Roguish Archetypes

Arcane Trickster
Assassin
Blade Juggler
Daggerspell Mage
Divine Herald
Gambler
Investigator
Jester
Keen Blade
Ruffian
Serpentine Infiltrator
Spellwarp Sniper
Thief

Restricted Archetypes

Catfolk
Feline Stalker

Rogue

Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck.

Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.

When brute force won’t get the job done, or when magic isn’t available or appropriate, the rogue rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get into and out of trouble in ways that few other characters can emulate.

Some rogues who turn to adventuring are former criminals who have decided that dodging monsters is preferable to remaining one step ahead of the law. Others are professional killers in search of a profitable application of their talents between contracts. Some simply love the thrill of overcoming any challenge that stands in their way.

On adventures, a rogue is likely to mix an outwardly cautious approach — few rogues enjoy combat — with a ravenous hunger for loot. Most of the time, in a rogue’s mind, taking up arms against a creature is not about killing the creature but about becoming the new owner of its treasure.

Rogue Class Features

The Rogue
-Level- -PB- -Sneak Attack- -Features-
1st +2 1d6 Roguish Archetype, Sneak Attack,
Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Expertise
4th +2 2d6
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6
9th +4 5d6 Roguish Archetype feature
10th +4 5d6
11th +4 6d6 Reliable Talent
12th +4 6d6
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6
20th +6 10d6 Stroke of Luck

As a rogue, you gain the following class features.

Hit Points

Hit Dice: 1d8

Saving Throws

You are proficient with Dexterity and Intelligence saving throws.

Skills

Class Skills: Acrobatics, Burglary, Investigation, Perception, Sleight of Hand, Speechcraft, Stealth and Underworld

Skill Points: You gain 4 skill points at 1st level.

Class specific skills The following skills are exclusive to rogues.
Evasive Flow

Prerequisite: Acrobatics - Tumbling and Thrown weapon

When a creature uses an ability that triggers your Evasion, you can use your reaction to make an immediate ranged attack, at advantage, toward the same enemy.

Evasive Flow II

Prerequisite: Acrobatics - Roll with the blow II.

If you succeed with a Roll with the Blow II check, you can as a part of the same reaction make an immediate ranged attack with advantage against the enemy that attacked you and triggered the reaction.

Skills - Combat

Weapon Groups: You have rank 2 with Club, Fencing sword, Knife, Sword, Whip, Crossbow, Sling and Thrown Weapon. Additionally you have rank 1 with Axe, Spear and Bow.

Combat Skills: You gain the Light armor skill.

After 1st level: You gain 1 skill point to spend on combat skills every even level.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Roguish Archetype

At 1st level, you choose an archetype that you emulate in the exercise of your rogue abilities, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Sneak Attack

From 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 a ranged weapon.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to act quickly. You can take a bonus action on each of your turns to take the Disengage or Hide action, or to carefully aim your next attack, giving yourself advantage on your next attack roll on the current turn.

Expertise

At 3rd and 6th level you gain 2 additional skill points.

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, choose two of your known skills. You have refined these skills until they approach perfection. Whenever you make an check with one of them, you may reroll.

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 ft of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency with 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. Once you use this feature, you can’t use it again until you finish a short or long rest.

Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus - not necessarily an indication of your chosen profession, but a description of your preferred techniques.


Arcane Trickster

Archetype Features

Rogue Level Feature
1st Bonus Skills
3rd Spellcasting, Mage Hand Legerdemain
9th Magical Ambush
13th Versatile Trickster
17th Spell Thief
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Regain use of Spell Thief.

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Bonus Skills

When you take this archetype at 1st level, add Arcana to your class skills and gain 1 skill point to spend on this skill.

Spellcasting

Gain the ability to cast spells.

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher.

Spells Known

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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Arcane Trickster Spellcasting Table

Level Cantrips Spells 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Whenever you gain a level in this class, you can replace one of the 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 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mage Hand Legerdemain

When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush

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.

Versatile Trickster

Gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature adjacent to the spectral hand. Doing so gives advantage on attack rolls against that creature until the end of the turn.

Spell Thief

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 using its spellcasting ability. 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). Until your next long rest, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until you loose its use.

Once you use this feature, you can’t use it again until you finish a long rest.


