Rogue 5
Level | Proficiency Bonus | Features | Sneak Attack | Exploits Known | Exploit Die | Exploit Dice |
---|---|---|---|---|---|---|
1st | +2 | Expertise, Feat, Sneak Attack, Thieves' Cant | 1d6 | — | — | — |
2nd | +2 | Cunning Action, Devious Exploits, Feat | 1d6 | 2 | d4 | 2 |
3rd | +2 | Roguish Archetype | 2d6 | 2 | d4 | 2 |
4th | +2 | Feat | 2d6 | 2 | d4 | 2 |
5th | +3 | Cunning Strike, Uncanny Dodge | 3d6 | 3 | d6 | 3 |
6th | +3 | Cunning Action Improvement, Expertise, Feat | 3d6 | 3 | d6 | 3 |
7th | +3 | Archetype Feature | 4d6 | 4 | d6 | 3 |
8th | +3 | Feat | 4d6 | 4 | d6 | 3 |
9th | +4 | Evasion | 5d6 | 5 | d6 | 3 |
10th | +4 | Feat, Reliable Talent | 5d6 | 5 | d6 | 3 |
11th | +4 | Expertise, Feat, Ruthless | 6d6 | 6 | d8 | 4 |
12th | +4 | Feat | 6d6 | 6 | d8 | 4 |
13th | +5 | Archetype Feature, Feat | 7d6 | 7 | d8 | 4 |
14th | +5 | Blindsense (10 feet) | 7d6 | 7 | d8 | 4 |
15th | +5 | Expertise, Feat, Slippery Mind | 8d6 | 7 | d8 | 4 |
16th | +5 | Feat | 8d6 | 7 | d8 | 4 |
17th | +6 | Archetype Feature, Feat | 9d6 | 8 | d10 | 5 |
18th | +6 | Elusive | 9d6 | 8 | d10 | 5 |
19th | +6 | Feat | 10d6 | 8 | d10 | 5 |
20th | +6 | Blindsense (30 feet), Expertise, Feat, Stroke of Luck | 10d6 | 8 | d10 | 5 |
Class Features
All of the following are class features of the Rogue.Expertise
1st-Level Rogue FeatureYou master a signature set of skills and abilities. Choose any two skill proficiencies, any two tool proficiencies, or one skill and one tool proficiency. If you were not already proficient, you gain proficiency with the two chosen skills or tools. If you were already proficient in those skills or tools, you instead gain expertise with the two chosen skills or tools.
As you gain levels in this class, you are able to specialize with additional skills. Another skill or tool proficiency of your choice gains this benefit at 6th, 11th, 15th, and 20th level.
If you are already an expert with a skill or tool, you cannot select it again for this feature.
Feat
1st-Level Rogue FeatureYou gain one feat of your choice.
Sneak Attack
1st-Level Rogue FeatureYou learn to exploit the weak points of your enemies. Once per turn when you hit a creature with an attack with a finesse or ranged weapon, you can deal a bonus 1d6 damage, so long as one of the conditions below are met:
- You have advantage on your attack roll.
- An enemy of your target (other than you) is within 5 feet of your target, and te other enemy isn't incapacitated.
- You are within the short range of your weapon—if it is a ranged weapon—or 30 feet, whichever is less.
The bonus damage of your Sneak Attack increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table above.
Thieves' Cant
1st-Level Rogue FeatureYou learn to speak, understand, and leave messages in Thieves' Cant, the secret jargon of the criminal underworld. You can use this secret mix of doublespeak and code words to hide messages in normal conversation which can only be understood by those who know Thieves' Cant.
You can also use your knowledge of Thieves' Cant to write and understand secret signs and symbols that convey short, simple messages. For example, you may use these symbols to mark an area as the territory of your thieves' guild, or to mark an inn as a haven for outlaws or a place to sell illegal wares.
Alternate Feature: Secret Ciphers
If your Rogue isn't a member of a thieves' guild or someone who associates with the criminal elements of your society, consider replacing Thieves' Cant with the ability to create ciphers from the Linguist Feat.Cunning Action
2nd-Level Rogue FeatureYour sharp reflexes allow you to move and adapt quicker than most. Choose two of the following actions: Dash, Disengage, Hide, or Use an Object. You can use one of these chosen actions as a bonus action on each of your turns.
When you reach 6th level in this class, you can use any of the four actions listed above as a bonus action on each turn.
Devious Exploits
2nd-Level Rogue FeatureYou learn to utilize various tricks that enhance your particular set of skills, both on and off the field of battle.
Exploit Dice
The Rogue table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or long rest.Your Exploit Dice begin as d4s, and increase in size as you gain levels in this class, as indicated in the Rogue table.
Exploits Known
At 2nd level, you know two Exploits of your choice from the list at the end of this class. The Exploits Known column of the Rogue table shows when you learn more Exploits of your choice. In order to learn an Exploit you must meet any prerequisites it may have.When you gain a Rogue level, you can replace one Devious Exploit you know with another Exploit of your choice.
Saving Throws
If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:
Exploit save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
1st-Degree Exploits
Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by Rogues with modest training and have no level prerequisite.
When you fall, you can use a reaction to expend an Exploit Die to control your fall. You reduce any falling damage that you would take by an amount equal to five times your level, and when you land, you can choose to land on your feet.
When you make an alchemist's supplies, herbalism kit, or poisoner's kit check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
When you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.
Also, whenever you would make a Charisma (Intimidation) check, you can make a Strength (Intimidation) check instead.
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and make a single melee weapon attack against your attacker. On hit, you add one roll of your Exploit Die to your damage roll.
