Rogue Buffs & Changes v2

by TheTranMan

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Drict's Rogue

The Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge, Cunning Strike
6th +3 3d6 Extra Attack
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Improved Cunning Strike, Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Devious Strikes, Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Rogue Class Features

As a rogue, you gain the following features.

Hit Points


  • Hit Dice: 1d8 per rogue level
  • Hit Points at 1st Level: 8 + your Consitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longbows, longswords, rapiers, shortswords
  • Tools: Thieves' tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment.

  • (a) a rapier or (b) two shortswords
  • (a) a shortbow or longbow and a quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

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

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Whenever you hit a creature with a weapon attack at Advantage, you can activate Sneak Attack and deal an extra 1d6 damage of your weapon's type.

For an attack to be eligible for use with Sneak Attack, you must be making the attack with a finesse or ranged weapon, otherwise you cannot apply the extra damage.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

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

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Talents

You've adopted two talents, as detailed at the end of the class description. You adopt an additional talent at 7th, 13th, and 17th level.

Roguish Archetypes

At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice:

Steady Aim

Starting at 3rd level, you gain an additional Cunning Action: Steady Aim. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

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

Cunning Strike

You have developed cunning ways to utilize 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.

If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Intelligence modifier.

Disarm (Cost: 1d6)

The target must succeed on a Strength or Dexterity saving throw (it's choice) or drop one item it's holding at its feet or the item gets flung up to 20 feet away in a direction of your choice.

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.

Slow (Cost: 2d6)

The target must succeed on a Constitution saving throw or have their total movement speed reduced by half until the end of their next turn.

Trip (Cost: 1d6)

The target must succeed on a Dexterity saving throw or be knocked Prone.

Withdraw (Cost: 1d6)

Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can use one of your a Cunning Actions in place of one of those attacks.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Improved Cunning Strike

You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the dice cost for each effect.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Devious Strikes

You have mastered new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

Blind (Cost: 3d6)

You strike near the target's eyes. The target must succeed on a Constitution saving throw or become Blinded until the end of its next turn.

Daze (Cost: 2d6)

The target must succeed on a Constitution saving throw or become Dazed until the end of its next turn.

Knock Out (Cost: 6d6)

The target must succeed on a Constitution saving throw or become Unconscious 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.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck

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

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

Roguish Archetypes

At 3rd Level, a rogue gains the Roguish Archetypes feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Arcane Trickster*, Assassin*, Inquisitive, Phantom, Scout*, Soulknife, Swashbuckler, Thief*.

An * icon denotes an option listed in this document.

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.

Arcane Trickster Features
Rogue Level Feature
3rd Spellcasting, Mage hand Legerdemain
9th Versatile Trickster
13th Magical Ambush
17th Spell Thief

Spellcasting

3rd-Level Arcane Trickster feature


When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier
Arcane Trickster Spellcasting
Rogue Level Cantrips Known Spells 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 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Mage Hand Legerdemain

3rd-Level Arcane Trickster feature


You can cast the mage hand as a bonus action, and when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Versatile Trickster

9th-Level Arcane Trickster feature


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

Magical Ambush

13th-Level Arcane Trickster feature


If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on its initial saving throw to resist the effects of that spell.

Spell Thief

17th-Level Arcane Trickster feature


You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level or higher (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots if you can. If you don't have spell slots you can cast it with, you can cast it once. The creature can’t cast that spell until the 8 hours have passed.

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

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Assassinate

3rd-Level Assassin feature


Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet. In addition, the first hit you score against a creature that hasn't taken a turn in combat yet, is considered a critical hit.

Assured Attack

3rd-Level Assassin feature


Whenever you critically hit a creature, you can deal your Sneak Attack damage to it, even if you don't have an ally within 5 feet of it, and even if you had Disadvantage on the roll.

Executioner's Attack

9th-Level Assassin feature


You are able to single out your targets and size them up for the kill. When you hit a creature and deal Sneak Attack damage to them, you can choose to have each d6 of your Sneak Attack become d8s. You can increase the damage dice in this way an amount of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. At 16th-level, the d8s become d10s instead.

Imposter

13th-Level Assassin feature


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

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

Death Strike

17th-Level Assassin feature


Starting at 17th level, you become a master of instant death. When you attack and hit a creature using your Sneak Attack, you can force it to make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, it is reduced to 0 hit points. If it succeeds you roll double the dice of your Sneak Attack and add it to the total damage.

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

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.

Skirmisher

3rd-Level Scout feature


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.

