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# Rogue Revamped Clink. Clank. Thunk. Wiping the sweat from his relieved brow, the halfling beckons his party with a swift gesture. As the four slink past the disarmed trap, the halfling senses the sound of something moving—something alive that shouldn't be. Suddenly, he stops the rest of the party before retracing his black leather steps. Maybe that trap could become useful after all. An elf draped in royal purples approaches two nobles in the banquet hallway. As he flaunts his gilded rings, two for each finger, the elf weaves a tragic tale of rising above poverty and seeking alms for the poor. Unlike the beguiled duke, the duchess detects the elf's keen focus on the duke's jeweled necklace. But the elf too had noticed, and plotted an escape as he reached into his pocket for a pouch of ball bearings. The tiefling guard enters the scene of the crime, surveying the stained walls and toppled tables of the village's single tavern. Once a bustling hub of merry stupor, the guard stood in a cemetery with the stink of death's silence hanging in the air. He stepped over a patron's arm, realizing that it had been dismembered; this was no mere tavern brawl. The guard swivels back, but the door is already shut, only speckles of light peering into the room. From the darkness, a human leaps out, delivering her cold doom upon a new victim. The characters above are all examples of rogues, adventurers who exhibit cunning, skill, and deadliness in spades. Taking advantage of any situation, rogues are always capable and always valuable in an adventuring party. ### Cat and Mouse The life of a rogue is a life of chasing. Rogues commonly find themselves desiring wealth and riches or hunting for intelligence or people. Just as frequently, rogues are dodging the law on their heels or eluding more clandestine forces. A few rare rogues even aspire towards ideals and convictions beyond their material selves. No matter the quarry, every rogue knows how to play the cat and the mouse. In combat, rogues continue to ply their cunning and dirty tricks to create openings and exploit weaknesses. It's not unusual to see a rogue darting between combatants, causing havoc and disarray while swiftly dodging all manner of attacks, before striking with unmatched precision. ### Reliably Untrustworthy Companions to rogues frequently express two sentiments: what rogues do always gets them in trouble, and they're damn good at it. Some rogues are conniving thieves, stealing anything that can't be bolted to the floor. Some rogues are charlatans and con artists, dripping honeyed words to swindle the naïve and gullible. Some rogues are covert spies and investigators, hunting for each crumb or clue that could save a life—or end one. Some rogues are lethal cutthroats, efficiently executing their exclusive trade of blood for coin. No matter the rogue, you can always trust that they're the best at what they do. When a job needs to be done, you can always call on the rogue to deliver... so long as you can trust that they won't backstab you too. \columnbreak
### Creating a Rogue As you create your rogue, think about the circumstances of your life and how those circumstances came to influence you. Did you live your childhood penniless or saturated with wealth? Did another teach you how to trick and scheme, or did you develop your cunning alone? How did you find yourself on the right side, or the wrong side, of the law? What is your motivation for acting with less-than-savory methods in your daily life? Are you seeking glory and riches for yourself, or do you operate as part of a larger thieves' guild? Are you seeking a person, or is that person seeking you? How much and how far are you willing to commit yourself and others to get what you want? \pagebreakNum
##### The Rogue Table | Level | Proficiency Bonus | Class Features | Sneak Attack | |:-----:|:-----------------:|:------------------------------------------|:------------:| |1st |+2 |Expertise, Sneak Attack, Thieves' Cant, The Right Connections (Optional) |1d6 | |2nd |+2 |Cunning Action |1d6 | |3rd |+2 |Roguish Archetype |2d6 | |4th |+2 |Ability Score Improvement |2d6 | |5th |+3 |Uncanny Dodge, Extra Attack (Optional) |3d6 | |6th |+3 |Devious Action, Expertise |3d6 | |7th |+3 |Evasion |4d6 | |8th |+3 |Ability Score Improvement |4d6 | |9th |+4 |Roguish Archetype Feature |5d6 | |10th |+4 |Deft Instincts, Expertise |5d6 | |11th |+4 |Improved Cunning |6d6 | |12th |+4 |Ability Score Improvement |6d6 | |13th |+5 |Roguish Archetype Feature |7d6 | |14th |+5 |Deadly Action, Extraordinary Talent |7d6 | |15th |+5 |Deft Instincts Improvement,
Mental Acuity |8d6 | |16th |+5 |Ability Score Improvement |8d6 | |17th |+6 |Roguish Archetype Feature |9d6 | |18th |+6 |Elusive |9d6 | |19th |+6 |Ability Score Improvement |10d6 | |20th |+6 |Deft Instincts Improvement,
Stroke of Luck |10d6 |
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#### Quick Build You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background. #### Hit Points **Hit Dice:** 1d8 per rogue level **Hit Points at 1st Level:** 8 + your Constitution modifier **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st #### Proficiencies **Armor:** Light armor **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, scimitars, shortswords, whips **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 #### Starting Equipment You start with the following equipment, in addition to the equipment granted by your background: * A rapier or a shortsword * A shortbow and quiver of 20 arrows or a shortsword * A burglar's pack, dungeoneer's pack, or explorer's pack * Leather armor, two daggers, and thieves' tools ___ If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 × 10 gp to buy your equipment.