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Whenever you would normally make a Charisma (Deception) or Charisma (Persuasion) check, you can choose to use your Intelligence in place of Charisma for that ability check.
Also, whenever you make an Intelligence (Deception) or Intelligence (Persuasion) check you can expend one Exploit Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed.
As an action, you can touch a creature that has at least 1 hit point and expend Exploit Dice (up to your proficiency bonus), roll those dice, and that creature regains a number of hit points equal to the total roll + its Constitution modifier.
When you make an Intelligence (Investigation) or a Wisdom (Insight) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Whenever you make an ability check with a set of thieves' tools or tinker's tools you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know if you succeed or fail.
As an action, you can expend one Exploit Die and use either tinker's or thieves' tools to make adjustments to one trap or lock that you can touch. The DC of that trap or lock changes to equal your Exploit save DC, or increases by 5 (your choice).
To use this Exploit, the trap or lock must be deactivated or unlocked, and you must have access to its inner mechanisms. You cannot use this Exploit to modify a trap or lock that can't be reset, or one that has been destroyed beyond repair.
As an action, you can expend one Exploit Die and use your alchemist's supplies to craft an Oil Bomb, which retains its potency until the end of your next long rest. However, you cannot regain this Exploit Die until you use the Oil Bomb.
A creature can take the Use an Object action to throw this Oil Bomb at a point it can see within 60 feet. It explodes on impact, covering a 10-foot square centered on that point with alchemical oil, turning it into difficult terrain. Any creatures in that area upon impact, and any creature that enters the area must succeed on a Dexterity saving throw or fall prone.
The Oil retains its potency on the ground for 1 minute.
As part of a weapon attack you can expend one Exploit Die, roll it, and add the result to your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
While speaking, you can expend an Exploit Die to tell a short joke, quip, or another humorous anecdote. Creatures of your choice within 10 feet that can both hear and understand you forget everything you said during the 10 seconds proceeding this Exploit, and instead only remember your quip.
Creatures that are immune to being charmed are immune to this Exploit. Once you use this Exploit on a creature, it is immune to the effects of this Exploit for the next 24 hours.
As an action, you can expend an Exploit Die and force a creature within 10 feet that can hear and understand you to make a Wisdom saving throw, and it does so with advantage if you or your allies are fighting it. On a failure, it is charmed by you for 1 hour, and regards you as a friendly acquaintance for the duration. Though, it will not risk its life for you.
This effect immediately ends if you or your companions do anything harmful to the creature, and when the effect ends this way, the target realizes that it was deceived by you.
Once a creature succeeds on its saving throw against this Exploit it is immune to this Exploit for the next 24 hours.
When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check you can expend an Exploit Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed or fail.
As an action, you can expend one Exploit Die and use your alchemist's supplies to craft a Smoke Bomb, which retains its potency until the end of your next long rest. However, you can't regain this Exploit Die until you use the Smoke Bomb
A creature can take the Use an Object action to throw this Smoke Bomb at a point it can see within 60 feet. It explodes on impact, creating a 20-foot-radius sphere of smoke, which spreads around corners, centered on the impact. The smoke heavily obscures the area and lasts for 10 minutes. It can be dispersed by a moderate wind of at least 10 miles per hour.
If you are in a settlement, you can make Charisma (History) and Charisma (Investigation) checks instead of the normal Intelligence (History) or Intelligence (Investigation) checks.
Also, when you make a Charisma (History) or a Charisma (Investigation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
When you make a Dexterity (Sleight of Hand), Charisma (Deception), or Charisma (Performance) check you can expend an Exploit Die, roll it and add it to your check. You can do so after you roll the d20, but before you know if you succeed or fail.
Aerial Maneuver
Dexterity 11When you fall, you can use a reaction to expend an Exploit Die to control your fall. You reduce any falling damage that you would take by an amount equal to five times your level, and when you land, you can choose to land on your feet.
Alchemical Adept
Prerequisites: Intelligence 11When you make an alchemist's supplies, herbalism kit, or poisoner's kit check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Arresting Strike
When you hit a target with a weapon attack, you can expend one Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes bonus damage equal to one roll of your Exploit Die and its speed is 0 until the start of your next turn.Commanding Presence
Prerequisites: Strength 11 or Charisma 11When you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.
Also, whenever you would make a Charisma (Intimidation) check, you can make a Strength (Intimidation) check instead.
Counter
Prerequisites: Dexterity 11When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and make a single melee weapon attack against your attacker. On hit, you add one roll of your Exploit Die to your damage roll.
Cunning Instinct
Prerequisites: Wisdom 11Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Disarm
When you hit a creature with a weapon attack, you can expend an Exploit Die to force it to make a Strength saving throw. On a failed save, it takes additional damage equal to one roll of your Exploit Die, and it drops one item of your choice that it is currently holding on the ground at its feet.Eloquent Speech
Prerequisites: Intelligence 11Whenever you would normally make a Charisma (Deception) or Charisma (Persuasion) check, you can choose to use your Intelligence in place of Charisma for that ability check.
Also, whenever you make an Intelligence (Deception) or Intelligence (Persuasion) check you can expend one Exploit Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed.
Feint
As a bonus action, you can expend one Exploit Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your attacks against it until the end of your current turn.First Aid
Prerequisites: Wisdom 11As an action, you can touch a creature that has at least 1 hit point and expend Exploit Dice (up to your proficiency bonus), roll those dice, and that creature regains a number of hit points equal to the total roll + its Constitution modifier.
