Rogue
Hit Points
Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiences
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Overview & Creation
Rogues are, more than anything else, those gifted with a knack for picking up skills. They can get this from a brutal childhood, or extreme circumstances of hardship. They didn’t have the luxury of peace and relaxation. They are skilled, more than anyone of similar experience, and quick and cunning to boot. They know how to twist the knife, and where to strike to make it hurt. They study complex devices of the old world and the new, and this risk-seeking nature comes from a supreme confidence to avoid the pitfalls it brings. At the heart of all this is a blessing from the universe to being the luckiest son-of-a-bitch on the planet.
Class Features
Expertise
At 1st Level, choose two of your Proficiencies, or one of your skill Proficiencies and your
Thievery Proficiency. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies. At 6th level, you can choose two more of your Proficiencies (in Skills or with
Thievery) to gain this benefit.
Second-Story Work
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.
Sneak Attack
Beginning at 1st Level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a
Finesse or 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.
Roguish Specialty
You choose an specialty that you emulate in your growth as a rogue, pushing a particular brand of abilities (shown at the bottom of this page). Your specialty choice grants you additional features at 3rd, 9th, 13th, and 17th level.
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 can be used only to take the Aim, Dash, Disengage, or Hide action.
- Aim: You give yourself advantage on your next attack roll against a target you can see. You can use this only if you haven’t moved during this turn, and after you use the action, your speed is 0 until the end of the current turn.
- Dash: You gain extra movement for the current turn. The increase equals your speed, after applying any modifiers.
- Disengage: Your movement doesn’t provoke Opportunity Attacks for the rest of the turn.
- Hide: You make a Stealth check versus creatures Passive Perception in an attempt to hide. If successful the target loses track of you but knows your last general position. Recommend this action is taken up mid-movement for maximum affect.
Ability Score Improvement or Feat
When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 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. Alternatively you can take a Feat from the
Feats List.
Uncanny Dodge
Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack’s damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon’s fiery breath or an
Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Reliable Talent
By 11th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.
Use Magic Device
At 11th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or
Invisible creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental Strength. You gain proficiency in Wisdom Saving Throws.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren’t
Incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. You can use this feature three times, regaining expended uses on a long rest.
Starting Equipment
Roll 3d4 x10gp
All rogues have certain priorities, bypassing security systems be they human or mechanical. But end of the day the route they travel can be wildly different. Stealth, or Charm or brute force, the method makes the man. Or woman.
Subclass Options
Arcane Trickster
A fusion of legerdemain and arcane illusions, the arcane trickster is a potent master of controlling other people’s memories and experience of events. While a lot of rogues need to be stealthy, arcane trickster can bind your mind while he takes the jewels off your neck.
Illusionist Dropout Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
2 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Thieves’ Tools (25gp) and Apprentice Spellbook (50gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Mage Hand Legerdemain
When you select this specialty, you learn three cantrips:
Mage Hand and two other cantrips of your choice from the
Wizard Spell List. When you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use Thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Sleight of Hand check contested by the creature’s Passive Perception. In addition, you can use the bonus action granted by your Cunning Action to control the hand. You learn another
Wizard Cantrip of your choice at 10th level.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells at first level or higher.
Spell Slots
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell
Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast
Charm Person using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level
Wizard Spells of your choice, two of which you must choose from the Enchantment and Illusion spells on the
Wizard Spell List. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more
Wizard Spells of 1st level or higher. Each of these spells must be an Enchantment or Illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the
Wizard Spells you know with another spell of your choice from the
Wizard Spell List. The new spell must be of a level for which you have spell slots, and it must be an Enchantment or Illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your
Wizard Spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier
Study Magic
You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Versatile Trickster
At 13th level, you gain the ability to distract targets with your
Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. Once you use this feature, you can’t use it again until you finish a long rest.
Assassin
The most deadly of specialties if you get a drop on your target. They don’t handle groups as well as other rogues either, their specialty in the alpha strike above all else. How they get into position to do this? Stealth, disguises and fast-talking; as many ways as assassination targets.
Poisoner Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Light Crossbow (1d8 piercing, range 80/320ft, Ammunition, Loading, Two-Handed): 5lb, 25gp
2 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Blowgun (1 piercing, range 25/100ft, Ammunition, Loading): 1lb, 1gp
Poisoner’s Kit (3gp) and Thieves’ Tools (25gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.