Assassin

Archetype Features

Rogue Level Feature
1st Bonus Skills
3rd Assassinate
9th Infiltration Expertise
13th Impostor
17th Death Strike

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Bonus Skills

When you take this archetype at 1st level, add Craft - Alchemy to your class skills and gain 1 skill point to spend on this skill.

Assassinate

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.

Infiltration Expertise

You can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Impostor

Gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any checks you make to avoid detection.

Death Strike

You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.


Blade Juggler

Archetype Features

Rogue Level Feature
1st Bonus Skills
3rd Throwing Expert
9th Doubletoss, Eyeball It
13th Throw Anything, Weak Spot
17th Pinpoint Focus

Never ones to grow attached to weapons, Blade Jugglers are those who choose to fling handaxes, daggers, and the like from afar rather than partake in melee. Blade Jugglers have no qualms when it comes to parting with their weapons, for it is usually when another parts with his life. Notorious for their deadly precision, Blade Jugglers depend upon a keen eye and lightning reflexes to slay their foes from the shadows, preferring a deft throw over a flurry of blows.

Bonus Skills

When you take this archetype at 1st level, the Sleight of Hand - Juggling skill costs 0 to you. Additionally gain 1 skill point to spend on the Thrown weapon combat skill.

Throwing Expert

The range for attacks made with thrown weapons is doubled. Additionally, you can draw or stow any number of weapons with the thrown and light properties when you would normally be able to draw or stow only one.

In addition, you have a number of tricks you can perform in battle to gain the upper hand.

Doubletoss

Your throws become more rapid, as you toss your weapons hand over hand. Whenever you make a thrown weapon attack with the Attack action, you may make an additional thrown weapon attack.

Eyeball It

Your eye for distance becomes flawless. You can accurately tell the distance between you and any point that you can see.

Throw Anything

Your mastery of thrown weapons has grown extensive. You can treat any weapon or item as a thrown weapon.

Weak Spot

You have developed a knack for targeting the weak spots in your opponent’s armor. You can score critical hits on rolls of 19 or 20.

Pinpoint Focus

You have become so precise that you are able to target the weakest and most sensitive parts of a creature. Using an action , you may make a ranged attack with a light thrown weapon. A creature who has succeeded on a save against an effect, is immune to that effect until aftrer your next long rest.


Daggerspell Mage

Archetype Features

Rogue Level Feature
1st Bonus Skills
3rd Spellcasting, Imbue Dagger
9th Dagger Climbing
13th Absorb Dagger
17th Greater Imbue Dagger

A master of blending the carnage of twin daggers with arcane spellcasting, daggerspell mages make devastating foes. To learn and perfect the art of balancing a spell on the edge of a blade takes years and must be practiced meticulously, but rewards it’s students with exceptional power.

Bonus Skills

When you take this archetype at 1st level, add Arcana to your class skills and gain 1 skill point to spend on this skill.

Spellcasting

You gain the ability to cast spells.

Cantrips

You learn two cantrips: true strike and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Daggerspell Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher.

Spells Known

You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and transmutation spells on the wizard spell list. The Spells Known column of the Daggerspell Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation and transmutation, and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Daggerspell mage Spellcasting Table

Level Cantrips Spells 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

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 evocation and transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Imbue Dagger

You can imbue your daggers with magical energies. As a bonus action you may imbue a dagger you are holding with a spell you know of first level or higher, expending a spell slot and spell components as though you cast the spell normally. You may only imbue spells with a duration of instantaneous. This dagger remains imbued so long as you maintain concentration on it.

When making an attack with an imbued dagger, treat it as a normal attack. If the attack successfully hits a creature, the spell is cast centered on your target or targeting only the creature hit by the dagger, as appropriate. Spells requiring spell attacks automatically hit, since the dagger has already struck the target. Line and cone spells are cast in the direction of the attack.

When using an imbued dagger to make a Sneak Attack, you may only apply half the number of d6 listed on the Sneak Attack table, rounded down, to the attack.

Dagger Climbing

You can use your daggers to scale sheer walls. Climbing no longer costs you extra movement, and you may climb on any surface regardless of whether or not it has handholds if your daggers can penetrate its surface.