>##### Multiclassing and the Rogue >If your group uses the optional rule on multiclassing 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 at least a Dexterity score of 13 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 level as a rogue: light armor, thieves' tools, and one skill from the rogue's skill list. \pagebreakNum
## Class Features
As a rogue, you gain the following class features, which are summarized in the Rogue table. ### Expertise *1st-level Rogue feature* ___ Choose two from your skill and tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies. At 6th level, and again at 10th level, you choose two more of your proficiencies (in skills or with tools) to gain this benefit. ### Sneak Attack *1st-level Rogue feature* ___ You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to a creature you hit with an attack roll that doesn't have disadvantage. The attack must be from a rogue weapon, which is a melee weapon that lacks the heavy and two-handed properties, or a ranged weapon. To deal this extra damage, you must satisfy at least one of these conditions: * You have advantage on the attack roll. * Another enemy of the target is within 5 feet of it and that enemy isn't incapacitated. ___ The extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. ### Thieves' Cant *1st-level Rogue feature* ___ 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. You also 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. ### Optional Class Feature:
The Right Connections *1st-level Rogue feature, which replaces the Thieves' Cant feature* ___ You know where to tug a few strings to get things done. Whenever you finish a long rest, you can send and receive correspondence to and from a creature of particular importance. Consult with your DM who this creature is and what position in your DM's world it holds. The correspondence you send and receive can't be intercepted nor deciphered by any creature that is not you or its intended recipient. The DM determines how long the correspondence takes to reach its recipient. \columnbreak ### Cunning Action *2nd-level Rogue feature* ___ Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on your turn to take one of the following choices: ***Dash.*** You take the Dash action. ***Disengage.*** You take the Disengage action. ***Hide.*** You take the Hide action. ### Roguish Archetype *3rd-level Rogue feature* ___ You choose an archetype that represents the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. ### Ability Score Improvement *4th-level Rogue feature* ___ 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 *5th-level Rogue feature* ___ When a creature you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. \pagebreakNum ### Optional Class Feature:
Extra Attack *5th-level Rogue feature* ___ You can attack twice, instead of once, whenever you take the Attack action on your turn. When you gain this feature, your Sneak Attack does not increase to 3d6. Instead, your Sneak Attack increases when you reach certain levels in this class: at 9th level (3d6), 13th level (4d6), and 17th level (5d6). ### Devious Action *6th-level Rogue feature* ___ Your experience with cheats and deceits allow you to pull underhanded tricks on your foes. You gain the following choices for your Cunning Action: ***Distract.*** A creature within 30 feet you can see must succeed on a Wisdom saving throw or the next attack made against it before the start of your next turn has advantage. ***Impair.*** The next creature you hit this turn with an attack has its speed halved and it can't take the Dash action until the start of your next turn. ***Trip.*** A creature within your reach must succeed on a Dexterity saving throw or be knocked prone. ___ Some of your Cunning Action choices require your target to make a saving throw to resist an effect. The saving throw DC is calculated as follows:
**Cunning Action save DC** = 8 + your proficiency bonus \+ your Dexterity modifier
### Evasion *7th-level Rogue feature* ___ You can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or a *fireball* 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. ### Deft Instincts *10th-level Rogue feature* ___ You've honed your instincts to a preternatural degree. You can add your proficiency bonus to your initiative rolls. In addition, while you aren't deafened, you are aware of the location of any hidden or invisible creature within 10 feet of you. This range increases to 20 feet at 15th level, and again to 30 feet at 20th level. ### Improved Cunning *11th-level Rogue feature* ___ You can take an extra bonus action on each of your turns. You can use this bonus action only to use Cunning Action, and you can't take the same Cunning Action choice more than once on your turn. \columnbreak ### Deadly Action *14th-level Rogue feature* ___ You've developed a razor-sharp acumen for fighting dirty. You gain the following choices for your Cunning Action: ***Blind.*** A creature within your reach you can see must succeed on a Dexterity saving throw or be blinded until the start of your next turn. ***Debilitate.*** A creature within your reach must succeed on a Constitution saving throw or have disadvantage on the next saving throw it makes before the start of your next turn. ***Disorientate.*** The next creature you hit this turn with an attack must make a Wisdom saving throw. On a failed save, it can't take bonus actions and reactions until the start of your next turn. ### Extraordinary Talent *14th-level Rogue feature* ___ You have refined your skills to near perfection. When you make an ability check that lets you add your proficiency bonus and isn't an initiative roll, you can take the ability score you used for the ability check in place of the d20 roll if the roll is lower than that ability score. ### Mental Acuity *15th-level Rogue feature* ___ You have acquired greater mental strength and fortitude. You gain proficiency in Intelligence, Wisdom, and Charisma saving throws. ### Elusive *18th-level Rogue feature* ___ 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 *20th-level Rogue feature* ___ You have an uncanny knack for turning failures into successes and small wins into large triumphs. When you make an ability check, attack roll, damage roll, or saving throw, you can gain a +20 bonus to the roll. You can use this feature three times. You regain one expended use when you finish a short rest and all expended uses when you finish a long rest.
