The Revised 5.24e Rogue
| Level | Proficiency Bonus | Features | Sneak Attack |
|---|---|---|---|
| 1st | +2 | Expertise, Sneak Attack, Thieves' Cant, | 1d6 |
| 2nd | +2 | Cunning Action, Weapon Mastery | 1d6 |
| 3rd | +2 | Rogue Subclass, Uncanny Dodge | 2d6 |
| 4th | +2 | Ability Score Improvement | 2d6 |
| 5th | +3 | Cunning Strikes, Evasion | 3d6 |
| 6th | +3 | Subclass Feature, Expertise | 3d6 |
| 7th | +3 | Subtle Strikes, Reliable Talent | 4d6 |
| 8th | +3 | Ability Score Improvement | 4d6 |
| 9th | +4 | Improved Cunning Strike | 5d6 |
| 10th | +4 | Ability Score Improvement, Rogue Subclass | 5d6 |
| 11th | +4 | Wounding Strikes | 6d6 |
| 12th | +4 | Ability Score Improvement | 6d6 |
| 13th | +5 | Devious Strikes | 7d6 |
| 14th | +5 | Subclass Feature | 7d6 |
| 15th | +5 | Slippery Mind | 8d6 |
| 16th | +5 | Ability Score Improvement | 8d6 |
| 17th | +6 | Sixth Sense | 9d6 |
| 18th | +6 | Subclass Feature | 9d6 |
| 19th | +6 | Ability Score Improvement | 10d6 |
| 20th | +6 | Legendary Reflexes | 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: 16 + 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.
2nd level: Weapon Mastery
- Your training with weapons allows you to use the Mastery
- property of two kinds of weapons of your choice with
- which you have proficiency, such as Daggers and
- Shortbows.
- Whenever you finish a Long Rest, you can change the
- kinds of weapons you chose. For example, you could
- switch to using the Mastery properties of Scimitars and
- Shortswords.
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.
3rd 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).
4th level: Ability Score Improvement
- You gain the Ability Score Improvement feat or another
- feat of your choice for which you qualify. As shown on the
- Rogue table, you gain this feature again at levels 8, 10,
- 12, 16, and 19.
5th level: Cunning Strike
- You have developed cunning ways to use your Sneak
- Attack. When you deal Sneak Attack damage, you can add
- one of the following Cunning Strike effects. Each effect
- has a die cost, which is the number of Sneak Attack
- damage dice you must forego to add the effect. You
- remove the die before rolling, and the effect occurs
- immediately after the attack’s damage is dealt. For
- example, if you add the Poison effect, remove 1d6 from
- the Sneak Attack’s damage before rolling. If a Cunning
- Strike effect requires a saving throw, the DC equals 8 +
- your Proficiency Bonus + your Dexterity modifier.
- Disarm (Cost: 1d6): The target must succeed
on a Dexterity saving throw, or it drops one item
of your choice that it’s holding.
- Poison (Cost: 1d6): You add a toxin to your
strike, forcing the target to make a Constitution
saving throw. On a failed save, the target has the
Poisoned condition for 1 minute. At the end of
each of its turns, the Poisoned target can repeat
the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s
Kit on your person.
- Trip (Cost: 1d6): If the target is Large or
smaller, it must succeed on a Dexterity saving
throw or have the Prone condition.
- Withdraw (Cost: 1d6): Immediately after the
attack, you move up to half your Speed without
provoking Opportunity Attacks.
5th 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.
6th level: Subclass Feature
- You gain a feature from your Rogue Subclass.
6th level: Expertise
- You gain Expertise in two of your Skill Proficiencies of your
- choice.
7th 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.
7th 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.
9th level: Improved Cunning Strike
- You can use up to two Cunning Strike effects when you
- deal Sneak Attack damage, paying the die cost for each
- effect.
10th level: Subclass Feature
- You gain a feature from your Rogue Subclass.
11th level: Wounding Strikes
- When you successfully Sneak Attack a creature, at the
- start of their next turn, they make a Constitution Saving
- throw, DC being 8 + Proficiency bonus + Dexterity
- Modifier. If they fail the save, they take half the Sneak
- Attack damage again.
13th level: Devious Strikes
- You have practiced new ways to use your Sneak Attack
- deviously. The following effects are now among your
- Cunning Strike options.
- Daze (Cost: 2d6): The target must succeed on a Constitution saving throw, or it has the Dazed condition until the end of its next turn.
- Knock Out (Cost: 5d6): The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6): You strike near the target’s eyes. The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
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.
17th 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.
18th level: Subclass Feature
- You gain a feature from your Rogue Subclass.