Absorb Dagger

You can harmless absorb your daggers (even if they are poisoned) into your hands as an action. The concealed dagger cannot be detected even with a careful search (though it does radiate a transmutation aura under detect magic) and does not restrict your movement in any way. You may produce these daggers as a part of the Attack action.

Greater Imbue Dagger

You may now imbue two held daggers instead of one as a bonus action, expending spell slots for each separately, and concentrate on two imbued daggers at once.


Divine Herald

Archetype Features

Rogue Level Feature
1st Bonus Skills
3rd Spellcasting, Harbinger of Faith
9th Guise of the Believer
13th Crosier of Penance
17th Last Rites
Rest Additions
The following additions are made to the general rest rules.
Short rest
After a short rest:
* Regain use of Guise of the Believer.
Long rest
After a long rest:
* Reset Crosier of Penance.
 
Add the following archetype specific benefits to choose from:
* Regain all uses of Harbinger of Faith.

Your strict upbringing has made you an unwavering and swift agent of divine retribution. You don’t simply exist to serve the priests of your order, you have a higher purpose and calling, to alleviate the world of false prophets and heretics.

“Just because I’m good at picking locks doesn’t mean I don’t have religion. There are gods that enjoy a good time, ya know. And they have enemies.”

– Dala Halfpint, divine herald of Tymora

Bonus Skills

When you take this archetype at 1st level, add Religion to your class skills and gain 1 skill point to spend on this skill.

Spellcasting

Gain the ability to cast spells.

Cantrips

You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Divine Herald Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher.

Spells Known

You know three 1st-level cleric spells of your choice. The Spells Known column of the Divine Herald Spellcasting table shows when you learn more cleric spells of 1st level or higher. The spells must be of a level for which you have spell slots.

Divine Herald Spellcasting Table

Level Cantrips Spells 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Harbinger of Faith

Your Sneak Attack can deal radiant damage instead of dealing the damage of the same type as your weapon. If you follow an evil deity, it deals necrotic damage instead.

Additionally you instill doubt in your target, causing it to question its convictions. The target must make a successful Wisdom saving throw or suffer disadvantage on the next attack it makes within 1 minute. You can use this feature an amount of times equal to your Wisdom modifier (minimum of 1) and can regain uses after a long rest.

Guise of the Believer

The time spent among the zealous gives you impeccable insight into their mannerisms, speech patterns, and venerable demeanor, even outside of your religious affiliation.

When posing as a member of a religious organization, your identity is unquestioned by the masses. You have advantage on checks made against a discerning creature to expose your guise.

Additionally, you can instill further doubt in your target, granting them disadvantage in the contest with your posturing. Once you have used this feature, you must finish a short rest before you can use it again.

Crosier of Penance

The fire of your faith makes you difficult to extinguish. When you are reduced to 0 hit points and don’t die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you can immediately roll any number of Hit Dice and regain hit points equal to the result.

After the saving throw succeeds, you can’t cast a spell or use this feature again until you finish a long rest.

Last Rites

When you hit a creature that has less than half its hit point, you can use your Sneak Attack feature on that creature, even without advantage.


Gambler

Archetype Features

Rogue Level Feature
1st Bonus Skills
3rd Gambler’s Tricks (2), Lucky Save
9th Gambler’s Tricks (3), Fate’s Fortune
13th Gambler’s Tricks (4)
17th Gambler’s Tricks (5)
Rest Additions
The following additions are made to the general rest rules.
Long rest
After a long rest:
* Reset Fate’s Fortune.

While any fool can place a bet, Gamblers draw on luck and chance in all aspects of their adventures. Walking testaments to the phrase ‘nothing ventured nothing gained,’ these daring rogues are willing to risk more than most for the ultimate payoff.

Despite this ability to seize opportunities that most wouldn’t be aware of, Gamblers know that for every roll of the die that lands in their favor, the next could just as easily leave them with nothing. Their abilities consist of random effects that are extremely powerful when successful, but detrimental if unsuccessful.

Bonus Skills

When you take this archetype at 1st level, add Gaming to your class skills and gain 1 skill point to spend on this skill.

Gambler’s Tricks

In your time spent observing the highs and lows that lady luck brings with her, you have mastered certain techniques, known as Tricks, that can tip the odds in your favor, though at the risk of great misfortune.

Gain two Tricks of your choice for which you meet the prerequisites. Your Trick options are detailed at the end of the class description. You learn an additional Trick at 9th level, 13th level, and 17th level.