>##### Designer's Note: Cunning Actions > >It can be overwhelming to juggle all of those Cunning Actions! Consider writing or printing each Cunning Action choice on individual cards to easily keep track of which ones you use each turn. > \pagebreakNum
## Revamped Roguish Archetypes
Each archetype listed below illustrates a specific style of rogue. Although all rogues are crafty, cunning, and tricky, the archetype you choose improves and reinforces which techniques you employ most frequently. ### Assassin Revamped You are an artist, and bodies are your canvas. Whether you're a hired hitman, scheming saboteur, or a malicious murderer, stealth and poisons are the means to your lethal ends. Life is fickle and fleeting when placed in your hands, but that is the nature of your work. You are an artist, and death is your art. #### Assassinate *3rd-level Rogue: Assassin feature* ___ You are deadliest when you get the drop on your enemies. At the start of your first turn of each combat, your speed increases by 30 feet until the end of that turn. In addition, when you attack a creature that hasn't taken an action in the combat yet, you have advantage on the attack roll, and your Sneak Attack die increases to a d12, instead of a d6. #### Tools of a Professional *3rd-level Rogue: Assassin feature* ___ You gain proficiency with the disguise kit and the poisoner's kit. While disguised, you have advantage on Charisma (Deception) and Charisma (Persuasion) checks to avoid detection and keep your identity concealed. #### Toxicologist *9th-level Rogue: Assassin feature* ___ You apply your knowledge of poisons in the midst of combat. You gain the following choices for your Cunning Action: ***Cripple.*** Your next weapon attack this turn forces the target to make a Constitution saving throw on a hit. On a failed save, it can't make more than one attack on its turn until the start of your next turn. ***Lace.*** Your next weapon attack this turn deals extra poison damage equal to one roll of your Sneak Attack die. ***Weaken.*** A creature within your reach you can see must succeed on a Constitution saving throw or be poisoned until the start of your next turn. \columnbreak #### Unseen Killer *13th-level Rogue: Assassin feature* ___ Poisons you craft and attacks you make ignore resistance to poison damage. In addition, you can use your Cunning Action save DC in place of the normal save DC for poisons you craft, as described in chapter 8 of the *Dungeon Master's Guide*. #### Death Strike *17th-level Rogue: Assassin feature* ___ You are a master of instant death. When you attack and hit a creature on your first turn of each combat, it must make a Constitution saving throw against your Cunning Action save DC. On a failed save, double the attack's damage dealt to the creature. ### Mastermind Revamped You weave intricate lies and plots like a spider spins webs. Information and cunning are your choice weapons, as you find company in spies, politicians, couriers, or figureheads. You might not enjoy the spotlight in front of the curtain, but pulling the puppet strings is always a delight. #### Master of Intrigue *3rd-level Rogue: Mastermind feature* ___ You gain proficiency with the disguise kit, forgery kit, and all gaming sets. You also learn two languages of your choice. In addition, you can unerringly mimic speech, writing, and behavior patterns of other creatures. You must spend at least 1 minute studying a creature to mimic that creature, but your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on Charisma checks to avoid detection. #### Strategic Prodigy *3rd-level Rogue: Mastermind feature* ___ On each of your turns, you can take a bonus action to give a friendly creature within 30 feet you can see advantage on its next attack roll against a target within 30 feet you can see before the start of your next turn. If that attack hits, it deals extra damage equal to one roll of your Sneak Attack die. The extra damage increases when you reach certain levels in this class, to two rolls of your Sneak Attack die at 9th level, and three rolls of your Sneak Attack die at 17th level. \pagebreakNum #### Insightful Genius *9th-level Rogue: Mastermind feature* ___ Your knowledge of gambits and schemes lends you insight into the machinations of other creatures. You gain the following choices for your Cunning Action: ***Befuddle.*** A creature within 60 feet you can see must succeed on an Intelligence saving throw or it can't take the Dodge action, and attacks have advantage against it, until the start of your next turn. ***Scapegoat.*** Until the start of your next turn, other creatures grant you three-quarters cover instead of half cover. ***Study.*** Choose a creature within 60 feet you can see. You learn if the creature is your equal, superior, or inferior in your choice of Intelligence, Wisdom, or Charisma score. #### Misdirection *13th-level Rogue: Mastermind feature* ___ You are adroit at both physical and mental misdirection. When you are targeted by an attack while a creature within 5 feet is granting you cover against that attack, you can use your reaction to have the attack target that creature instead. In addition, your thoughts can't be read by any means unless you allow it, and you can't be compelled to tell the truth. Magic that would determine if you are telling the truth always indicates that you are being truthful. #### Master of Tactics *17th-level Rogue: Mastermind feature* ___ You can take an extra bonus action on each of your turns. You can use this bonus action only to use Cunning Action, and you can't take the same Cunning Action choice more than once on your turn. ### Phantom Revamped More often than not, you find yourself in deadly company. Whether you performed a dark ritual, bound yourself to a lost loved one, or attracted ghosts by mere proximity, you now walk the fine line between life and death. By exploiting spirits of the past, you haunt your foes in the dead of night. #### Tokens of the Departed *3rd-level Rogue: Phantom feature* ___ You learn to possess and exploit physical manifestations of departed souls, which are known as soul trinkets. Soul trinkets are Tiny objects, and the DM determines the trinket's form or has you roll on the Trinkets table in the *Player's Handbook* to generate it. You can have a maximum number of soul trinkets equal to the number of Sneak Attack dice for your level. You create new soul trinkets until you are at your maximum when you finish