Inquisitive Eye
Prerequisites: Intelligence 11 or Wisdom 11When you make an Intelligence (Investigation) or a Wisdom (Insight) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Lightstep
Prerequisites: Dexterity 11When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Lunge
As part of a melee weapon attack, you can expend an Exploit Die to increase the range of that attack by 5 feet. On hit, you deal bonus damage equal to one roll of your Exploit Die.Mechanical Insight
Prerequisites: Intelligence 11Whenever you make an ability check with a set of thieves' tools or tinker's tools you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know if you succeed or fail.
Modify Device
Prerequisites: Proficiency with Tinker's or Thieves' ToolsAs an action, you can expend one Exploit Die and use either tinker's or thieves' tools to make adjustments to one trap or lock that you can touch. The DC of that trap or lock changes to equal your Exploit save DC, or increases by 5 (your choice).
To use this Exploit, the trap or lock must be deactivated or unlocked, and you must have access to its inner mechanisms. You cannot use this Exploit to modify a trap or lock that can't be reset, or one that has been destroyed beyond repair.
Oil Bomb
Prerequisites: Proficiency with Alchemist's SuppliesAs an action, you can expend one Exploit Die and use your alchemist's supplies to craft an Oil Bomb, which retains its potency until the end of your next long rest. However, you cannot regain this Exploit Die until you use the Oil Bomb.
A creature can take the Use an Object action to throw this Oil Bomb at a point it can see within 60 feet. It explodes on impact, covering a 10-foot square centered on that point with alchemical oil, turning it into difficult terrain. Any creatures in that area upon impact, and any creature that enters the area must succeed on a Dexterity saving throw or fall prone.
The Oil retains its potency on the ground for 1 minute.
Precision Strike
Prerequisites: Dexterity 11As part of a weapon attack you can expend one Exploit Die, roll it, and add the result to your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Quick Quip
Prerequisites: Intelligence 11 or Charisma 11While speaking, you can expend an Exploit Die to tell a short joke, quip, or another humorous anecdote. Creatures of your choice within 10 feet that can both hear and understand you forget everything you said during the 10 seconds proceeding this Exploit, and instead only remember your quip.
Creatures that are immune to being charmed are immune to this Exploit. Once you use this Exploit on a creature, it is immune to the effects of this Exploit for the next 24 hours.
Reliable Skill
Whenever you make an ability check using a skill or tool that you are proficient in and roll a 7 or lower on the d20, you can expend one Exploit Die to treat the d20 roll as an 8.Roguish Charm
Prerequisites: Charisma 11As an action, you can expend an Exploit Die and force a creature within 10 feet that can hear and understand you to make a Wisdom saving throw, and it does so with advantage if you or your allies are fighting it. On a failure, it is charmed by you for 1 hour, and regards you as a friendly acquaintance for the duration. Though, it will not risk its life for you.
This effect immediately ends if you or your companions do anything harmful to the creature, and when the effect ends this way, the target realizes that it was deceived by you.
Once a creature succeeds on its saving throw against this Exploit it is immune to this Exploit for the next 24 hours.
Rustic Intuition
Prerequisites: Wisdom 11When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
Scholarly Recall
Prerequisites: Intelligence 11Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check you can expend an Exploit Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed or fail.
Smoke Bomb
Prerequisites: Proficiency with Alchemist's SuppliesAs an action, you can expend one Exploit Die and use your alchemist's supplies to craft a Smoke Bomb, which retains its potency until the end of your next long rest. However, you can't regain this Exploit Die until you use the Smoke Bomb
A creature can take the Use an Object action to throw this Smoke Bomb at a point it can see within 60 feet. It explodes on impact, creating a 20-foot-radius sphere of smoke, which spreads around corners, centered on the impact. The smoke heavily obscures the area and lasts for 10 minutes. It can be dispersed by a moderate wind of at least 10 miles per hour.
Streetwise
Prerequisites: Charisma 11If you are in a settlement, you can make Charisma (History) and Charisma (Investigation) checks instead of the normal Intelligence (History) or Intelligence (Investigation) checks.
Also, when you make a Charisma (History) or a Charisma (Investigation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Subtle Con
Prerequisites: Dexterity 11 or Charisma 11When you make a Dexterity (Sleight of Hand), Charisma (Deception), or Charisma (Performance) check you can expend an Exploit Die, roll it and add it to your check. You can do so after you roll the d20, but before you know if you succeed or fail.
Sweeping Strike
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Exploit Die and falls prone. A creature more than one size larger than you has advantage on its saving throw.
Exploits of this degree represent the absolute peak of roguish skill that is achievable without dedicated training. 2nd-degree Exploits can be learned by any Rogue of 5th level or higher.
As an action, you can expend one Exploit Die and use your alchemist's supplies to craft a vial of Alchemical Oil, which retains its potency until the end of your next long rest. Upon creation, you choose either acid, cold, fire, or lightning as the damage type for that vial of oil. You cannot regain the Exploit Die spent on this oil until you expend this Alchemical Oil.
A creature can take the Use an Object action to expend the vial and apply its contents to one weapon it is holding. For the next 10 minutes, that weapon deals the damage type chosen for that Alchemical Oil in place of its normal damage.
A creature can use an action to remove the Alchemical Oil.
As a bonus action, you can expend an Exploit Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Exploit Die and be blinded until the start of your next turn.
As an action, you can expend one Exploit Die and use your poisoner's kit to craft one vial of Minor Poison, which retains its potency until the end of your next long rest. However, you cannot regain this Exploit Die until you expend this poison.
A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals poison damage in place of its normal damage, and the target must succeed on a Constitution saving throw or it is poisoned for 1 minute.
The poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
When you hit a target with a weapon attack, you can expend an Exploit Die to cripple one of its senses. It must succeed on a Constitution saving throw or it takes additional damage equal to one roll of your Exploit Die and is blinded, deafened, or cannot speak (your choice) until the start of your next turn.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Exploit Die, it falls prone, and it cannot take reactions until the start of your next turn.