Additionally, when you learn a new Trick, you can also replace a Trick that you know.

Lucky Save

Whenever you roll a 20 on a saving throw you can use your reaction to immediately make an attack or move your speed.

Fate’s Fortune

As an action, you can ask the powers of fate one question about a possible course of action. In your mind you receive guidance as to what the most rewarding course of action is. If you describe courses of action that refer to directions or specific objects, then you become aware of the choice that bears the greatest reward.

If you describe only a single course of action, fate assumes that inaction is your other option. You will feel a desire to continue (to indicate that you should proceed) or a sense you should halt. The feeling can’t assess events in the far future; its judgment extends only to likely events in the next hour. If unable indicate a preference, this feature has no effect and is not expended.

There are two drawbacks to using the feature to aid your decisions. First, fate values rewards over risk, and provides guidance accordingly. It points you toward a high risk, high reward option before pointing you toward a low risk, low reward alternative.

Second, fate can choose only the most rewarding course of action relative to the alternatives provided. That doesn’t mean that the indicated choice is necessarily a good idea, only that it’s a better idea than the other options you’ve indicated.

You regain the use of this feature after finishing a long rest.

Tricks


Investigator

Archetype Features

Rogue Level Feature
1st Bonus Skills
3rd Insightful Fighting, Knowledge is power (2)
9th Knowledge is power (3), Steady Eye
13th Impregnable Mind, Knowledge is power (4)
17th Knowledge is power (5), Sixth Sense

Whether on the trail of a fugitive, a long-lost treasure trove, or a criminal mastermind, investigators are motivated by an intense curiosity about the world and use knowledge of it as a weapon. Observing the world around them, they gain valuable knowledge about the situation they’re in, process that information using inspiration and deduction, and cut to the quick of the matter in unexpected ways. Investigators are always evaluating situations they encounter, sizing up potential foes, and looking out for secret dangers, all while using their vast knowledge and powers of perception to find solutions to the most perplexing problems.

Investigators live to solve mysteries and find inventive ways to get out of jams. They serve as spies, advisors and support for their adventuring parties, but can take center stage when knowledge and cunning are needed.

Bonus Skills

When you take this archetype at 1st level, gain 1 additional skill point to spend on Investigation.

Insightful Fighting

Gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Intelligence (Perception - Insight) check against a creature you can see, contested by the target’s Charisma (Deception) check.

If you succeed, the target has disadvantage on attacks against you, for a number of rounds equal to your Intelligence modifier or until you successfully use this feature against a different target.

Knowledge is power

You have learned that knowledge indeed is power and have mastered certain techniques to utilize this knowledge.

At 3rd level, you gain two Masteries of your choice for which you meet the prerequisites. Your options are detailed at the end of the class description. You learn an additional Mastery at 9th level, 13th level, and 17th level.

Additionally, when you learn a new Mastery, you can also replace a Mastery that you know.

Steady Eye

You can use the Search action even while moving at full speed.

Impregnable Mind

Your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma check contested by the mind reader’s Insight. You have proficiency with this 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.

Sixth Sense

You have become adept at laying and avoiding ambushes. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Masteries


Jester

Archetype Features

Rogue Level Feature
1st Bonus Skills, Harlequin’s Mask
3rd Arcane Buffoonery
9th Cruel Comedy
13th Jesting Magician
17th Last Trick
Rest Additions
The following additions are made to the general rest rules.
Short rest
After a short rest:
* Regain all spells from Arcane Buffoonery.
Long rest
After a long rest:
* Reset Last Trick.
 
Add the following archetype specific benefits to choose from:
* Regain all spells from Jesting Magician.

Comedy is an art form that some few study with an almost religious zeal, honing their words and their blades with endless practice and performance. Some that style themselves as jesters are simple entertainers with an adventurous bent, while others are genuine devotees of trickster deities such as Garl Glittergold, Avandra, or the Laughing God Who Has No Temples, and consider their jesting a holy calling of sorts.

Regardless, a jester is a student of life, emotion, and culture, and appreciates both the highs and lows afforded to mortals by the conditions in which they live. A jester observes and comments, always knowing the right word or phrase to get a laugh, a tear, a bellow of murderous rage, or to simply swing the opinions of others their way.

