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## Rogue *You're gonna find a number of outfits that covet our skills. Adventurers, SI:7... heck, even the disorganized rabble wouldn't mind a spy or two inside Stormwind. But you remember this: You're your own man. Don't let nobody bully you into doing something you don't wanna do! Besides, we hold all the cards... at least, we do before the game's done.*
*— Jorik Kerridan*
Signaling for her companions to wait, a female orc creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools to pick it in the blink of an eye. Before disappearing into the shadows as her warrior friend moves forward to kick the door open. A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin's blade cuts his throat before he can make a sound. Suppressing a giggle, a gnome silently sneaks up behind a guard, lifting the key ring from the his belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape. Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. \columnbreak
### A Simple Code For rogues, the only code is the contract, and their honor is purchased in gold. Free from the constraints of a conscience, these mercenaries rely on brutal and efficient tactics. Lethal assassins and masters of stealth, they will approach their marks from behind, piercing a vital organ and vanishing into the shadows before the victim hits the ground. Rogues can dip their weapons in paralyzing toxins that render foes unable to defend themselves. These silent stalkers wear leather armor so they can move unencumbered, ensuring that they land the first strike. Rogues fend for themselves, looking for fights in which they dictate the terms. They’re the shadows in the night that remain unseen until the right moment comes to strike. ### Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few others can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. ### Creating a Rogue As you create your rogue character, consider the charac-ter's relationship to the law. Do you have a criminal past, or present? Are you on the run from the law or from an angry thieves' guild master? or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventurers, or some other desire or ideal? What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and successful robbery gave you the coin you needed to escape the squalor of your life.
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##### The Rogue |Level| |Proficiency
Bonus||Energy
Points|Flourishes
Known|Sneak
Attack|Features| |:---:|-|:-:|-|:-:|-|:-:|:---------------------------------------| | 1st || +2 || —|—| 1d6| Expertise, Sneak Attack, Thieves' Cant | | 2nd || +2 || 2|2| 1d6| Energy, Cunning Action | | 3rd || +2 || 3|2| 2d6| Roguish Archetype | | 4th || +2 || 3|2| 2d6| Ability Score Improvement | | 5th || +3 || 4|3| 3d6| Uncanny Dodge | | 6th || +3 || 4|3| 3d6| Expertise | | 7th || +3 || 5|3| 4d6| Evasion | | 8th || +3 || 5|3| 4d6| Ability Score Improvement | | 9th || +4 || 6|4| 5d6| Roguish Archetype feature | | 10th|| +4 || 6|4| 5d6| Vanish | | 11th|| +4 || 7|4| 6d6| Reliable Talent | | 12th|| +4 || 7|4| 6d6| Ability Score Improvement | | 13th|| +5 || 8|5| 7d6| Roguish Archetype feature | | 14th|| +5 || 8|5| 7d6| Blindsense | | 15th|| +5 || 9|5| 8d6| Anticipation | | 16th|| +5 || 9|5| 8d6| Ability Score Improvement | | 17th|| +6 || 10|6| 9d6| Roguish Archetype feature | | 18th|| +6 || 10|6| 9d6| Elusive | | 19th|| +6 ||11|6|10d6| Ability Score Improvement | | 20th|| +6 ||11|7|10d6| Stroke of Luck |
#### Quick Build You can make a rogue quickly by following these sugges-tions. First, Dexterity should be your highest ability score. Make intelligence your next highest if you want to excel at Investigation. Choose Charisma instead if you plan to emphasize deception and social interaction. ## 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 \columnbreak #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, hand crossbows,
longswords, rapiers, scimitars, shortswords - **Tools:** Thieves' tools ___ - **Saving Throws:** Dexterity, Intelligence - **Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a rapier or *(b)* a shortsword - *(a)* a shortbow and quiver of 20 arrows or *(b)* a shortsword - *(a)* a burglar's pack or *(b)* a dungeoneer's pack, or *(c)* an explorer's pack - Leather armor, two daggers, and thieves' tools
\pagebreakNum ### 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 ability checks 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. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a light, finesse, or ranged weapon. You don't need advantage on the attack if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. ### 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. ### Energy At 2nd level, you learn how to perform special flourishes that make use of energy points. Your rogue level determines the number of energy points you have, as shown in the Energy Points column of the Rogue table. You can spend these points to perform various flourishes. You start by knowing two such flourishes, which are detailed at the end of this class description. You learn additional flourishes as you gain levels in this class, as detailed in the Flourishes Known column of the Rogue Table. Additionally, when you gain a level in this class, you can choose one of the Flourishes you know and replace it with another Flourish that you could learn at that level. If a flourish has prerequisites, you must meet them to learn it. You can learn the flourish at the same time that you meet its prerequisites. When you spend an energy point, it is unavailable until you finish a short or long rest, at the end of which you replenish all of your expended energy. Some of your flourishes require your target to make a saving throw to resist it's effects. The saving throw DC is calculated as follows:
**Flourish save DC** = 8 + your proficiency bonus +
your Dexterity modifier
### Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. ### Roguish Archetype At 3rd level, you choose an area to specialize yourself within, that shapes your rogue abilities: Assassin, Outlaw, or Subtlety, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. ### Evasion At 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. ### Vanish Starting at 10th level, you are able to disappear in the midst of battle. As a bonus action, you are able to turn invisible until the end of your next turn or until you make an attack roll or force a creature to make a saving throw. Additionally, the next time you deal sneak attack damage before the end of your next turn, you deal additional damage equal to your rogue level. Once you use this feature, you must finish a long rest before you can use it again unless you spend 2 energy points to use it again. ### Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. ### Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creatures within 10 feet of you. \pagebreak ### Anticipation At 15th level, you are always surveying your enemies and looking for openings. In combat, you get a second reaction that you can take once per turn. You can't use this reaction on the same turn that you take your normal reaction. ### 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. ## Flourishes Below are the flourishes available to rogues. #### Acrobatic Strikes When you make an attack, you can spend 1 energy point to extend your reach by 10 feet with your current weapon until the end of your turn. #### Blade Flurry **Prerequisite:** *9th level, Outlaw*
When you deal sneak attack damage to a creature, you can spend 2 energy point to force a creature within 5 feet of the target to succeed on a Dexterity saving throw or take half as much damage as the target. #### Blinding Agent When you hit a creature with an attack, you can spend 1 energy point and attempt to blind the target. The target must succeed on a Constitution saving throw or become blinded until the start of your next turn. #### Cold Blood **Prerequisite:** *9th level*
When you take the attack action, you can spend energy points to increase your Critical Range by 1 per energy point spent, up to a maximum of 3 until the end of your turn. #### Crimson Vail Whenever you recover hit points from a spell, potion, or class feature, you can spend 1 energy point and regain additional hit points equal to your proficiency bonus. #### Cripple When you deal sneak attack damage to a creature, you can spend 1 energy point to cripple the target, halving its movement speed until the start of your next turn. The creature must also succeed on a Strength saving throw or be knocked prone.
\pagebreakNum #### Expose Armor **Prerequisite:** *11th level*
When you deal sneak attack damage to a creature, you can spend 3 energy points and force the target to make a Dexterity saving throw. On a failed save, creatures of your choice within 15 feet of you have advantage on attack rolls against the target until the end of your next turn. #### Fade to Nothing **Prerequisite:** *13th level, Subtlety*
When you use your Vanish feature, you can spend 3 energy points to make the invisibility effect last until the end of your next turn. #### Gambling Fool **Prerequisite:** *5th level, Outlaw*
Whenever you use your Roll the Bones feature, you can spend a number of energy points up to half your proficiency bonus (rounded up). You can reroll a number of your Roll the Bones dice equal to the energy points you spent. You must keep the new results. #### Iron Stomach Whenever you make a Constitution saving throw, you can use your reaction to spend 1 energy point and add your proficiency bonus to the roll. #### Lethal Dose **Prerequisite:** *5th level, Assassination*
When you coat your weapon or a piece of ammunition with one of your Deadly Poisons, you can spend 1 energy points instead of expending a use of your Deadly Poisons feature. #### Nerve Strike **Prerequisite:** *7th level*
When you deal sneak attack damage to a creature, you can spend 2 energy points to deaden the targets nerves for a moment. Until the start of your next turn, the target can't take reactions and must succeed on a Constitution saving throw or have a penalty equal to your proficiency bonus to any Dexterity saving throws they make before the start of your next turn. \columnbreak #### Nimble Fingers When you deal sneak attack damage to a creature, you can spend 1 energy point to attempt to take something off the target's person. Make a Dexterity (Sleight of Hand) check against the targets Passive Perception. On a success, you can steal something off the target that you would normally be able to pick pocket off of them. #### Sap When you make an attack against a creature with advantage, you can spend 1 energy point to attempt to disorient the target. The attack doesn't deal damage and instead, the target must succeed on a Constitution saving throw or become incapacitated for 1 minute, until it takes damage, or until a creature uses an action to shake the target back to its senses. #### Shadowstep **Prerequisite:** *5th level, Subtlety*
As a bonus action, you can spend 1 energy point to teleport up to 30 feet to an unoccupied space you can see that is within 5 feet of another creature. You can spend 1 additional energy point to increase the Critical Range of the next attack you make by 1 when using this flourish. #### Sprint When you take the Dash action, you can spend 1 energy point to increase your movement speed by 15 feet and gain a bonus to your AC equal to half your proficiency bonus (rounded up). These bonuses last until the start of your next turn. #### Venom Rush **Prerequisite:** *13th level, Assassination*
When you use your Envenom feature, you can spend 3 energy points to cause the target to suffer the effects of a second Deadly Poison you know without expending a use of that poison.