When you hit a creature with a weapon attack, you can expend an Exploit Die to temporarily weaken it. The first attack made against that creature before the beginning of your next turn has advantage, and on hit, that attack deals additional damage equal to one roll of your Exploit Die.
As an action, you can expend one Exploit Die and use your alchemist's supplies to craft a Flash Bomb, which retains its potency until the end of your next long rest. However, you can't regain this Exploit Die until you use the Flash Bomb.
A creature can take the Use an Object action to throw this Flash Bomb at a point it can see within 60 feet. It explodes on impact, and any creature within 20 feet of the impact that can see must succeed on a Constitution saving throw or be blinded for 1 minute. A creature with the sunlight sensitivity trait makes its initial saving throw with disadvantage.
A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
When you make a melee weapon attack and miss, you can expend one Exploit Die to instantly repeat your attack against another target within the reach of your weapon.
In place of an attack, you can expend Exploit Dice (up to your proficiency bonus) to touch a creature, attempting to knock it out. For each Exploit Die that you spent you roll three Exploit Dice, adding your Wisdom modifier to the total of all the dice. If the total meets or exceeds the creature's remaining hit points, it instantly falls asleep, and is unconscious for 10 minutes.
The creature instantly wakes up if it takes damage or another creature uses an action on its turn to shake or slap the sleeping creature awake.
Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
When you make an ability check that doesn't include your proficiency bonus, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
As part of a weapon attack you can expend an Exploit Die to grant yourself advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its attack, adding one roll of your Exploit Die to its attack roll.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to send it reeling. It must succeed on a Wisdom saving throw or it must subtract 1d4 from all ability checks, attack rolls, and saving throws it makes for 1 minute.
It can repeat this saving throw at the end of each of its turns, ending the effect on a success.
This indifference ends if a creature takes damage, is forced to make a saving throw, or it witnesses an ally being harmed. When the effect ends, the creature becomes hostile again.
You can expend an Exploit Die to spend 10 minutes carefully examining a room you currently occupy. At the end of the 10 minutes, you gain knowledge about three of the following:
As a bonus action, you can expend an Exploit Die to make a special ranged weapon attack with a weapon that has both the finesse and thrown properties.
This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not, and on hit, it deals additional damage equal to one roll of your Exploit Die.
Alchemical Oil
Prerequisites: 5th-Level Rogue, Proficiency with Alchemist's SuppliesAs an action, you can expend one Exploit Die and use your alchemist's supplies to craft a vial of Alchemical Oil, which retains its potency until the end of your next long rest. Upon creation, you choose either acid, cold, fire, or lightning as the damage type for that vial of oil. You cannot regain the Exploit Die spent on this oil until you expend this Alchemical Oil.
A creature can take the Use an Object action to expend the vial and apply its contents to one weapon it is holding. For the next 10 minutes, that weapon deals the damage type chosen for that Alchemical Oil in place of its normal damage.
A creature can use an action to remove the Alchemical Oil.
Blinding Debris
Prerequisites: 5th-Level Rogue, Dexterity 13As a bonus action, you can expend an Exploit Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Exploit Die and be blinded until the start of your next turn.
Craft Minor Poison
Prerequisites: 5th-Level Rogue, Proficiency with Poisoner's KitAs an action, you can expend one Exploit Die and use your poisoner's kit to craft one vial of Minor Poison, which retains its potency until the end of your next long rest. However, you cannot regain this Exploit Die until you expend this poison.
A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals poison damage in place of its normal damage, and the target must succeed on a Constitution saving throw or it is poisoned for 1 minute.
The poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Crippling Strike
Prerequisites: 5th-Level RogueWhen you hit a target with a weapon attack, you can expend an Exploit Die to cripple one of its senses. It must succeed on a Constitution saving throw or it takes additional damage equal to one roll of your Exploit Die and is blinded, deafened, or cannot speak (your choice) until the start of your next turn.
Dirty Hit
Prerequisites: 5th-Level Rogue, Dexterity 13When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Exploit Die, it falls prone, and it cannot take reactions until the start of your next turn.
Exposing Strike
Prerequisites: 5th-Level RogueWhen you hit a creature with a weapon attack, you can expend an Exploit Die to temporarily weaken it. The first attack made against that creature before the beginning of your next turn has advantage, and on hit, that attack deals additional damage equal to one roll of your Exploit Die.
Flash Bomb
Prerequisites: 5th-Level Rogue, Proficiency with Alchemist's ToolsAs an action, you can expend one Exploit Die and use your alchemist's supplies to craft a Flash Bomb, which retains its potency until the end of your next long rest. However, you can't regain this Exploit Die until you use the Flash Bomb.
A creature can take the Use an Object action to throw this Flash Bomb at a point it can see within 60 feet. It explodes on impact, and any creature within 20 feet of the impact that can see must succeed on a Constitution saving throw or be blinded for 1 minute. A creature with the sunlight sensitivity trait makes its initial saving throw with disadvantage.
A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Glancing Blow
Prerequisites: 5th-Level RogueWhen you make a melee weapon attack and miss, you can expend one Exploit Die to instantly repeat your attack against another target within the reach of your weapon.
Grasp of Night
Prerequisites: 5th-Level Rogue, Wisdom 13In place of an attack, you can expend Exploit Dice (up to your proficiency bonus) to touch a creature, attempting to knock it out. For each Exploit Die that you spent you roll three Exploit Dice, adding your Wisdom modifier to the total of all the dice. If the total meets or exceeds the creature's remaining hit points, it instantly falls asleep, and is unconscious for 10 minutes.