a long rest. As a reaction when a creature within 30 feet you can see dies, you can create a soul trinket there, which then flies into your possession. Once you create a soul trinket in this way, you can't do so again until you finish a short or long rest. You can't create one while at your maximum. Finally, as an action, you can expend a soul trinket to ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM. #### Wails from the Grave *3rd-level Rogue: Phantom feature* ___ You can channel the power of death to cause harm. When you use Sneak Attack on a creature on your turn, you can expend a soul trinket to target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up); the second creature takes necrotic damage equal to that total. #### Whispers of the Dead *9th-level Rogue: Phantom feature* ___ Echoes of the dead cling to you, lending you deathly powers. On your turn, you can expend a soul trinket (no action required) to gain the following choices for your Cunning Action on that turn: ***Ghost Walk.*** You assume a spectral form for 1 minute, or until you end it as a bonus action. While in this form, you have a flying speed of 10 feet, you can hover, and attacks have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. ***Recall Legacy.*** You gain proficiency in one skill or tool of your choice for 1 hour. ***Soul Sight.*** You enhance your vision to see into the beyond for 1 minute. For the duration, you see invisible creatures and objects within 60 feet as if they were visible, and you can see 60 feet into the Ethereal Plane. If you see an invisible creature or object this way, the invisible condition doesn't impose disadvantage on your attack rolls against it. #### Between Life and Death *13th-level Rogue: Phantom feature* ___ Your intimacy with death enhances your vitality. You have advantage on Constitution and death saving throws. #### Death's Friend *17th-level Rogue: Phantom feature* ___ Your association with death has become so close that you gain the following benefits: * When you use Wails from the Grave, you can deal the same amount of necrotic damage to the first creature, second creature, or a third creature that you can see within 30 feet of the first creature (no action required). * At the end of a short rest, if you have fewer than five soul trinkets, you gain soul trinkets until you have five. \pagebreak \columnbreak ### Scout Revamped From your time hunting leads, bounties, or prey, you've become adept at keeping your ear to the ground and an eye out for danger. You may not be a schemer or bruiser, but others rely on you to lead an operation all the same. And when the time calls, they know you don't miss your mark. #### Eagle-Eyed Marksman *3rd-level Rogue: Scout feature* ___ You've studied ranged combat and practiced your aim to a lethal degree. You gain proficiency with heavy crossbows and longbows. In addition, you gain a new condition you can satisfy to use Sneak Attack with: * You are making a ranged weapon attack against a target that doesn't have any cover from you. ___ If your DM uses the rules on firearms in chapter 9 of the *Dungeon Master's Guide* and you have been exposed to the operation of them, you gain proficiency with all firearms. #### Experienced Tracker *3rd-level Rogue: Scout feature* ___ Your walking speed increases by 10 feet. In addition, light obscurement doesn't impose disadvantage on your Wisdom (Perception) checks that rely on sight. #### Keen Eye *9th-level Rogue: Scout feature* ___ You become incredibly perceptive, able to learn a creature's weaknesses and how to best exploit them. You gain the following choices for your Cunning Action: ***Analyze.*** Choose a creature within 60 feet you can see. You learn the creature's damage immunities, resistances, and vulnerabilities. ***Exploit.*** Choose a creature within 60 feet you can see. The next time the target is hit by an attack from a creature other than you before the start of your next turn, the attack deals extra damage equal to 2 rolls of your Sneak Attack die. ***Search.*** You take the Search action. #### Ambush Master *13th-level Rogue: Scout feature* ___ You are always alert, both prepared to ambush and against being ambushed. You can't be surprised. In addition, when you roll for initiative, you can use your reaction to choose any number of creatures within 30 feet. Each creature has advantage on attack rolls until the end of its next turn. #### Perfect Aim *17th-level Rogue: Scout feature* ___ You are unnaturally accurate, no matter the odds. Your attack rolls are not affected by disadvantage, and you treat a target with half or three-quarters cover from you as if it had no cover from you. \pagebreakNum ### Swashbuckler Revamped You have a flair for the extravagant. You express yourself with a combination of bravado, theatrics, and finesse, and you are always known for your spirit of derring-do before anything else. As an adept duelist, you inspire equal parts charm and spite, both found at the opposite end of your blade. #### Fancy Footwork *3rd-level Rogue: Swashbuckler feature* ___ You learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. #### Rakish Audacity *3rd-level Rogue: Swashbuckler feature* ___ Your confidence catches others off guard. Once on each of your turns when you make a melee attack with a rogue weapon, you can make one additional melee attack with a rogue weapon against the same target as part of the same action. The damage die for this additional attack is a d4. In addition, you gain a new condition you can satisfy to use Sneak Attack with: * You are making a melee weapon attack and no creatures that are not the target are within 5 feet of you. #### Panache *9th-level Rogue: Swashbuckler feature* ___ Your charm becomes extraordinarily beguiling. You gain the following choices for your Cunning Action: ***Bewilder.*** A hostile creature within 60 feet you can see must succeed on a Wisdom saving throw or have disadvantage on its attack rolls against targets other than you until the start of your turn. ***Entrance.*** Choose a creature that can hear you, understand you, and isn't hostile to you. It must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you do anything harmful to it. ***Flaunt.