At 5th level, you can activate this feature whenever you use the Uncanny Dodge reaction.

Survivalist

3rd-Level Scout feature


When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. If you already have proficiency in either skills, you gain Expertise instead.

Superior Mobility

9th-Level Scout feature


Your walking speed increases by 10 feet, and you gain both a climbing and swimming speed equal to your walking speed.

Ambush Master

13th-Level Scout feature


You excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, 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.

Sudden Strike

17th-Level Scout feature


You can strike with deadly speed. You gain an additional Cunning Action: Strike. As a bonus action, you can make one attack.

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

Fast Hands

3rd-Level Thief feature


You gain an additional Cunning Action: Fast Hands. As a bonus action you can make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

3rd-Level Thief feature


You gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

9th-Level Thief feature


You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. You also don't reveal your position until you make an attack or force a creature to make a saving throw, so long as you have any obscuration or cover. Otherwise creatures need to take the Search Action to find you.

Expert Lockpick

13th-Level Thief feature


You have advantage all Thieves' Tools checks you make. Your keen ability to disarm traps also grants you advantage on Dexterity saving throws against effects that you can see, such as traps or spells, provided you aren't either blinded, deafened, or incapacitated.

Thief’s Reflexes

17th-Level Thief feature


You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Roguish Talents

The following Roguish Talents are presented in alphabetical order:

Armored Talent

You gain proficiency with Medium Armor.

Assault Avoiding Talent

Prerequisite: 7th-level Rogue


When you use your reaction to Uncanny Dodge, you can gain a +4 bonus to AC against all attacks until the start of your next turn.

You can use this feature an amount of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Avoidance Talent

17th-level Rogue


You gain the Avoidance feature, which is a direct upgrade and replacement to Evasion. When you are subjected to an effect that allows you to make any Saving Throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half if you fail.

Deadly Accuracy Talent

Prerequisite: 7th-level Rogue


Your critical hit range with your attacks increases by 1, causing you to land a critical hit on a roll of a 19 or 20 when making attacks with Finesse or Ranged Weapons.

Deadly Aim Talent

Prerequisite: 7th-level Rogue


When you use your Cunning Action option: Steady Aim, you gain advantage on all attack rolls you make on your turn, and add an additional 1d6 to your Sneak Attack's damage. In addition, you don't suffer penalties from attacking at long range with your ranged weapons.

Fighting Talent

You adopt a particular fighting style as your specialty. Pick a Fighting Style from the Fighting Style options.

Escapist Talent

When you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action, adding to your options of available Cunning Actions.

Evading Talent

Prerequisite: 7th-level Rogue


You have a knack for avoiding attacks. You gain a new Cunning Action option: Evade. Until the start of your next turn, when a creature you can see hits you with an attack roll, you can choose to force that creature to reroll (no action required). You can only use this feature once between your turns.

Exploiting Weakness Talent

Prerequisite: 7th-level Rogue


You exploit every potential to harm your foe, especially including while they are at their most vulnerable. When you activate Sneak Attack against a creature under the effects of any Condition, you add an additional 1d6 to the Sneak Attack's damage.

Extreme Accuracy Talent

Prerequisite: 13th-level Rogue


Your critical hit range with your attacks increases by 1, causing you to land a critical hit on a roll of a 19 or 20 when making attacks with Finesse or Ranged Weapons. This talent can stack with the Deadly Accuracy Talent, causing you to land a critical hit on a roll of a 18, 19, or 20.

Focus Strike

When you miss an Attack that would've been eligible to deal Sneak Attack damage, you can forego an amount of Sneak Attack die (d6s) from the damage to increase your attack roll by 1 for each die removed, potentially turning the miss into a hit.

Immense Talent

You can choose two additional skill proficiencies to gain the benefits of your Expertise feature.

Killer Talent

Prerequisite: 7th-level Rogue


You sense when a creature's at its closest to dying, and can push them further towards death. You know whenever a creature you can see is below half its Hit Points (Bloodied). You can always activate Sneak Attack against such a creature, provided you do not have Disadvantage on the saving throw. In addition, you add an additional 1d6 to the Sneak Attack's damage whenever you activate it against such a creature.

Skulking Talent

You are incredibly capable of hiding and slinking through shadows. When you are hidden from a creature and miss it with a ranged attack, making the attack doesn't reveal your position or remove your hidden status. You can also try to hide when you are lightly obscured from the creature from which you are hiding, including when you are obscured by a creature your size or larger than you.