The creature instantly wakes up if it takes damage or another creature uses an action on its turn to shake or slap the sleeping creature awake.
Heroic Will
Prerequisites: 5th-Level RogueWhenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
Improvised Skill
Prerequisites: 5th-Level RogueWhen you make an ability check that doesn't include your proficiency bonus, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Martial Focus
Prerequisites: 5th-Level RogueAs part of a weapon attack you can expend an Exploit Die to grant yourself advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Redirect
Prerequisites: 5th-Level RogueWhen a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its attack, adding one roll of your Exploit Die to its attack roll.
Ringing Strike
Prerequisites: 5th-Level Rogue, Strength 13When you hit a creature with a melee weapon attack, you can expend an Exploit Die to send it reeling. It must succeed on a Wisdom saving throw or it must subtract 1d4 from all ability checks, attack rolls, and saving throws it makes for 1 minute.
It can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Soothing Speech
Prerequisites: 5th-Level Rogue, Charisma 13 As an action, you can expend an Exploit Die and speak to all creatures that can hear and understand you within 20 feet, and force them to make a Charisma saving throw. On a failed save, creatures become indifferent toward creatures of your choice that they are currently hostile toward for 10 minutes.This indifference ends if a creature takes damage, is forced to make a saving throw, or it witnesses an ally being harmed. When the effect ends, the creature becomes hostile again.
Survey Dungeon
Prerequisites: 5th-Level Rogue, Dexterity 13, Intelligence 13You can expend an Exploit Die to spend 10 minutes carefully examining a room you currently occupy. At the end of the 10 minutes, you gain knowledge about three of the following:
- One trap in the area. This includes any mechanical or natural effect that was intended to harm an intruder.
- One active spell in the area that was cast at a level equal to your Intelligence modifier or lower.
- One secret compartment, door, or passageway.
Trick Shot
Prerequisites: 5th-Level Rogue, Dexterity 13 or Intelligence 13As a bonus action, you can expend an Exploit Die to make a special ranged weapon attack with a weapon that has both the finesse and thrown properties.
This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not, and on hit, it deals additional damage equal to one roll of your Exploit Die.
These Exploits are masterful acts of subterfuge and skill, and can only be learned by Rogues of 9th level or higher. Each of these Exploits can only be used once per short or long rest.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and strike with extreme force, dealing bonus damage equal to two rolls of your Exploit Die and forcing it to make a Wisdom saving throw. On a failed save, it cannot take reactions and must roll a d10 at the beginning of each of its turns to determine its behavior for 1 minute (Wisdom save ends), using the corresponding result from the table below:
As an action on your turn, you can expend Exploit Dice (up to your Rogue Power Reservoir) and use a poisoner's kit to craft a vial of Greater Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.
A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals additional poison damage equal to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution saving throw or suffer the following effects for 1 minute (save ends):
You can expend an Exploit Die to spend 10 minutes focused on a person, object, or location you can see, after which, you remember a piece of lore about the thing you focused on.
This lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you have about the thing, the more precise and detailed the information you seem to remember about it.
As an action, you can expend an Exploit Die and whisper violent words to a creature that can understand you within 5 feet. It must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Exploit Die and instantly use its reaction to make a melee attack against a creature of your choice within its reach. If no other creature is within its reach, the target has disadvantage on the next attack roll it makes before the start of your next turn.
You can expend an Exploit Die and spend 1 hour to recruit a humanoid Informant from a settlement you currently occupy. For this Exploit to work, there must be a willing humanoid, such as an urchin, criminal, thief, spy, or other rapscallions in a settlement of significant size, as determined by the DM.
They won't aid you in combat or risk their life for you, but they will gather information, rumors, news, and secrets in that settlement. During each long rest, they will seek you out and deliver this information if you are in the same settlement.
Your Informant remains in your service until you dismiss them or they die. However, you do not regain the Exploit Die spent on this Exploit until they leave your service.
Having more than one Informant in a settlement increases the accuracy and secrecy of information they can gather.
You can expend an Exploit Die and spend 1-hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
Bewildering Blow
Prerequisites: 9th-Level Rogue, Strength 15 or Dexterity 15When you hit a creature with a melee weapon attack, you can expend an Exploit Die and strike with extreme force, dealing bonus damage equal to two rolls of your Exploit Die and forcing it to make a Wisdom saving throw. On a failed save, it cannot take reactions and must roll a d10 at the beginning of each of its turns to determine its behavior for 1 minute (Wisdom save ends), using the corresponding result from the table below:
d10 | Behavior |
---|---|
1 | It uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. It does not take an action this turn. |
2-5 | It does not move or take actions this turn. |
6-7 | It uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature in its reach, it does nothing this turn. |
8-9 | It can act and move normally. |
10 | It lays prone and takes no further actions or movement this turn. |
Craft Greater Poison
Prerequisites: 9th-Level Rogue, Proficiency with Poisoner's KitAs an action on your turn, you can expend Exploit Dice (up to your Rogue Power Reservoir) and use a poisoner's kit to craft a vial of Greater Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.
A creature can take the Use an Object action to expend the vial and apply it to one weapon or a piece of ammunition it is holding. On its next hit, the weapon deals additional poison damage equal to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution saving throw or suffer the following effects for 1 minute (save ends):
- t has disadvantage on attack rolls and ability checks.
- Its speed is halved, and it cannot take reactions.
- It takes poison damage equal to one roll of your Exploit Die at the end of each of its turns.
Forgotten Knowledge
Prerequisites: 9th-Level Rogue, Intelligence 15 or Wisdom 15You can expend an Exploit Die to spend 10 minutes focused on a person, object, or location you can see, after which, you remember a piece of lore about the thing you focused on.
This lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you have about the thing, the more precise and detailed the information you seem to remember about it.
Incite Violence
Prerequisites: 9th-Level Rogue, Intelligence 15 or Charisma 15As an action, you can expend an Exploit Die and whisper violent words to a creature that can understand you within 5 feet. It must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Exploit Die and instantly use its reaction to make a melee attack against a creature of your choice within its reach. If no other creature is within its reach, the target has disadvantage on the next attack roll it makes before the start of your next turn.
Recruit Informant
Prerequisites: 9th-Level Rogue, Charisma 15 or Intelligence 15You can expend an Exploit Die and spend 1 hour to recruit a humanoid Informant from a settlement you currently occupy. For this Exploit to work, there must be a willing humanoid, such as an urchin, criminal, thief, spy, or other rapscallions in a settlement of significant size, as determined by the DM.
They won't aid you in combat or risk their life for you, but they will gather information, rumors, news, and secrets in that settlement. During each long rest, they will seek you out and deliver this information if you are in the same settlement.
Your Informant remains in your service until you dismiss them or they die. However, you do not regain the Exploit Die spent on this Exploit until they leave your service.
Having more than one Informant in a settlement increases the accuracy and secrecy of information they can gather.
Survey Settlement
Prerequisites: 9th-Level Rogue, Dexterity 15 or Charisma 15You can expend an Exploit Die and spend 1-hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any active factions and faction outposts within the area.
- Prominent buildings, gathering places, and cultural sites.
- Powerful (CR 1 or higher) politicians or military leaders.
- Loyalties, beliefs, rumors, and fears of the local populace.
- Secret alleyways, doors, hideouts, or storefronts.
Exploits of this degree are masterful skills that can only be learned by Rogues of 13th level or higher, and each of these Exploits can only be used once per short or long rest.
When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with precision to inflict pain instead of dealing damage. It must succeed on a Constitution saving throw or suffer the following effects for 1 minute (save ends):
Agonizing Strike
Prerequisites: 13th-Level Rogue, Dexterity 17When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with precision to inflict pain instead of dealing damage. It must succeed on a Constitution saving throw or suffer the following effects for 1 minute (save ends):
- Any speed it has can be no higher than 10 feet.
- It has disadvantage on attack rolls and ability checks.
- It has disadvantage on all saving throws other than Constitution saving throws.
- If it attempts to cast a spell, it must first succeed on a Constitution saving throw against your Exploit save DC, or the casting fails and the spell slot is wasted.
- Your movement is unaffected by difficult terrain.
- You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action.
- Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
- You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
- Swimming or being underwater imposes no penalties on your movements or your attack rolls.
Clandestine Source
Prerequisites: 13th-Level Rogue, Intelligence 17 or Charisma 17While in a settlement of sufficient size, you can expend one Exploit Die and spend 1 hour using the Thieves' Cant found throughout the settlement to track down a significant figure of the criminal underworld to ask questions of.
Should the DM decide that such a figure exists within the settlement, you must approach them alone, and must make a DC 15 Intelligence or Charisma saving throw (your choice) to convince them to grant you an audience. On a failed save, you are reduced to 0 hit points, and your body is left unconscious in an alleyway or gutter somewhere in that settlement.
On a successful save, you have 2 minutes to ask the figure up to five questions. The figure answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if they do not know the answer). If a one-word answer would be misleading, the figure might instead offer a short phrase as an answer to that question.
Once you use this Exploit in a settlement (successfully or unsuccessfully), you cannot use it there again for 7 full days.
Craft Advanced Poison
Prerequisites: 13th-Level Rogue, Proficiency with Poisoner's KitAs an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Advanced Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.
A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional poison (injury) damage equal to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution saving throw, or have disadvantage on all attack rolls and ability checks for 1 hour. If it fails by 5 or more, it is Blindedfor the duration.
As an action, the creature can repeat this saving throw. On a successful save, the effects end, but on a failed save, it takes additional poison (injury) damage equal to one roll of your Exploit Die.
Expert Determination
Prerequisites: 13th-Level RogueAs an action, you can expend one Exploit Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add one roll of your Exploit Die to any check you make that uses that skill, without expending an Exploit Die.
Fluid Movements
Prerequisites: 13th-Level Rogue, Dexterity 17As a bonus action, you can expend one Exploit Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
Quick Draw
Prerequisites: 13th-Level Rogue, Dexterity 17As a bonus action, you can expend one Exploit Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For 1 minute, or until you lose concentration, you can use your bonus action, including the bonus action you used to use this Exploit, to make two ranged weapon attacks, so long as you have ammunition.
The effects of this Exploit do not stack with swift quiver.
Exploits of the 5th-degree are devious feats that rival deeds of the most cunning tricksters and archfey. These Exploits can only be learned by Rogues of 17th level or higher, and each 5th-degree Exploit you know can be used once per long rest.
At the end of a long rest, you can expend one of your Exploit Dice to put an undisclosed contingency plan into place. Until you activate this Exploit again you cannot regain this Exploit Die. You can only have one contingency plan at a time.
As an action, you can reveal your previously undisclosed plan (which you make up at the time of its reveal) and make a DC 20 Intelligence check. You may add a skill the DM deems appropriate to your plan. On a success, your secret plans and preparations take effect perfectly as you described them.
The cost to execute your plan cannot exceed the equivalent of 5,000 gp, and the effects cannot exceed a 7th-level spell.
For example, you may reveal that you secretly purchased the perfect spell scroll last time you were in a town, or that you paid a mercenary band or airship to come to your rescue.
As an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Masterwork Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.