*** You have advantage on the next Strength (Athletics), Dexterity (Acrobatics), or Charisma (Performance) check you make this turn. #### Elegant Maneuver *13th-level Rogue: Swashbuckler feature* ___ Once on each of your turns, you can force a creature within 5 feet you can see to make a Dexterity saving throw against your Cunning Action save DC (no action required). On a failed save, you can move through the creature's space as if it were difficult terrain and it can't make opportunity attacks against you for the rest of your turn. #### Master Duelist *17th-level Rogue: Swashbuckler feature* ___ Your mastery of the blade allows you to strike swiftly without pause. Once on each of your turns when you miss with a melee weapon attack, you can make another melee weapon attack against the same target as part of the same action. \columnbreak ### Thief Revamped You've always had a penchant for larceny, constantly looking for the next big score: a family heirloom in a noble's mansion, a long-lost treasure in the depths of a tomb, or the fatal tidbit of information to seal a person's doom. No matter what you steal, you live with one motto: "What's yours is mine." #### Fast Hands *3rd-level Rogue: Thief feature* ___ You have exceptional dexterity with your fingers. You gain the following choices for your Cunning Action: ***Deploy.*** You take the Use an Object action. You can withdraw or stow an object in your equipment before or after as part of the same action. ***Pick.*** You make an ability check using your thieves' tools or a Dexterity (Sleight of Hand) check. ***Supply.*** Choose one nonmagical piece of adventuring gear with a gp value no more than 5 times your rogue level. Add it to your equipment and subtract its gp value from your equipment as if you had bought it. You can't use this Cunning Action choice if you don't have enough gp or if you used this Cunning Action choice in the last hour. #### Smash and Grab *3rd-level Rogue: Thief feature* ___ When you use Sneak Attack on a creature, you can force the target to succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or drop one item of your choice that it's holding. #### Breaking and Entering *9th-level Rogue: Thief feature* ___ You gain a climbing speed equal to your walking speed. In addition, you can use your Dexterity instead of Strength for Strength (Athletics) checks, high jumps, and long jumps. Finally, when you take the Use an Object action with adventuring gear that requires a target to make a saving throw to resist the item's effects, you can use your Cunning Action save DC in place of the item's normal save DC. #### Use Magic Device *13th-level Rogue: Thief feature* ___ 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 a magic item. #### Thief's Reflexes *17th-level Rogue: Thief feature* ___ You have become adept at laying ambushes and quickly escaping danger. You can take two turns on 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. \pagebreakNum
## Additional Roguish Archetypes
### Chameleon You know how to blend in anywhere, anytime. Concealing your emotions, hiding your identity, and even masquerading as another person come to you as naturally as breathing. You are a master at discovering and creating secrets, with your true self being the greatest secret of them all. #### In Plain Sight *3rd-level Rogue: Chameleon feature* ___ You gain proficiency with the disguise kit and forgery kit. While disguised, you have advantage on Charisma checks to avoid detection and conceal yourself or your identity. In addition, when you are disguised and you use Sneak Attack on a target, you can choose any number of creatures within 30 feet of the target you can see that aren't aware of your disguise. Each creature has disadvantage on attack rolls until the start of your next turn. #### Magic Mask *3rd-level Rogue: Chameleon feature* ___ You keep up appearances with a dash of magic. You learn the *disguise self* spell, and you can cast it without expending a spell slot. Charisma is your spellcasting ability for it. #### Master of Lies *9th-level Rogue: Chameleon feature* ___ Aided by magic, you excel at deception and infiltration. You gain the following choices for your Cunning Action: ***Assuage.*** Choose a hostile creature that can hear and understand you. It must succeed on a Wisdom saving throw or become indifferent to you for 1 minute, or until you do anything harmful to it. ***Camouflage.*** You become invisible until the end of your next turn, or until you attack, cast a spell, or force another creature to make a saving throw. ***Cajole.*** Choose a creature that can hear you, understand you, and isn't hostile to you. It must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you do anything harmful to it. #### For Every Occasion *13th-level Rogue: Chameleon feature* ___ You know how to build a convincing story when somebody else starts prying. When you finish a long rest, you can choose three backgrounds (see chapter 4 of the *Player's Handbook* for background options). Until the end of your next long rest, you can use the unique features of those backgrounds as if you had those backgrounds. In addition, when another willing creature within 15 feet you can see makes a Charisma check, you can use your reaction to give the creature a bonus to the check equal to your Charisma modifier (a minimum of +1). \columnbreak
#### Perfect Alibi *17th-level Rogue: Chameleon feature* ___ As an action, you can create an illusory copy of yourself in an unoccupied space within 30 feet you can see. The illusion lasts for 8 hours, until it takes damage, or until you dismiss it (no action required). The illusion looks and sounds like you, occupies its space, has AC 10, has 1 hit point, and automatically fails all saving throws. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can also use your action to direct the illusion to perform a scripted performance that you specify. The illusion repeats the scripted performance until you use your action to direct it again. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. A creature that uses its action to examine the illusion can determine that it is an illusion with a successful Intelligence (Investigation) check against your Cunning Action save DC. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum ### Eldritch Sharp You peered into the darkness... and something within peered back. Whether you formed a bargain, siphoned mystical strength, or cheated a contract, something imbued you with magical abilities and unnatural knowledge from the beyond. And now, this dark power is yours to wield and control. #### Pact Magic *3rd-level Rogue: Eldritch Sharp feature* ___ Your occult research and contact with otherworldly beings bestow you with the power of dark magicks. ***Cantrips.