20th level: Legendary 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.
- You gain a reaction once per turn rather than once per round.
Rogue Subclasses
Rogue Subclasses Table
| Roguish Archetypes | Original Source |
|---|---|
| Arcane Trickster | Player's Handbook |
| Assassin | Player's Handbook |
| Scion of the Dead Three | Forgotten Realms CS |
| Soulknife | Tasha's Cauldron of Everything |
| Swashbuckler | Xanathar's Guide to Everything |
| Thief | Player's Handbook |
Rogue Subclasses
- A Rogue subclass is a specialization that grants you
- special abilities at certain Rogue levels, as specified in the
- subclass. This section presents the Arcane Trickster,
- Assassin, Swashbuckler, and Thief subclasses.
Arcane Trickster
- Some Rogues enhance their fine-honed skills of stealth
- and agility with Arcane spells, learning magical tricks to
- aid them in their trade. Some Arcane Tricksters use their
- talents as pickpockets and burglars, while others are
- pranksters, mischief-makers, or adventurers.
3rd level: Spellcasting
- You have learned to cast spells. See the Player’s
- Handbook for the rules on spellcasting. The information
- below details how you use those rules as an Arcane
- Trickster.
- Cantrips: You know three cantrips: Mage Hand
- and two other cantrips of your choice from the Arcane
- spell list.
- Whenever you gain a Rogue level, you can replace one of
- your cantrips, except Mage Hand, with another cantrip of
- your choice from the Arcane spell list.
- When you reach 10th level in this class, you learn another
- Arcane cantrip of your choice.
- Spell Slots: The Arcane Trickster Spellcasting table shows
- how many spell slots you have to cast your spells of 1st
- level and higher. To cast 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.
- Prepared Spells of 1st+ Level: You prepare a list of spells
- of 1st level and higher that are available for you to cast
- with this feature. To start, choose three 1st-level spells
- from the Arcane spell list, two of which must be from the
- Enchantment and Illusion schools of magic.
- The number of spells on your list increases as you gain
- Rogue levels, as shown in the Prepared Spells column of
- the Arcane Trickster Spellcasting table. Whenever that
- number increases, choose additional spells from the
- Arcane spell list until the number of spells on your list
- matches the number on the table. The chosen spells must
- be of a level for which you have spell slots. For example, if
- you’re a 7th-level Rogue, your list of prepared spells can
- include six Arcane spells of 1st or 2nd level, in any
- combination.
- Changing Your Prepared Spells: Whenever you gain a
- level in this class, you can replace one of the 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.
- Spellcasting Ability: Intelligence is your spellcasting
- ability for your Arcane Trickster spells.
- Spellcasting Focus: You can use an Arcane Focus as a
- Spellcasting Focus for the spells you prepare for this
- subclass.
Arcane Trickster Spellcasting Table
| Level | Cantrips Known | Prepared | 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
- When you may cast Mage Hand as a Bonus action or
- Action, you can make the spectral hand invisible. You can
- control the hand as a Bonus Action, instead of an action,
- and through it, you can use Thieves’ Tools and make
- Dexterity (Sleight of Hand) checks.
- When you become 5th level rogue, you may have 2 Mage
- Hand spells from the same casting of the spell, each
- being placed separately within the spells range.
- When you become an 11th level rogue, the Mage Hand
- spell can be moved up to 60 feet away instead of 30 feet
- away without being dismissed. You may also move the
- Mage Hand up to 60 feet with the same action or Bonus
- action.
- When you become 17th level rogue, the Mage Hand spell
- may move/hold objects that are small sized and up to 50
- pounds. You may not try to lift yourself if you are less
- than 50 pounds.
6th level: Arcane Knowledge
- Your abilities having taken your mind to new places,
- increasing your understanding of magic in many forms.
- Choose 1 skill 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 you always have it
- prepared. This doesn't count towards your number of
- spell preparations.
- You may cast Find Traps without using a spell slot a
- number of times per Long Rest equal to your Intelligence
- Modifier (minimum 1). When the Rogue Casts Find Traps,
- it has the following additional effects:
- 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.
10th level: Magical Ambush
- If you have the Invisible condition when you cast a spell
- on a creature, it has Disadvantage on any saving throw it
- makes against the spell on the same turn.
- If the creature has taken Sneak attack damage the
- previous turn, any ongoing spell the rogue cast on that
- creature that require a saving throw are rolled with
- Disadvantage.
14th level: Versatile Trickster
- You gain the ability to distract targets with your Mage
- Hand. When you use the Disarm or Trip options of your
- Cunning Strike, you can also target that option at a
- creature within 5 feet of the spectral hand.