\pagebreakNum ### Assassination: A Rogue Archetype #### Deadly Poisons When you choose this archetype at 3rd level, you gain proficiency with the Poisoner's Kit and Alchemical Supplies. You can apply poisons to your weapons or a piece of ammunition as a bonus action. You learn how to craft two Deadly Poisons (listed at the end of this section). You learn how to craft an additional Deadly Poison at 9th level and again at 13th level. When you finish a short or long rest, you can create a number of doses of poisons equal to your Proficiency bonus. These doses last until they are used or until you finish a short or long rest. **Poison DC** = 8 + your proficiency bonus + your Intelligence modifier #### Garrote Also at 3rd level, you learn how to silence your
targets with brutal force. After you deal Sneak
Attack damage to a creature, you can spend 1
energy point and force the target to make a
Constitution saving throw. On a failure, the
target takes additional damage equal to your
proficiency bonus and is silenced until the start
of your next turn. #### Tricks of the Trade At 9th level, you have learned how to craftily weave your
way through combat. If you are targeted by an attack,
you can use your reaction to swap spaces with another creature within 5 feet of you who then becomes the
target of the attack. You do not provoke attacks of
opportunity with this movement. Once you use this feature, you cannot use it again until
you finish a short or long rest. #### Envenom At 13th level, you have learned how to overload
a mark with your toxins. As a bonus action, you
can overcoat your weapon or ammunition with
one of your Deadly Poisons. When you deal
Sneak Attack damage to a creature using this
weapon or piece of ammunition, you deal poison
damage to the target equal to your Rogue level.
The target also has disadvantage on any saving
throw to resist your poisons until the start of
your next turn. You can use this ability a number of times
equal to your proficiency bonus. You regain
all expended uses when you finish a long
rest. #### Seal Fate At 17th level, you have become a master of
death. When you hit a creature with a weapon
attack, you can spend 6 energy points and
force the target to make a Constitution saving
throw. On a failed save, the damage of your
attack is doubled.
\pagebreakNum
### Dealy Poisons Below are a list of poisons that you can learn how to create, and their effect on other creatures. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can switch a poison that you know for one that you don't. #### Crippling Poison Can be applied to a bladed weapon or piece of ammunition and lasts for a number of rounds equal to your Intelligence modifier (minimum of one). When you hit a creature, they take 1d4 poison damage and must make a Constitution saving throw. On a failure, the creature's speed is halved until the end of their next turn and they cannot take reactions. On a success, the creature's movement is unaffected but they still cannot take reactions. #### Fang Venom Can be applied to a bladed weapon or piece of ammunition and lasts a number of rounds equal to your Intelligence modifier (minimum of one). When you hit a creature with the weapon or piece of ammunition, it takes 1d6 poison damage. At the start of the targets next turn, it must succeed on a Constitution saving throw or take additional poison damage equal to your Proficiency bonus. A creature can only take the initial damage from this poison once on your turn. If a creature is subjected to multiple doses of this poison however, they have disadvantage on their Constitution saving throw to resist it's additional damage. #### Leeching Poison Can be applied to a bladed weapon and lasts for a number of rounds equal to your Intelligence modifier (minimum of one). When you hit a creature with the coated weapon, they take an additional 1d4 necrotic damage and you regain the same number of hit points. \columnbreak
#### Mind Numbing Poison Can be applied to a bladed weapon and lasts for 1 minute or until you hit a creature with the coated weapon. A creature effected by this poison takes poison damage equal to half your Rogue level and must succeed on a Wisdom saving throw. On a failure, the creature becomes paralyzed for a number of rounds equal to your Intelligence modifier (minimum of one). At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the poison's effect ends. #### Staggering Poison Can be applied to a bladed weapon and lasts for 1 minute or until you hit a creature with the coated weapon. A creature effected by this poison takes poison damage equal to half your Rogue level and must succeed on a Constitution saving throw. On a failure, the creature subtracts 1d4 from any attack roll or ability check they make for a number of rounds equal to your Intelligence modifier (minimum of one). At the end of each of its turns, the target can make another Constitution saving throw. On a success, the poison's effect ends. #### Wound Poison Can be applied to a bladed weapon or piece of ammunition and lasts for a number of rounds equal to your