*** You know two cantrips of your choice from the warlock spell list. You learn another warlock cantrip of your choice at 10th level. When you gain a level in this class, you can replace one of the warlock cantrips you know with another cantrip from the warlock spell list. ***Spell Slots.*** The Eldritch Sharp Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest. ***Spells Known of 1st-Level and Higher.*** You know two 1st-level warlock spells of your choice. The Spells Known column of the Eldritch Sharp Spellcasting table shows when you learn more warlock spells of your choice of 1st-level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots. ***Spellcasting Ability.*** Charisma is your spellcasting ability for your warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus \+ your Charisma modifier **Spell attack modifier** = your proficiency bonus \+ your Charisma modifier
\columnbreak #### Extraplanar Strike *3rd-level Rogue: Eldritch Sharp feature* ___ Your spells are bolstered by powers beyond the material plane. When you make a spell attack as part of a warlock spell you cast, the spell attack counts as an attack from a rogue weapon for the purpose of Sneak Attack. #### Deceiving Weaver *9th-level Rogue: Eldritch Sharp feature* ___ You've adopted the art of magical deception. You gain the following choices for your Cunning Action: ***Blend.*** If you cast a warlock spell before the end of the turn, you can temporarily replace its damage type with force for this casting. ***Hush.*** If you cast a warlock spell before the end of the turn, you can cast it without somatic or verbal components. ***Vex.*** Choose a creature you can see within 60 feet. The next time it is forced to make a saving throw before the start of your turn, it makes a Wisdom saving throw instead of the normal ability for that save. #### Cunning Spellcaster *13th-level Rogue: Eldritch Sharp feature* ___ When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. Once you use this feature, you can't use it again until you finish a short or long rest. ##### Eldritch Sharp Spellcasting | Rogue Level | Cantrips Known | Spells Known | Spell
Slots | Slot
Level | |:-----------:|:--------------:|:------------:|:----------------:|:---------------:| | 3rd | 2 | 2 | 1 | 1st | | 4th | 2 | 3 | 2 | 1st | | 5th | 2 | 3 | 2 | 1st | | 6th | 2 | 3 | 2 | 1st | | 7th | 2 | 4 | 2 | 2nd | | 8th | 2 | 4 | 2 | 2nd | | 9th | 2 | 4 | 2 | 2nd | | 10th | 3 | 5 | 2 | 2nd | | 11th | 3 | 5 | 2 | 2nd | | 12th | 3 | 5 | 2 | 2nd | | 13th | 3 | 6 | 2 | 3rd | | 14th | 3 | 6 | 2 | 3rd | | 15th | 3 | 6 | 2 | 3rd | | 16th | 3 | 7 | 2 | 3rd | | 17th | 3 | 7 | 2 | 3rd | | 18th | 3 | 7 | 2 | 3rd | | 19th | 3 | 8 | 2 | 4th | | 20th | 3 | 8 | 2 | 4th | \pagebreakNum #### Secrets From The Beyond *17th-level Rogue: Eldritch Sharp feature* ___ As you master your foul magicks, strange forces still find ways to surprise you. Choose one spell of 5th-level or lower from any class. You cast the spell without expending a spell slot. The spell counts as a warlock spell for you when you cast it. You must cast with the normal casting time for the spell, and a spell with a casting time of 1 reaction can only be cast if the trigger for that spell occurs, but you can cast the spell without providing any components. Once you use this feature, you can't use it again until you finish a long rest. ### Roughhouser You're a hardened crook with a talent for brutality. You might be a personal bodyguard, shady enforcer, or just standard hired muscle. But when a fixer sends you on a job or the boss needs something done, they know exactly what they're expecting: two bloody fists and a warning—or a body. #### Aggravated Assault... *3rd-level Rogue: Roughhouser feature* ___ You gain proficiency with improvised weapons and martial melee weapons. You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes and melee weapons. When you do so, the attack counts as an attack from a rogue weapon for the purpose of Sneak Attack. #### ...And Battery *3rd-level Rogue: Roughhouser feature* ___ You know how to leave a lasting impression, physically and mentally. When you use Sneak Attack on a creature, it can't regain hit points until the start of your next turn. #### Batter Up! *9th-level Rogue: Roughhouser feature* ___ When you make a melee weapon attack with an improvised weapon that can be treated as an actual weapon, you can gain advantage on the attack roll. If that attack hits, the weapon is destroyed. #### Urban Hospitality *9th-level Rogue: Roughhouser feature* ___ You throw your weight around to get your point across. You gain the following choices for your Cunning Action: ***Clobber.*** A creature within your reach must make a Constitution saving throw. On a failed save, it can either use its movement or take an action, but not both, on its next turn. ***Grapple.*** You attempt a grapple. On a success, the target takes bludgeoning damage equal to your Strength modifier (minimum of 1). ***Shove.*** You attempt a shove. On a success, the target takes bludgeoning damage equal to your Strength modifier (minimum of 1). >##### Multiclassing and the >##### Eldritch Sharp: Pact Magic > >When you multiclass this rogue with another class that has the Pact Magic feature, you determine your available spell slots by adding together one-third your levels in the rogue class with the appropriate levels you have in other classes with the Pact Magic feature. Use this total to determine your spell slots by consulting the Warlock table. > >For example, if you are a rogue 3/warlock 2, you count as a 3rd-level warlock character when determining your spell slots: you have two 2nd-level slots. However, you don't know any 2nd-level spells. You can use the spell slots of those levels to cast the spells you do know—and potentially enhance their effects. > \pagebreakNum #### Left, Right, Good Night *13th-level Rogue: Roughhouser feature* ___ Once on each of your turns, you can make one additional unarmed strike as part of the Attack action. #### Thick-Skulled *17th-level Rogue: Roughhouser feature* ___ As a bonus action, you can gain temporary hit points equal to your rogue level + your Strength modifier for 1 minute. While you have these temporary hit points, you have advantage on Strength, Dexterity, and Constitution saving throws. Once you use this feature, you can't use it again until you finish a