Blackcraft Mastery
When you choose this specialty, you can take a masterful interest in the ways of poison and disguise. You gain proficiency with
Disguises and
Poisoning, both of these can be selected as options for your Expertise. When a target of your poison is surprised, they automatically fail their saving throw against it, unless that creature is immune to Poison.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. You also gain an additional option for your Cunning Actions;
- Envenom: You use a bonus action to apply a Poison to a blade or ten pieces of ammunition.
Tokens of the Departed
By 9th level, when a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you open your free hand and a Tiny trinket appears there, a soul trinket (the DM chooses the trinket’s form). While the soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, as your vitality is enhanced by the life essence within the object. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can 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.
Ghost Walk
When you reach 13th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls 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. You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.
Audience with Death
By 17th level, when at death’s door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with “yes,” “no,” or “unknown.” The entity answers truthfully, using the knowledge of all those who you’ve killed.
Inquisitive
This specialty is for the chess master, the politican, or the interrogator. They have a mastery of insight and ferreting deception, even in the heart of battle. This keen perception is so powerful it can even discern invisible threats or unique weaknesses.
Detective Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
2 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Thieves’ Tools (25gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp)
Ear for Deceit
When you choose this specialty you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. You also gain an two additional options for your Cunning Actions;
- Reveal: You use a bonus action to make Perception check against a hidden or Invisible creature. When revealed, the target is no longer considered hidden to you or others.
- Uncover: You use a bonus action to make an Investigation check and reveal an invisible or hidden clue or object.
Steady Eye
At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Unerring Eye
At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t
Blinded or
Deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Mastermind
Spies, politicians and courtiers all need to deceive. And this specialty is all about deception. A smooth confident exterior hides a wildly quick and frantic mind, mastering misdirection and deceit. They are also tactically brilliant, distracting foes at critical points to assist their allies dig in some steel.
Spy Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
12 Dart (1d4 piercing, range 20/60ft, Finesse): 1/4lb, 5cp
Saddled Horse (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp)
Master of Intrigue
When you choose this specialty you gain proficiency with the
Disguises,
Scribing and three
Languages of your choice. Additionally, you know the
Guidance cantrip and can cast it as a bonus action.
Master of Tactics
Starting at 3rd level, you can use the Help action on a target within 30ft of you, rather than 5ft if the ally sees or hears you. You also gain an additional option for your Cunning Actions;
- Help: You grant advantage on the next ability check or attack an ally makes before the start of your next turn.
Insightful Manipulator
Starting at 9th level, you can learn certain information about its capabilities by pressing against them in social settings or games of intellect. Whenever you use the Master of Intrigue or Master of Tactics against a creature, you learn the creatures Intelligence, Wisdom, Charisma, and infer a part of their history and personality. You can use this feature three times, regaining expended uses on a long rest. Upon reaching 13th level, you can use this feature six times between long rests, and beginning at 17th level, you can use it nine times between long rests.
Misdirection
Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
Soul of Deceit
Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Deception check contested by the mind reader’s Insight check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.
Mistwalker
A master of the open field, mistwalkers train towards the use of natural phenomenon to great affect. Often trained in the ways of the druids, they use mist and natural cover in urban environments to get past guardsmen and security systems and carry out their work.
Forester Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Sabre (1d8 slashing): 3lb, 25gp and Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
Shortbow (1d6, 80/320 range, Ammunition): 2lb, 25gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Ways of the Mists
When you choose this specialty you gain proficiency in the Druidic Language, as well as Nature and Perception skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Mantle of Fog
Starting at 3rd level, you are always lightly obscured during combat. At the beginning of your turn, you and the surrounding 20ft are lightly obscured by whatever natural phenomenon is appropriate. Mist, foliage or smoke. This obscurement is light and your allies cannot benefit from it. If another creature attempts to hide within your Mantle of Fog, you have advantage to Perception checks against it.
Stride of the Mists
At 9th level, you gain the ability to leap around the battlefield within fog. You can cast
Misty Step a number of times equal to your Wisdom modifier (minimum of 1). If you are within natural cover, you can use this ability to teleport anywhere while within the area of cover. This ability recharges on a long rest.
Mantle of Smog
Starting at 13th level, your ability to conjure natural cover has grown. At the beginning of your turn in combat, you are surrounded by 40ft of lightly obscured natural cover. Your allies can benefit from this obscurement and can ignore any affects on their perception.
Grasp of the Mist
Starting at 17th level, you can cause the mist itself to strike your foes. You cause the mist to attack a hostile creature within it. This attack uses your attack stats, and deals 0 damage, but can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.