A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional necrotic damage equal to two rolls of your Exploit Die for each Exploit Die you spent, and the target must make a Constitution saving throw. On a failure, it has disadvantage on all ability checks, attack rolls, and saving throws until a spell of 5th-level or higher is used to neutralize the poison (such as greater restoration).
If the creature fails by 5 or more, it is incapacitated, and it cannot move or speak until it is cured of this poison.
When you take damage, you can use your reaction to expend one Exploit Die and move with supernatural agility and speed to an unoccupied space within 10 feet, somehow avoiding the triggering damaging effect as if it never affected you at all.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with supernatural accuracy at its most vulnerable point. It must succeed on a Constitution saving throw or it is considered vulnerable to the damage of this attack. If you had advantage on your attack roll, it makes this Constitution save with disadvantage.
Regardless if the creature succeeds or fails on this saving throw, it takes additional damage of your weapon's type equal to four rolls of your Exploit Die. Finally, if the damage of this attack reduces the creature to 50 hit points or fewer, it falls prone and is stunned until the beginning of its next turn. A creature can use a Legendary Resistance to avoid this effect.
When you take the Hide action, you can expend one Exploit Die to hide with inconceivable and supernatural skill. So long as there is a place to hide within 60 feet, you instantly appear in one such hidden location of your choice within 60 feet, and are automatically considered to be hidden from all spells and creatures, no matter what senses or magic they might have.
Contingency Plan
Prerequisites: 17th-Level Rogue, Intelligence 19At the end of a long rest, you can expend one of your Exploit Dice to put an undisclosed contingency plan into place. Until you activate this Exploit again you cannot regain this Exploit Die. You can only have one contingency plan at a time.
As an action, you can reveal your previously undisclosed plan (which you make up at the time of its reveal) and make a DC 20 Intelligence check. You may add a skill the DM deems appropriate to your plan. On a success, your secret plans and preparations take effect perfectly as you described them.
The cost to execute your plan cannot exceed the equivalent of 5,000 gp, and the effects cannot exceed a 7th-level spell.
For example, you may reveal that you secretly purchased the perfect spell scroll last time you were in a town, or that you paid a mercenary band or airship to come to your rescue.
Craft Masterwork Poison
Prerequisites: 17th-Level Rogue, Proficiency with Poisoner's KitAs an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to craft a vial of Masterwork Poison, which retains its potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.
A creature can take the Use an Object action to expend the vial and apply it to one weapon or piece of ammunition it is holding. On its next hit, it deals additional necrotic damage equal to two rolls of your Exploit Die for each Exploit Die you spent, and the target must make a Constitution saving throw. On a failure, it has disadvantage on all ability checks, attack rolls, and saving throws until a spell of 5th-level or higher is used to neutralize the poison (such as greater restoration).
If the creature fails by 5 or more, it is incapacitated, and it cannot move or speak until it is cured of this poison.
Inconceivable Dodge
Prerequisites: 17th-Level Rogue, Dexterity 19When you take damage, you can use your reaction to expend one Exploit Die and move with supernatural agility and speed to an unoccupied space within 10 feet, somehow avoiding the triggering damaging effect as if it never affected you at all.
Mortal Blow
Prerequisites: 17th-Level RogueWhen you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with supernatural accuracy at its most vulnerable point. It must succeed on a Constitution saving throw or it is considered vulnerable to the damage of this attack. If you had advantage on your attack roll, it makes this Constitution save with disadvantage.
Regardless if the creature succeeds or fails on this saving throw, it takes additional damage of your weapon's type equal to four rolls of your Exploit Die. Finally, if the damage of this attack reduces the creature to 50 hit points or fewer, it falls prone and is stunned until the beginning of its next turn. A creature can use a Legendary Resistance to avoid this effect.
Trickster's Blessing
Prerequisites: 17th-Level Rogue, Dexterity 19When you take the Hide action, you can expend one Exploit Die to hide with inconceivable and supernatural skill. So long as there is a place to hide within 60 feet, you instantly appear in one such hidden location of your choice within 60 feet, and are automatically considered to be hidden from all spells and creatures, no matter what senses or magic they might have.
Roguish Archetype
3rd-Level Rogue FeatureChoose the Archetype that best reflects your skills. Your Archetype grants you features at 3rd level, and again when you reach 7th, 13th, and 17th level in this class.