short or long rest. ### Shadow of Dread You've tapped into using the shadows to your advantage, transforming the clandestine into the terrifying. Fear is a weapon for you just as much as the blades you wield. Terror strikes the heart of those you encounter, as you slink into and between the darkness, approaching for a final fatal blow. #### Horrific Strikes *3rd-level Rogue: Shadow of Dread feature* ___ You exploit the weaknesses of both body and mind. When you use Sneak Attack on a creature, you can force it to succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the condition on itself on a success. If the frightened creature cannot see you, it treats the last space it has seen you at as the source of its fear. It suffers the penalties of being frightened while it is within 120 feet of the source of its fear, even if it doesn't have line of sight. #### Stalk the Dark *3rd-level Rogue: Shadow of Dread feature* ___ You drape darkness around yourself like a cloak of shadows. You can try to hide from a creature in dim light as if it were darkness, and starting and ending your movement in dim light or darkness doesn't reveal you if you take no actions between the start and end of that movement. In addition, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 60 feet. \columnbreak #### Umbral Aptitude *9th-level Rogue: Shadow of Dread feature* ___ The shadows bolster you with frightful power. While you are in dim light or darkness, you gain the following choices for your Cunning Action: ***Haunting Whispers.*** A creature within 60 feet you can see must succeed on a Wisdom saving throw or it treats you as invisible to it until the start of your next turn. ***No Escape.*** You teleport to an unoccupied space within 5 feet of a hostile creature within 60 feet you can see. You have advantage on the next melee attack you make against it before the end of the turn. ***Shadow Meld.*** Until the start of your next turn or you are no longer in dim light or darkness, roll a d20 each time a creature targets you with an attack. On a 16 or higher, the attack misses. #### True Terror *13th-level Rogue: Shadow of Dread feature* ___ The reach of your fear knows no bounds. Your Horrific Strikes ignore frightened condition immunity on creatures with an Intelligence of 10 or higher. Instead, creatures with frightened condition immunity make the Horrific Strikes saving throw with advantage. #### Dread and Despair *17th-level Rogue: Shadow of Dread feature* ___ You are the incarnation of dread itself. When a creature fails the saving throw for your Horrific Strikes, you can paralyze the target. The paralyzed condition ends when the frightened condition from Horrific Strikes ends for this creature. Once you use this feature, you can't use it again until you finish a short or long rest. \pagebreakNum
##### Items for Rogue Revamped
| Name | Cost | Weight | |:-----------------------------|:-------|:--------| | Ball Bearings (bag of 1,000) | 1 gp | 2 lb. | | Bolas | 2 gp | 1 lb. | | Bomb, Noise | 25 gp | 1 lb. | | Bomb, Stink | 50 gp | 1 lb. | | Bomb, Smoke | 25 gp | 1 lb. | | Bomb, Sonic | 25 gp | 1 lb. | | Caltrops (bag of 50) | 25 sp | 5 lb. | | Counterfeit Coin, Copper | 5 cp | - | | Counterfeit Coin, Gold | 5 sp | - | | Counterfeit Coin, Platinum | 2 gp | - | | Counterfeit Coin, Silver | 2 sp | - | | Disposable Cloak | 2 gp | 2 lb. | | Name | Cost | Weight | |:-----------------------------|:-------|:--------| | Garrote | 1 gp | - | | Glue (vial) | 10 gp | - | | Grappling Hook | 2 gp | 4 lb. | | Invisible Ink (vial) | 10 gp | - | | Locksmith's Tools | 30 gp | 5 lb. | | Nightrise Leaf | 50 gp | - | | Poison, Advanced (vial) | 300 gp | - | | Poison, Basic (vial) | 75 gp | - | | Poison, Master (vial) | 800 gp | - | | Popper | 2 gp | - | | Saw-Tooth Trap | 10 gp | 15 lb. | | Tripwire | 5 sp | 1 lb. |
This section contains adventuring gear for roguish exploits, deceits, and pursuits. You may not be able to find these items at every general store, or even at a proper storefront at all. Ask your DM where you might find a seller for these items. #### Ball Bearings (Revamped) This bag contains many tiny metal balls. As an action, you can spill these balls to cover a level, square area that is 10 feet on a side. A creature that enters or moves within the area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature moving through the area doesn't need to make the save if it spends twice as many feet of movement for each foot it moves. #### Bolas As an action, you can throw the bolas at a Medium or smaller creature within 30 feet in an attempt to trip it. The target must succeed on a DC 15 Dexterity saving throw or fall prone and have its speed set to 0 until it takes an action to remove the bolas. #### Bomb, Noise As an action, you can light the fuse on this timed explosive. Choose a number from one to ten. The noise bomb explodes in that many 6-second increments, emitting a thunderous boom audible out to 300 feet. #### Bomb, Stink (Revamped) As an action, you can throw this pouch at a creature within 30 feet you can see. Upon impact, the creature must succeed on a DC 15 Constitution saving throw or spend its action on its next turn retching. Creatures that don't need to breath, are immune to poison, or made this saving throw within the last 24 hours automatically succeed on this saving throw. \pagebreakNum #### Bomb, Smoke As an action, you can throw this tightly-packed ball at a point you can see within 60 feet. Upon impact, the ball explodes into a 15-foot radius sphere of fog that spreads around corners and is heavily obscured. The fog lasts for 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. #### Bomb, Sonic As an action, you can throw this rigid clay ball at a point you can see within 60 feet. Upon impact, the ball explodes, and all creatures within 30 feet that can hear it must succeed on a DC 15 Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the condition on itself on a success. #### Caltrops (Revamped) This bag contains many sharp metal caltrops. As an action, you can spread the caltrops to cover a level, square area that is 10 feet on a side. Any creature that enters or moves within the area must succeed on a DC 15 Dexterity saving throw take 1d4 piercing damage and have its speed set to 0 until the end of the turn. A creature moving through the area doesn't need to make the save if it spends twice as many feet of movement for each foot it moves. #### Counterfeit Coin