
14th level: Psychic Veil
- 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.
18th level: Rend Mind
- 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
3rd level: Fancy Footwork
- 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.
3rd level: Rakish Audacity
- 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.
6th level: Panache
- 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.
10th level: Elegant Maneuverability
- 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.
14th level: Undisputed Duelist
- 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.
18th level: Charismatic Duelist
- 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 have honed your larcenous arts. Burglars, bandits,
- cutpurses, and other criminals typically adopt this
- Subclass, but so do Rogues who prefer to think of
- themselves as treasure seekers, explorers, delvers, and
- investigators. In addition to improving your agility and
- stealthiness, you gain abilities useful for delving into ruins
- and getting maximum benefit from the magic items you
- find there.
- Original Source: Player's Handbook
3rd level: 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.
3rd level: Second-Story Work
- You have trained to reach especially hard-to-reach places,
- granting you these benefits:
- Climb Speed: You gain a Climb Speed equal to
your Speed.
- Jump Distance: When you take the Jump Action,
you can make a Dexterity Check, instead of a
Strength Check.
- Fast Feet: Increase your Speed by 10 feet.
6th level: Supremely Talented
- Your skills and talents become unparalled, you have
- advantage on all skills that you have proficiency with.
- 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.
10th level: Use Magic Device
- In your treasure hunting, you have learned how to
- maximize use of magic items, granting you the following
- benefits:
- Attunement: You can attune to up to four magic items at once. You ignore all class, race, and level requirements on the use of magic items.
- Charges: Whenever you use a magic item property that expends charges, roll a d6. On a roll of 6, you use the property without expending the charges.
- Scrolls: You can use any Spell Scroll that bears a cantrip or a 1st-level Spell. You can also try to use any Spell Scroll that contains a higher-level Spell, but you must first succeed on an Intelligence Check (Arcana) with a DC equal to 10 + the Spell’s level. On a successful check, you cast the Spell from the scroll, and you use Intelligence as your Spellcasting Ability for this casting. On a failed check, the scroll disintegrates.
- In addition, you also gain proficiency in Arcana or if
- already proficient, 1 skill of your choice.
14th level: Versatile Cunning Actions
- 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.
- 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.
18th level: Thief's Reflexes
- 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.
Changelog
The Plan is to add more Subclasses to this. Changes I have made:
Base Class
- Added 5e verbiage for Sneak Attack.
- Added Steady Aim Tasha feature to the features you could use Cunning Action with at 2nd level.
- Moved Subtle Strike to level 9. Moved Expertise to level 9, Evasion back to level 7.
- Added Weapon Mastery at 5th level (limited the weapon choices), increasing every 8 levels there after.
- Added Additional feature at 6th level, provides bonuses to skills known and skill effectiveness.
- Added Blindsense and Elusive and moved them to level 13, Called "Sixth Sense".
- Added 1 additional Subclass Feature at 18th level (this will be for all classes)
- Added "When rolling Initiative" to Stroke of Luck's when they get new uses.
- Moved Stroke of Luck to 17th level.
- Removed 19th level "Feat" feature
- Added 19th level base class Capstone(s) (Some classes will have just 1) Both of the ones added here seemed thematic.
Arcane Trickster
Assassin
Inquisitive
Mastermind
Phantom
Scout
Soulknife
Swashbuckler
Thief
- Added 1 skill known to Fast Hands
- Kept Use an Object action from 5e to Fast Hands
- Added you may perform an Bonus action available as reactions when someone would provoke OA
- Added additional Speed (10ft) to 2nd-Story Work
- Added new "Supremely Talented" feature at 6th, giving advantage on all proficient skills, and are now proficient in un-skilled Ability Checks
- Added back to Use Magic Device removal of requirement from magic items.
- Added proficiency in Arcana or skill of choice if already proficient to Use Magic Device
- Added "Versatile Cunning Actions" feature at 14th level to take Attack action as a Bonus action, limit 1 attack per Bonus action. Also gain more benefits from Use an Object action
- Removed Bonus action limitations and uses limit from Thief Reflexes. Added Expertise now add triple instead of double PB value