Sawbone
You have trained yourself in the science of medicine. The Sawbones learns every inch of physical anatomy, and uses it to heal their allies and hit their enemies where it hurts most. Back-alley doctors, battlefield medics, mad scientists, and other practitioners of all things biological can be Sawbones of one form or another. You heal your allies, harvest parts from dead monsters, and silence your enemies with deadly precision.
Surgeon Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Rapier (1d8 piercing): 2lb, 25gp
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Herbalist Pouch (10gp)
Healer’s Kit (4gp): When used with a healing proficiency, allows you to stabilise a dying ally out of combat. Proficiency in Medicine allows you to grant them 1 hit point after this healing, as well as diagnose mundane diseases and poisons.
Veteran’s Cane (4gp): A special scabbard that can hold a finesse weapon. It looks like an ordinary walking cane.
Scholar’s Pack (14gp) Containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Back Alley Medicine
When you take this archetype you gain proficiency in the Medicine, and the
Herbalism skill. You may use your Intelligence modifier instead of your Wisdom modifier for all Medicine checks. When picking your
Expertise, you can select
Herbalism as well as
Thievery Tool proficiencies. Whenever you use a
Herbalism Tincture to Restore Hit Points to a creature, the creature regains additional Hit Points equal to 1d8 + your Intelligence modifier (This ability does not stack with other class features that boost healing). This increases to 2d8 + your Intelligence modifier at 13th level.
Rushed Treatment Plan
Starting at 3rd level, you have mastered anatomy and it's many weaknesses. As a bonus action, you make an Intelligence (Medicine) check against a creature you can see, contested by the target’s Wisdom (Disguise) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. You also gain an two additional options for your Cunning Actions;
- Staunch Bleeding: You use a bonus action to end the Bleeding condition or stabilize a dying creature.
- Quick Restorative: You use a bonus action to administer a Herbalism tincture to a creature with 5 feet.
Grim Salvage
Starting at 9th level, you have learned how to craft tinctures, poisons, and alchemy items extraordinary fast. Spending 1 minute to harvest from a magical creature you can make a crafting check using the fresh materials at your disposal. Depending on the strength of the creature, you gain a bonus to your roll equal to their number of Hit Die divided by 2 (rounded up). These items will last until your next long rest, but will become ruined from the rushed processing.
Adept Immunization
At 13th level, you've established a routine of administering small doses of poison to yourself in order to build up your body's defences. You are immune to nonmagical Poison and Disease. Whenever you make a constitution saving throw, you can add your intelligence modifier to the total.
Surgical Strikes
At 17th level, your attacks are guided by your anatomical expertise. Whenever you perform a
Sneak Attack on a creature, that creature's maximum hit points are reduced by the amount of damage dealt. That creature can't regain hit points until the start of your next turn. Your attacks are precise and subtle. Whenever you kill a creature, you can do so in a way that makes it seem like they died of natural causes.
Soul Knife
The Soul-knives are a select order of Black Lotus assassins that use psionic potential to deadly affect. They summon blades of keen and deadly telekinetic force, augment their bodies agility or fortitude. Their blades eventually start to manifest psionic terror in their foes, and bend light around their hiding forms. The greatest of the art can use the fear of their psionic blade to literally stun a foe with pure fear.
Black Lotus Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Quartz Resonance (10gp)
Thieves’ Tools (25gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Psychic Blade
When you select this archetype, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action or Opportunity Attack reaction, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to your Psionic Energy Die (1d6 to start) plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is one die smaller than your Psionic Energy Die (1d4 to start instead of 1d6).
Psionic Talent
Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again for an hour. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice;
- Psi-Bolstered Knack: When your non-psionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
- Psychic Whispers: You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.
Soul Blades
At 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
- Homing Strikes: If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
- Psychic Teleportation: As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Psionic Veil
Beginning at 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become
Invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if you force a creature to make a saving throw. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
Rend Mind
At 17th level, you can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is
Stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.
Swashbuckler
No other rogue is more at home in the midst of combat, able to move around other opponents like they’re floating on air. They strike with impunity, using the slightest of distractions to slip past their opponents guard and show their careless panache.
Pirate Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Sabre (1d8 slashing): 3lb, 25gp and Scimitar (1d6 slashing, Light): 2lb, 10gp
4 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Rakish Audacity
Starting when you select this specialty, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack;
- You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Fancy Footwork
When you choose this archetype at 3rd level, 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.
Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is
Charmed by you for 1 minute. While
Charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Elegant Maneuver
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Master Duelist
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. You can use this feature three times, regaining expended charges on a long rest.