18th level: Arcane Strikes
- You have practiced new ways to use your Sneak Attack
- to Disrupt Magical Energy. These effects have a variable
- cost, depending on the potency of the effect you wish to
- create. The Rogue may use their Spellcasting Spell Save
- DC or their Normal Cunning Strikes DC, whichever is
- higher. The following effects are now among your
- Cunning Strike options.
- Spell Thief (Cost: 4d6): When you hit a creature with a Sneak Attack, they must make a Constitution Saving throw. If they fail, they lose a spell slot of 4th level or lower, and regardless if the target had any spell slots, gain 1 temporary 4th level spell slot that lasts until your next Short or Long Rest. If they don't have spell slots but instead have a Magic Action usable a number of times per Short Rest or Long Rest, you instead take one of those uses instead of gaining the spell slot. If the number of effects the creature can create with a Magic Action, the Rogue chooses which magical effect to Steal and gain 1 temporary use of that Magic Action Feature until your next Short or Long Rest, preventing that creature from using it in the meantime. Once you Successfully use this Cunning Strike Option, you may not use it again until you take a Short or Long Rest.
- Disrupt Magic (Cost: 4d6): One active magical effect gained from using the Magic Action of the Rogues choice on the hit creature may be dismissed as if casting a Dispel Magic spell at 3rd level. Use the Rogue's Intelligence modifier for the appropriate Ability Check if the effect is higher than 3rd level.
ASSASSIN
- An Assassin’s training focuses on the grim art of death,
- using stealth, poison, and disguise to eliminate foes with
- deadly efficiency. While some Rogues who follow this path
- are hired killers, spies, or bounty hunters, the capabilities
- of this subclass are equally useful for adventurers facing a
- variety of monstrous enemies.
3rd Level: Lost Arts of Death
- Through extensive deadly training to learn the following
- features:
- Assassin Resourcefulness: You gain proficiency with the Disguise and Poisoner’s Kit. You may use your Cunning Action's Bonus action to either apply a poison to a weapon or plant the poison on a person or in a consumable. You may also use your Cunning Action's Bonus action to use and apply a disguise kit, and you no longer need the kit in hand, as you have planned for this ahead of time.
- Assassin Resilience: You have worked with poisons so much that you are more resistant to their effects and potency. You have resistance to Poison damage and advantage on saving throws to prevent or recover from the Poison condition.
3rd level: Assassinate
- You are adept at getting the drop on a target, granting
- you the following benefits:
- Surprising Strikes: During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.
- Initiative: You have Advantage on Initiative rolls.
6th level: Infiltration Expertise
- You are expert at posing as someone else to aid your
- infiltrations. While in a disguise created using your
- Disguise Kit, you have Advantage on any Charisma
- (Deception), (Persuasion), (Performance), or (Intimidation)
- check you make while pretending to be someone else.
- You can also unerringly mimic another person’s speech,
- handwriting, or both if you have spent at least 10 minutes
- studying each one.
- When you kill a creature while disguised or hidden, you
- may as part of the same action that resulted in that
- creature's death attempt a Disguise or Stealth check to
- obscure your true form or hide who the real killer was.
- Furthermore, using Sleight of Hand checks to discard
- items on your person or plant them on another can be
- done once per round without requiring an action.
10th level: Envenom Weapons
- When you use the Poison option of your Cunning Strike,
- the target also takes 2d6 Poison damage whenever it fails
- the saving throw. This damage ignores resistance to
- Poison damage. Creature have Disadvantage on Saving
- throws versus the Poison Option of your Cunning Strikes.
14th level: Improved Assassinate
- Your ability to Assassinate creatures is even more
- impressive, gaining the following features.
- Improved Initiative: Choose an Ability Score from Intelligence, Wisdom, or Charisma. Add that Ability Score Modifier to your Initiative rolls.
- Improved Surprising Strikes: You now do twice your rogue level in additional damage when you hit with a Sneak attack during the 1st round of combat. You may also apply your Improved Surprising Strikes additional damage to Sneak Attacks against creatures that have less than half health, even if not during the first round of combat.
18th level: Death Strike
- When you hit with your Sneak Attack on the first round of
- a combat, the target must succeed on a Constitution
- saving throw (DC 8 + your Dexterity modifier + your
- Proficiency Bonus), or the attack’s damage is doubled
- against the target.
SWASHBUCKLER
- As a Swashbuckler, you focus on the art of the blade,
- bringing speed, elegance, and charm to your combat style
- —topped off with an exquisite flourish of panache. You
- excel in single combat, and your methods make a duel
- look like a flamboyant performance.