Archetype Exploits
Some Roguish Archetypes include a list of Exploits that all Rogues of the Archetype learn at the levels in its description. These Exploits don't count against your number of Exploits Known, and they can't be replaced when you gain a level. If you don't meet the prerequisites, you learn them regardless.Roguish Archetypes
Roguish Archetype | Description |
---|---|
Arcane Trickster | Where most Rogues rely solely on their exquisite set of skills, you have chosen to compliment yours with magic. Enhancing your skills and subterfuge with arcane spells, you are able to achieve wondrous feats of trickery. |
Assassin | As an Assassin, you make use of stealth, poisons, and disguises to attack your foe when they least expect it. Those who walk this path find work as killers, spies, and bounty hunters. |
Avenger | Most adventurers who serve the gods do so openly as priests, Clerics, and Paladins. However, some dark and ruthless gods bestow divine power upon Avengers. |
Bloodknife | The elite warriors of Hell's armies, Bloodknives enhance their significant skills with infernal blood magic. By sacrificing their own vitality, they gain access to sinister abilities beyond the skill of other mortal warriors. |
Daredevil | Daredevils are acrobatic Rogues who seek out danger, living for the adrenaline rush of near-death experiences. Daredevils would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death. |
Gambler | While all Rogues excel at risky behavior, the life of a Gambler revolves around ever-increasing risk. Gamblers enjoy nothing more than high-stakes situations where they'll put everything on the line. |
Inquisitive | When there are secrets to be uncovered or a mystery to be solved, there are none more adept than the Rogues known as Inquisitives. |
Mastermind | You have put your considerable skill to work in mastering the art of manipulation. With a whisper and suggestion, you have a way of getting others to do what you want, even if it may not be in their best interest. |
Phantom | You have formed a mystical connection with the border between life and death, and serve as a gateway to the afterlife. You have learned to draw upon this special connection to gain knowledge from the dead, and by immersing yourself in the mystical power of death you gain strange abilities normally associated with spirits. |
Ruffian | Not all Rogues rely on cunning and subterfuge to thwart their foes. Ruffians prefer to face enemies directly with devastating blows and their ruthless style of combat. Often employed as hired muscle for thieves' guilds, gangs, and other groups that don't shy away from the use of violence, Ruffian Rogues can be found in any settlement or city where crime holds sway. |
Saboteur | Some Rogues combine their various skills with an interest in alchemy to produce explosive effects. Known as Saboteurs, these strange alchemists have many specialties; demolition, siege warfare, and entertainment. |
Scout | Unlike most Rogues, your skills have been honed in the wild. You are adept at remaining unseen, scouting ahead of allies, stalking your prey, or hunting bounties. While you are most skilled in the wilderness, you can still hold your own in the back alleys of cities and deadly dungeons like most Rogues. |
Soulknife | Rare amongst those who practice the roguish arts is one who has true psionic potential. When trained to unlock the psionic power within themselves, these Rogues can train to become Soulknives. |
Surgeon | When an adventurer is maimed by a monster or a soldier is wounded in battle, and the luxury of magical healing is not an option, Surgeons step in to fill the void. Using their intimate understanding of anatomy and biology, Surgeons can analyze any ailment, and, when pressed, they can turn their medical knowledge onto their foes, crippling them with precise cuts. |
Swashbuckler | Where most Rogues strike from the shadows, you prefer to face your enemies head-on, relying on your deadly skills and signature charm. When put into action, your swordsmanship resembles an elegant performance that relies on both speed and grace. |
Thief | You have honed your skills in the larcenous arts. While not all Thieves are criminals, most find employ as burglars, bandits, cutpurses, and treasure hunters. Your set of skills grants you increased agility and stealth, but also abilities that are helpful for delving into dangerous ruins and using ancient artifacts. |
Tomb Raider | Many Rogues use their larcenous talents to plunder forgotten temples and dusty tombs, and sometimes they uncover elder magic. Known as Tomb Raiders, these arcane explorers are known for collecting ancient secrets and fragments of eldritch power to augment their considerable skills with strange abilities. |
Cunning Strike
5th-Level Rogue FeatureYou can exploit even the smallest weaknesses to great effect. When you add your Sneak Attack bonus to a damage roll, you can forgo some of the bonus to use a Devious Exploit you know without expending an Exploit Die, with the following rules:
- It must be a Devious Exploit that you know that can be used as part of a weapon attack.
- You reduce your Sneak Attack bonus damage by a number of d6s equal to the degree of the Exploit.
- If the Exploit normally deals additional damage, it does not deal additional damage when used in this way.
Uncanny Dodge
5th-Level Rogue FeatureYour precisely honed reflexes allow you to quickly dodge, deflect, or otherwise absorb the damage of blows that would devastate others. When a creature that you can see hits you with an attack, you can use a reaction to halve the damage you would take.
Evasion
9th-Level Rogue FeatureYour agility lets you dodge out of the way of certain area effects, like a dragon's fire breath or or a lightning bolt. When an effect allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success, and half damage on a failure.
Reliable Talent
10th-Level Rogue FeatureYour skills are beyond reproach. When you make an ability check that uses a skill or tool that you are proficient with, or an ability check that adds an Exploit Die to the result, you treat a roll of 9 or lower on the d20 as a 10.
Ruthless
11th-Level Rogue FeatureYou can use Cunning Strike to reduce your Sneak Attack bonus damage by an additional number of d6s equal to the degree of the Exploit you are using and force your target to make its saving throw with disadvantage.
For example, if you used Cunning Strike to use dirty hit, you would reduce your Sneak Attack bonus by an additional 2d6 to impose disadvantage on the Constitution saving throw.
Blindsense
14th-Level Rogue FeatureYour senses have been honed to supernatural levels. Starting at 14th level, if you can hear, you are aware of the location of any invisible or hidden creature within 10 feet of you.
At 20th level, the radius of this feature becomes 30 feet.
Slippery Mind
15th-Level Rogue FeatureYou have acquired immense mental strength. Beginning at 15th level, whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to your roll equal to one roll of your Exploit Die.
Elusive
18th-Level Rogue FeatureIt is nearly impossible for your foes to gain the upper hand. So long as you are not Incapacitated, no attack rolls against you can be made with advantage.
Stroke of Luck
20th-Level Rogue FeatureYou have a supernatural knack for finding success when you need it most. When you roll a d20 for an ability check, attack roll, or saving throw, you can treat the result as a 20 on the d20. You can do so after you know the result of your roll and whether you succeed or fail.
Once you use this feature you must finish a short or long rest before you can use it again.
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Hit Points
Proficiencies
Equipment
As a fighter, you can choose to start with 2d6x10gp to purchase starting gear or with the following equipment:- (a) a rapier, (b) a scimitar, (c) a shortsword, or (d) a longsword.
- (a) a shortbow, 20 arrows, and a quiver or (b) a shortsword.
- (a) a burglar's pack or (b) a dungeoneer's pack.
- Leather armor, two daggers, and a tool set of your choice..
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