These counterfeit coins are indiscernable from real coins to the casual observer. A wary creature can use its action to make a DC 15 Intelligence (Investigation) check. On a success, it determines that the coin is counterfeit. #### Disposable Cloak This dark-colored cloak assists in concealing identities, and is easily detachable for quick getaways. You can use your action to don or doff this cloak. While you are wearing this cloak, other creatures must succeed on a DC 15 Wisdom (Perception) check to identify you. In addition, while you are wearing the cloak, when another creature attempts to grapple you and you fail the contest, you can use your reaction to succeed instead. You doff the cloak, leaving it in the other creature's hand. #### Garrote This thin but strong wire is bound between two handholds. You must use two hands to use this item. As an action, choose a Medium or smaller humanoid within 5 feet of you that is incapacitated, restrained, or unaware of you. The target must succeed on a DC 15 Constitution saving throw or be grappled by you. Using both hands with a garrote allows you to grapple one target without needing a free hand. On subsequent turns, you can use your action to force the target to repeat the save. On its turns, the target can use its action to repeat the save. If it successfully saves three times, it is no longer grappled. If it fails its saves three times, it falls unconscious for 1 hour. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If the target doesn't need to breath, it cannot fall unconscious from three failures. \columnbreak #### Glue The liquid inside this vial reacts to air, hardening quickly to form a stiff bond. As an action, you can pour the glue onto a surface. Once the glue has been exposed to air, it hardens and sets in 1 minute. Once set, creature can use its action to make a DC 15 Strength check, separating two items glued together on a success. #### Grappling Hook (Revamped) When tied to the end of a rope, this hook can secure the rope to a battlement, ledge, tree branch, or other protrusion. As an action, you can throw a grappling hook attached to a rope at a point you can see within 30 feet. Upon impact, the hook anchors in place if it can find purchase. You can use an action to release a hook within your reach from its anchor. You can attempt to throw the hook further than 30 feet. Make a Strength (Athletics) check against a DC equal to the number of feet exceeding 30. On a success, the hook lands at the point you designated. #### Invisible Ink This vial contains black ink that turns transparent after exposure to air. When you procure the ink, you choose the condition to make the ink visible. For example, you can make the ink visible when exposed to heat or held up against a source of light. When you write with the ink, the writing appears to disappear after 1 minute. A wary creature can use its action to make a DC 15 Intelligence (Investigation) check, discovering the invisible text on a success. #### Locksmith's Tools This set of tools includes a set of lock picks, a pair of pliers, a hammer, an adjustable mold, and several small bars of soft metal. While you have these tools, you can take a -5 penalty to an ability check you make to open a lock. On a success, you can either create a key that fits the lock or change the lock to fit a key you possess. #### Nightrise Leaf As an action, you can swallow this sickly dark green leaf. For 1 hour, you have advantage on Dexterity (Stealth) checks as the leaf's chemical make-up reduces your heart rate, nervous tendencies, and overall presence against detection. #### Poison, Advanced As an action, you can coat one weapon or up to three pieces of ammunition that deals piercing or slashing damage with the poison in this vial. On a hit, attacks with a coated weapon or ammunition deal an extra 1d8 poison damage and force the target to succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The target can repeat this saving throw every ten minutes, ending the condition on itself on a success. Once applied, the poison retains potency for 1 minute before drying. #### Poison, Basic (Revamped) As an action, you can coat one weapon or up to three pieces of ammunition that deal piercing or slashing damage with the poison in this vial. On a hit, attacks with a coated weapon or ammunition deal an extra 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. \pagebreakNum \columnbreak #### Poison, Master As an action, you can coat one weapon or up to three pieces of ammunition that deals piercing or slashing damage with the poison in this vial. On a hit, attacks with a coated weapon or ammunition deal an extra 1d12 poison damage, the target becomes poisoned for 1 hour, and the target must succeed on a DC 15 Constitution saving throw or become incapacitated for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the incapacitated condition on itself on a success. Once applied, the poison retains potency for 1 minute before drying. #### Popper As an action, you can throw this small thumbnail-sized bag at a point you can see within 60 feet. Upon impact, the bag creates a sharp pop that is audible to all creatures within 30 feet of the impact. #### Saw-Tooth Trap This trap forms a saw-toothed steel ring that snaps shut when the center pressure plate is pressed. As an action, you can set the trap and affix it to a fixed location with a 5-foot heavy chain. A creature that steps on the plate must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage and have its movement limited by the chain. The target or a creature within reach can use its action to make a DC 15 Strength saving throw. The target takes 1d4 piercing damage on a failed save, but is freed on a successful one. #### Tripwire This hardy 20-foot length of wire is tightly woven between two pitons. As an action, you can hammer a piton in place. When a Large or smaller creature walks over the wire held in place by two pitons, it must succeed on a DC 15 Strength saving throw or fall prone. A creature with a passive Perception of at least 15 doesn't need to make this save.
##### Credits **Designer/Writer:** Magmyte **Illustrator:** TBD **Book References:** *Player's Handbook*, *Dungeon Master's Guide*, *Xanathar's Guide to Everything*, *Tasha's Cauldron of Everything*, *Tal'Dorei Campaign Setting Reborn* ___ Rogue Revamped is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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