3rd level: Fancy Footwork
- You’ve learned how to land a strike and then slip away
- without reprisal. If you make a melee attack against a
- creature during your turn, that creature can’t make
- Opportunity Attacks against you for the rest of that turn.
3rd level: Rakish Audacity
- When you roll Initiative, you can give yourself a bonus to
- the roll 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.
6th level: Master Duelist
- Immediately after you use your Sneak Attack, you can
- make another attack against the same target, provided
- you are within 5 feet of it and no other creatures are
- within 5 feet of you.
10th level: Panache
- You have practiced new ways to use your Sneak Attack.
- The following effects are now among your Cunning Strike
- options.
- Goad (Cost: 1d6): The target must succeed on
a Wisdom saving throw, or until the end of its
next turn, the target has Disadvantage on attack
rolls against targets other than you and can’t
make Opportunity Attacks against targets other
than you.
- Awe (Cost: 3d6): Each creature of your choice
within 30 feet of you must succeed on a Wisdom
saving throw or have the Charmed condition
until the end of your next turn.
14th level: Dashing Strikes
- You have practiced new ways to use your Sneak Attack.
- The following effects are now among your Cunning Strike
- options.
- Parrying Stance (Cost: 2d6): Roll 2d4. Until
the start of your next turn, you gain a bonus to
your AC equal to the number rolled.
- Invigorate (Cost: 2d6): Choose a creature you
can see within 30 feet of yourself. Until the end
of that creature’s next turn, whenever it makes
an attack roll or a saving throw, it can roll 2d4
and add the number rolled to the attack roll or
saving throw.
18th level: Legendary Duelist
- When you use Cunning Strike options that requires a
- saving throw, targets have Disadvantage on saving throw
- rolls.
- In addition, deal an additional 2d6 damage when you hit a
- creature while qualifying for Sneak Attack using Rakish
- Audacity or Master Duelist.
THIEF
- A mix of burglar, treasure hunter, and explorer, you are
- the consummate adventurer. 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.
3rd level: Fast Hands
- As a Bonus Action, you can do one of the following:
- Sleight of Hand: Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.
- Use an Object: Take the Use an Object action, or take the Magic action to use a magic item that requires that action. If a Item used with Use an Object action requires a saving throw, you may use 8 + Dexterity Modifier + your Proficiency bonus instead of the items default Save DC.
3rd level: Second-Story Work
- You have trained to reach especially hard-toreach places,
- granting you these benefits:
- Climber: You gain a Climb Speed equal to your Speed. On your turn, you can move on a ceiling without making an ability check, provided there is at least one handhold during the move, but you fall if you end the turn there without a handhold.
- Jumper: Your jump distance is determined by your Dexterity rather than your Strength.
6th level: Acquired Talent
- You are more proficient in more skills than your peers,
- and your better at them too. You gain 3 additional skill
- choices. You may choose one of those chosen skills and
- gain Expertise in it as well. Anytime you roll an Ability
- Check for a Skill you have Expertise in with Disadvantage,
- you may reroll the lowest die result once per attempt.
10th level: Supreme Sneak
- You gain the following Cunning Strike option.
- Stealth Attack (Cost: 1d6): If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
14th 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.
- 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, using
Intelligence as your Spellcasting Ability for the
spell. If the spell is a cantrip or a 1st-level spell,
you can cast it reliably. If the scroll contains a
higher-level spell, you must first succeed on an
Intelligence (Arcana) check with a DC equal to
10 plus the spell’s level. On a successful check,
you cast the spell from the scroll. On a failed
check, the scroll disintegrates.
18th level: Thieves Reflexes
- You can take 2 bonus actions a round, and any action you
- can take as an action may be performed as a Bonus
- action. You may also perform any of your Cunning Action
- choices as a Reaction.
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.
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 half your rogue levels
- rounded up.
- 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 1 expended Psionic Energy
- Die when you take a short rest and all expended Psionic
- Energy Dice when you finish a long rest.
- At 14th level you also regain 1 expended Psionic Energy
- die when you roll initiative.
- When you reach certain levels in this class, the size of
- your Psionic Energy dice increases: at 10th level (d8), 14th
- level (d10), and 18th 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.
- 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 (minimum 1). If you succeed, you regain 1 expended Psionic Energy Die.
- 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 that has the Nick Weapon Mastery
- property 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 with
- the Vex Weapon Mastery Property 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.
- In addition, you gain the following additional Cunning
- Strike Option.
- Soul Marked (Costs: 1d6): 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 to do psychic damage to each creature currently Soul Marked equal to Half your Rogue level (rounded up) + the Maximum result of your Psionic Energy die. 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. Soul Marked creatures have disadvantage on Perception checks to detect you when you take the Hide action.