Intelligence modifier (minimum of one). When you hit a creature, they take 1d6 poison damage. If the creature receives healing before the start of your next turn, that healing is reduced by an amount equal to your Proficiency Bonus. \pagebreakNum
### Outlaw: A Rogue Archetype #### Versatile Cutthroat When you choose this archetype at 3rd level, you gain a keen understanding of firearms. You gain proficiency with firearms and tinkerers tools. As long as you are wielding a pistol, you may ignore the loading property of that weapon. Additionally, you can attempt to unjam a firearm as a cunning action. #### Roll the Bones Starting at 3rd level, you may call upon the Pirate Queen to grant you a temporary boon. You have a pool of d6s that you can spend to bargain for luck or power. The number of dice in the pool equals your rogue level. As a bonus action, you can spend a number of dice up to half of your rogue level and roll them on the Roll the Bones table below. The effects you gain from the table remain active for a number of turns equal to the number of dice rolled or until you expend dice to roll on the table again. You regain all expended dice when you complete a long rest. ##### Roll the Bones | d6 | Effect | |:---:|:-----------:| | 1 | **Buried Treasure:** Your movement speed increases by 10 feet and you ignore difficult terrain. | | 2 | **Broadsides:** Your attacks deal additional damage equal to your proficiency bonus. | | 3 | **Grand Melee:** When you deal sneak attack damage, you gain temporary hit points equal to the number of dice rolled. | | 4 | **Shark Infested Waters:** You score a critical hit on a roll of 19 or 20 on the attack roll. | | 5 | **True Bearing:** You gain an additional bonus action that may only be used for your cunning actions. | | 6 | **Jolly Roger:** Once on your turn when you miss with an attack roll, you can choose to roll with advantage. | \columnbreak
#### Between the Eyes At 9th level, you have learned how to focus your aim in order to cause extreme disruption in your foes. When you hit a creature with an attack from a pistol, you can deal additional damage equal to your rogue level and force the creature to make a Constitution saving throw (Saving throw DC is equal to **8 + your proficiency bonus + your Dexterity modifier**). On a failure, the creature is stunned until the end of your next turn. Once you use this feature, you must finish a long rest before using it again unless you spend 4 energy points to use it again. #### Riposte Starting at 13th level, you have become a both quick and deadly with your weapons. Whenever a creature within 5 feet of you misses you with an attack, you can spend 2 energy points and use your reaction to make a weapon attack against that creature. #### Adrenaline Rush Beginning at 17th level, you have learned how to heighten all of your senses and quicken your reflexes. As a bonus action, you enter an Adrenaline Rush for 1 minute or until to you end it using a bonus action. While under the effects of Adrenaline Rush, you gain the following benefits: * Your Armor Class increases by 2. * You gain one additional action on your turn. This action can be used to make one attack, dash, disengage, hide, or use an item. * When you Roll the Bones, you roll one additional d6 and you may reroll one of the dice. * Your Sneak Attack damage increases by 3d6. * You regain a number of energy points up to your Dexterity modifier. Once you use this feature, you can't do so again until you finish a long rest. \pagebreakNum
\columnbreak ### Subtlety: A Rogue Archetype #### Nightstalker At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. Additionally, you become even more difficult to track in the dark. You can use your action to cast the *pass without trace* spell. Once you cast this spell, you cannot do so again until you finish a long rest. At 13th level, you are able to cast this spell twice between rests. #### Gloomblade Also at 3rd level, you are able to infuse your attacks with darkness itself. Once per turn when you hit a creature with an attack, it deals an additional 1d6 necrotic damage. Additionally, when you roll sneak attack damage, you can reroll 1s and 2s on the damage dice. You must use the new result. #### Cheat Death Beginning at 9th level, you have learned how to shrug off even the heaviest of blows. If you are reduced to 0 hit points but not killed outright, you are instead reduced to 1 hit point and gain resistance to all damage you would take until the start of your next turn. Once you use this feature, you cannot use it again until you finish a long rest. #### Finality At 13th level, you have learned how to warp and twist the shadows around your foes even more. While in dim light or darkness, or benefiting from your *pass without trace* or *shadow of moil* spells, you can use your bonus action to mark a creature you can see within 30 feet for death. The mark lasts for 1 minute or until you deal sneak attack damage to the creature. The next time you deal sneak attack damage to the marked creature and roll a 6 (or 8 while under