Use Magic Device

Prerequisite: 13th-level Rogue


You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Subclass Specific Talents

Assassin's Mark Talent

Prerequisite: Assassin Archetype


As a bonus action, you can mark a creature you can see within 60 feet of you as your target. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or dies. In addition, you can always activate Sneak Attack against the target of your Assassin's Mark, even if you don't meet is prerequisites or have disadvantage on the roll.

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

Duelist Talent

Prerequisite: Swashbuckler Archetype


When you are wielding a finesse weapon and another creature hits you with a melee attack, you can use your reaction to add your Proficiency Bonus to your AC for that attack, potentially causing the attack to miss you. If the attack still hits, you halve the damage of the attack against you, as if you used Uncanny Dodge.

Calculative Defense Talent

Prerequisite: 7th-level, Inquisitive Archetype


On your turn, when you successfully hit the target of your Insightful Fighting feature, you force it to have Disadvantage on all attacks made against you until the start of your next turn, creating a perfect counter to their fighting style.

Land Striding Talent

Prerequisite: Scout Archetype


Whenever you use your Skirmisher feature, you can move up to your total speed instead of half. In addition, you ignore all forms of difficult terrain when you move.

Magician's Tricks Talent

Prerequisite: 13th-level, Thief Archetype


Whenever you use your Cunning Action to use your Fast Hands feature, you can choose to activate a Magic Item, turning any appropriate action or bonus actions it requires to use into a Bonus Action for you.

Maneuvering Gambit Talent

Prerequisite: Mastermind Archetype


On your turn, when you use the Master of Tactics feature, you press the ally you grant the help action to into moving into position, allowing them to spend their reaction to move up to half their speed without provoking opportunity attacks.

You can use this feature an amount of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.

Rend the Ignorant Talent

Prerequisite: 7th-level, Soulknife Archetype


Whenever you hit a creature and deal Sneak Attack using your Psychic Blades feature, you add an additional 1d6 to the Sneak Attack's damage so long as the creature has a lower Intelligence score than you.

Shadow Stride Talent

Prerequisite: 7th-level, Phantom Archetype


Whenever you take the hide action, you also become Invisible if you are within dim light or darkness. You remain invisible until you take an action or reaction, and so long as you remain in an area of dim light or darkness. The shadow of a creature also counts as an area of darkness for you, so long as you remain within 5 feet of it.

Slippery Fingers Talent

Prerequisite: Thief Archetype


Whenever you use your Cunning Action to use your Fast Hands feature, you can use Dexterity (Sleight of Hand) check to steal a creature's equipment, worn or carried within reach. Such items include spell components, weapons, jewelry, magic focus', and anything else they carry on their person or wielded in their hands. This does not include armor, but can include apparel that is easily removed, such as accessories or headwear, it is ultimately up to your DM's discretion what you can steal.

The creature can attempt to contest your Dexterity (Sleight of Hand) with their choice of Strength (Athletics) or Dexterity (Acrobatics). If you are hidden from the creature when you take this bonus action, it can attempt a Wisdom (Perception) contest vs your Dexterity (Sleight of Hand) to recognize you are trying to steal from it, and then attempt the contest, otherwise it cannot resist as it doesn't know who is stealing from it. If you succeed the contest, you can take one item of your choice from it. Such an item must be held in one of your open hands. You can also attempt the same contests to plant an item on the creature without their notice.

Sneak Spell Talent

Prerequisite: Arcane Trickster Archetype


You can activate Sneak Attack on any Spell Attacks you make, provided you meet its prerequisites.

Artist Credits


Contribution Credits

Mechanics and features lifted and/or inspired by the following:


  • SW5e's - The Operative Class (Inspired by the Class's 'Exploits' Feature, which creates Class Feature similar to Warlock Invocations.)
  • Tasha's Cauldron of Everything - D&D Beyond Link (Steady Aim is one of the variant features concretely added in this version.)
  • One D&D's - Playtest 6 (Many features and quality of life changes were lifted from this Document.)

Change Log

Date (YYYY/MM/DD) Change
2021/10/18 Initial Release v1.1
2023/8/3 Official Release v2.1

Feedback or Outreach

Have questions? Comments? Playtest feedback? Requests? or just want to send Approval? I appreciate all or any forms of feedback.


Contact Drict at abtran6989@gmail.com, on Reddit with /u/tranborg. I also have a Ko-Fi at ko-fi.com/drict if you would like to support my work.

Sneak Attack!

To the Back!

Version 2.1

Created and Clearly Made Overpowered by /u/tranborg

A lot of features source from the OneD&D Playtest 6 among most quality of life improvements.

Artist Credits:

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