10th level: Tower of Iron Will
- 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. Once per turn, 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. Any creature Soul Marked affected by
- this feature makes their save against this feature at
- Disadvantage.
- 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.
Scion of the Dead Three
- A Scion of the Three draws power from a group of
- malevolent gods known as the Dead Three: Bane, deity of
- tyranny; Bhaal, deity of violence and murder; and Myrkul,
- deity of death. While some Rogues of this subclass pledge
- themselves ardently to those three macabre gods, others
- find themselves thrust on this path by a curse. Either way,
- a scion’s power manifests as various occult gifts, as well as
- an uncanny talent for striking and terrifying foes.
- Scions of the Three are most common in Baldur’s Gate,
- where the Dead Three have long competed for influence
- over mortal hearts. Underground cults to Bane, Bhaal,
- and Myrkul often count Scions of the Three among their
- most useful agents. Outside Baldur’s Gate, secular thieves’
- guilds such as the Shadow Thieves of Amn or Xanathar’s
- guild in Waterdeep might cautiously call on a Scion of the
- Dead Three to undertake an especially violent contract.
3rd level: Bloodthirst
- You may Sneak Attack with any weapon you have
- proficiency in. If you Sneak attack a creature that is at less
- than full hit points or has the Frightened condition, when
- you roll a 1 or a 2 on a Sneak Attack die, you may roll that
- die again and add the result to the Sneak attack. Dice that
- are rolled again can not trigger this feature again.
- In addition, once per turn when a creature is reduced to 0
- hit points within 15 ft of you, you may choose another
- target within 15 ft of you. The chosen creature is affected
- as if you had casted the Toll of the Dead spell, no
- additional action required.
3rd level: Dread Allegiance
- Choose one of the Dead Three: Bane, Bhaal, or Myrkul.
- You gain Resistance to one type of damage and the ability
- to cast the Toll of the Dead, Minor Illusion, and Blade
- Ward cantrips; Wisdom is your spellcasting ability for
- these cantrips. You may change the damage of Toll of the
- Dead to deal Psychic, Poison or Necrotic when you cast it.
- You may cast any Cantrip from your Dread Allegiance
- feature as a Bonus action. When you finish a Short or
- Long Rest, you can change your choice.
| God | Damage Resistance |
|---|---|
| Bane | Psychic |
| Bhaal | Poison |
| Myrkul | Necrotic |
6th level: Strike Fear
- You gain the following Cunning Strike option.
- Terrify (Cost: 1d6): The target must succeed
on a Wisdom saving throw, or it has the
Frightened condition for 1 minute. The
Frightened target repeats the save at the end of
each of its turns, ending the effect on itself on a
success.
10th level: Aura of Malevolence
- As a Bonus action, you radiate malignant power
- associated with one of the Dead Three for 10 minutes.
- When you activate the Aura and at the start of each of
- your turns while active, each creature of your choice
- within a 15-foot Emanation originating from you takes
- damage equal to your Wisdom modifier (minimum of 1);
- the damage type is the same as the damage Resistance
- granted by your choice in the Dread Allegiance feature. If
- a creature has less than full hit point or has the
- Frightened condition, they takes twice your Wisdom
- modifier in damage instead.
- Damage dealt by this aura ignores Resistance. The aura is
- inactive while you have the Incapacitated condition.
- You may use this feature a number of times equal to your
- Wisdom modifier, and regain all uses when you finish
- a Long Rest.
14th level: Empowered by Death
- When a creature dies within 15 ft of you, you gain
- temporary hit points equal to your rogue level. Double
- this amount if you have the Bloodied condition.
- In addition, when the rogue has the Bloodied condition,
- when you roll for your Sneak Attack damage, you may add
- your Rogue level to the damage.
18th level: Dread Incarnate
- You gain the following benefits:
- Battle Tyrant: You have Advantage on attack rolls against any creature with the Frightened condition or have less than full hit points.
- Dread Aura: Your Aura of Malevolence become stronger. When you use the Aura of Malevolence and at the the Start of the your turn while active, when creatures within 15 ft of you take damage from your Aura of Malevolence, they must make a Wisdom Saving throw or be Frightened of you (DC equal 8 + your PB + your Wisdom modifier) until they are out of your Aura of Malevolence. If you use your Strike Fear feature on a creature within your Aura of Malevolence, there speed is reduced to 0 (no save) as long as they are within your Aura of Malevolence.
- You regain uses of your Aura of Malevolence when you
- finish a Short or Long Rest instead of just Long Rests.