Sneak attack: Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Cunning action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Theif: You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Level 6 rogue expert: investigation and sleight of hand
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
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Seer's Cowl
Hood - Major Rare (2,400 gp, 24 Days) Attunement
A hood made to aid those who seek to make their riches off of others, and to give that extra edge to their movements.
Your Dexterity score is increased by 2, to a maximum equal to your ability score cap.
You gain Darkvision up to 30 feet. This does not stack with other sources of Darkvision.
You have advantage on Dexterity (Stealth) checks while in darkness.
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White Widow's Dagger
+2 Dagger - Major Very Rare - Arcadum, Attunement
While wielding this dagger, you gain the following abilities and features:
-Widow's Walk: You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gains a climbing speed equal to your walking speed.
-Widow's Sting: Sneak attacks made with this weapon deal d8s instead of d6s.
-Widow's Mark: This weapon causes the wielder to lose touch with their natural empathy; you cannot choose to deal a non-lethal blow.
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Braxton’s Regards
Being crafted by Braxton
Shortsword - Major Rare (2750gp, 28 days)
A sharp blade made to assume more than one shape. In the hilt of the blade, a gem humming with power, and ready to be unleashed at a moment's notice.
This item has three charges, which refresh at dawn. You can use one charge to activate one of the following effects:
You can spend a bonus action to make the blade hum for 1 minute. For the duration, it deals an extra 1d4 thunder damage on a successful hit.
As an item interaction, you can turn this shortsword into a lockpick for 10 minutes. During that time, you can use this weapon to pick locks, and have a +1 bonus when doing so. You can use another item interaction to end this effect at will.
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Enchanted Fireflies: These handful of small toys are decorated to look like fireflies. These float on command if tossed into the air, glowing very softly and moving slowly. Once per day, you may increase the luminance and treat them as one singular instance of the dancing lights spell. Uncommon magical item.
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SOB'S Duds
Being crafted by Braxton
+2 Studded Leather Armor - Legendary (11,300 10,170 gp, 113 days to craft) - Attunement (Rogue)
15 lbs.
Fearing a hunter is normal. Fearing one wearing this armor is mandatory.
Your Dexterity score is increased by 2 while wearing this armor, up to a maximum equal to your score cap.
Poised to Strike: When you make an attack from your triggered readied action, you can make a second attack with a weapon held in your other hand. Both attacks must be made on the same target.
Maximized Efficiency: When you roll damage for your Sneak Attack, you can reroll 1s and 2s. You must keep the result of the rerolled dice.
Ambush Predation: You can use an action to turn invisible. Your scent disappears while invisible in this way. When you move, attack, or cast a spell, you reappear at the end of your turn. You can use this ability twice per short rest.
The Hunt Ends: On your turn, you can freely wreathe yourself in a twisting aura of black shadow for one minute. While wreathed, your next attack that hits an enemy is a critical hit and all damage dealt by this attack is converted into force damage. The creature hit by this attack must make a DC 17 Wisdom saving throw or become frightened of you for one minute. You may use this ability once per day, recharging at midnight.
Due to a material used in the item, the total cost of the item and amount you can spend per day has been decreased by 10%: from 11,300gp to 10,170gp and 100gp per day to 90gp per day.
[Base Material, Adornment, Enchantment, Spell Invocation(x2), Special Crafter]
Spellcasting
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