the effects of your Shadow Dance feature) on a damage die, reroll that die and add it to the damage of sneak attack. Each die can only be rerolled once. Once you mark a creature, you cannot do so again until you finish a short or long rest. #### Shadow Dance At 17th level, you have learned how to manipulate the darkness to great effect, but at a cost. You can use your action to cast the *shadow of moil* spell without material components. When you cast this spell, your hit point maximum and current hit points are reduced by an amount equal to your rogue level until you finish a long rest. While under the effects of this spell, your sneak attack damage dice become d8s. Once you cast this spell, you cannot do so again until you finish a long rest. \pagebreakNum ## Talents Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it. #### Thistle Tea **Prerequisite:** *5th level*
Whenever you roll initiative, you regain 1 expended energy point. Additionally, you can use your bonus action to regain a number of energy points equal to your proficiency bonus. Once you use this talent in this way, you must finish a long rest before doing so again. #### Venomous Wounds **Prerequisite:** *5th level, Assassination*
Whenever you hit a creature with an attack, they gain a stack of Venomous Wounds. Venomous Wounds last until the start of your next turn. Creatures can have up to 3 stacks of Venomous Wounds and have a -1 penalty to saving throws made against your poisons per stack. #### Fortune's Favor **Prerequisite:** *5th level, Outlaw*
When you Roll the Bones, you can spend energy points to roll additional dice on the Roll the Bones table. You roll 1 additional die for every 2 energy points you spend. #### Veiltouched **Prerequisite:** *5th level, Subtlety*
Creatures benefiting your *pass without trace* spell can roll 1d6 and add it to attack rolls and stealth checks they make while under the effects of the spell. #### Cloak of Shadows **Prerequisite:** *10th level*
You fade out of view for a short time when dodging out of the way of chaotic magical effects. As a reaction when you succeed on a Dexterity saving throw and benefit from your Evasion feature, you can spend 3 energy points and become invisible until the end of your next turn or until you make an attack, or cause a creature to make a saving throw. #### Poison Bomb **Prerequisite:** *10th level, Assassination*
As an action, You can expend two uses of your Deadly Poisons and throw an explosive vial filled with one of your poisons at a point you can see within 30 feet. Creatures within 10 feet of the point must make a Constitution saving throw or take poison damage equal to your rogue level and be affected by the chosen poison. A creature takes half as much damage on a success and is not poisoned. \columnbreak #### Ace Up Your Sleeve **Prerequisite:** *10th level, Outlaw*
When you use your Between the Eyes feature, you can use your bonus action and expend one of your Roll the Bones dice. Roll that die and add it to the damage of Between the Eyes and subtract the same amount from the target's Constitution saving throw. Additionally, once per turn, when a creature within 5 feet of you becomes stunned, you regain one expended die from your Roll the Bones die pool. #### Night Terrors **Prerequisite:** *10th level, Subtlety*
When you deal sneak attack damage to a creature, you can spend 3 energy points to strike terror in its mind. The creature must succeed on a Wisdom saving throw or take psychic damage equal to your rogue level and become frightened of you until the end of their next turn. Additionally, you have advantage on attack rolls against creatures who are frightened of you. #### Find Weakness **Prerequisite:** *15th level*
When you deal Sneak Attack damage to a creature, you can cause it to weaken the targets defenses. Until the start of your next turn, attacks against the target deal additional damage equal to your proficiency bonus. Once you use this talent, you cannot use it again until you finish a long rest unless you spend 4 energy points to use it again. #### Dragon Tempered Blades **Prerequisite:** *15th level, Assassination*
You can now apply up to 2 poisons to your weapons when you use your bonus action to apply poisons. Additionally, you learn how to create 1 additional Deadly Poison. #### Count the Odds **Prerequisite:** *15th level, Outlaw*
As a bonus action, you can expend one die from your Roll the Bones dice pool. Roll the die and then choose a number of options from the Roll the Bones table equal to 1 plus the number rolled. These effects last for 1 minute. Once you use this talent, you cannot use it again until you finish a long rest unless you spend 6 energy points to use it again. #### Deepening Shadows **Prerequisite:** *15th level, Subtlety*
Shadows lurk around a creature when you mark it for death. Marked creatures have disadvantage on the next Intelligence, Wisdom, or Charisma saving throw they make after you mark them and must roll 1d6 and subtract it from any ability check or attack roll they make before the start of your next turn.