Bonus Skills

When you take this archetype at 1st level, add Art to your class skills and gain the skills Art - Clowning and Art - Make-up.

Harlequin’s Mask

You may as an item action, either don a mask in your possession with traditional harlequin markings, or apply facepaint from a disguise kit to achieve a similar effect. In either case, while wearing your Harlequin’s Mask you have advantage on any check to specifically cause a distraction or otherwise draw attention to yourself.

Arcane Buffoonery

You gain the ability to cast a variety of spells as part of your jesting. You learn the cantrips vicious mockery, prestidigitation, and minor illusion.

You also learn three of the following spells: Tasha’s hideous laughter, illusory script, color spray, faerie fire, feather fall and jump.

If you choose to know the jump spell, it may only be cast with yourself as a target when using this feature.

You may cast the spells that you know from this feature once each per short rest, as if you had used a 1st level spell slot. These spells may only be cast or channelled while wearing your Harlequin’s Mask.

While wearing your mask, you may cast the vicious mockery cantrip as a bonus action on your turn. When cast in this way, vicious mockery deals no damage.

Charisma is your spellcasting ability for any spell you receive from this archetype.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Cruel Comedy

Your aptitude with the art of jesting gains more refinement, and your comedic barbs become ever more brutal and merciless. Whenever an enemy fails its save against your vicious mockery, the first attack you make against that enemy before the end of your next turn has advantage.

In addition, while wearing your Harlequin’s Mask you are immune to being charmed.

Jesting Magician

Your repertoire of inherent magical knowledge expands to include several more mischevious tricks. You learn three of the following spells: cloud of daggers, calm emotions, misty step, enthrall, mirror image, crown of madness, spider climb, feign death, and rope trick.

You may cast the spells that you know from this feature once, as if you had used a 2nd level spell slot. If you choose to know feign death or spider climb, they may only be cast with yourself as a target when using this feature.

In addition, the spells you have received from the Arcane Buffoonery feature may now be cast as if they were using 2nd level spell slots. Spells from either of these features may only be cast or channelled while wearing your Harlequin’s Mask.

Last Trick

When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead and place yourself under the effects of a false death identical to the feign death spell. On your turn you can end this effect with no additional action.

When you end this effect, you have advantage on any attack that targets a creature which believed you were dead, until the end of your next turn. Additionally, the first attack you make that hits such a creature before the end of your next turn automatically benefits from your Sneak Attack feature, and deals an extra 4d6 damage of your weapon’s type.

Once you use this ability, you can’t use it again until you finish a long rest.


Keen Blade

Archetype Features

Rogue Level Feature
1st Unfettered Defense
3rd Combat Superiority
9th Brilliant Awareness, Know Your Enemy
13th Cunning Combat
17th Flow of Combat
Rest Additions
The following additions are made to the general rest rules.
Short rest
After a short rest:
* Regain one Superiority Die.
Long rest
Add the following class specific benefits to choose from:
* Regain all Superiority Dice.

In a quick flurry of steel, you deceive and tear your opponents down in the blink of an eye. You weave and dodge until you see the perfect opening, and if there is not an opening, you make one. Daggers are your weapon of choice, only they offer the surgical precision guided by your true weapon. Off the battlefield your daggers may be sheathed but your true weapon is still drawn; your true power is your intelligence and your ability to read the environment and those around you. Your mind is the true unseen weapon, your tactics cut deeper than any blade, sharper than any edge. You are a Keen Blade.

Unfettered Defense

Beginning when you select this archetype at 1st level, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier when wearing no armor.

Combat Superiority

Keen blades distinguish them with particular tactics that use their powers of analysis, deception, and precision. Gain a set of abilities that are fueled by special dice called superiority dice.

Superiority Dice

You have two superiority dice, which are d6s. A superiority die is expended when you use it. You regain expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 13th level.

Using Superiority Dice

You can expend superiority dice to gain a number of different benefits:

Feinting Attack. You can expend a superiority die and use a bonus action choosing an adjacent creature as your target. You have advantage on your next attack roll. If the attack hits, add the superiority die to the attack’s damage.

Inveigle. When you make any Investigate - Insight or Speechcraft check, you may expend a superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.

Bleeding Attack. When you damage a creature with a dagger, you may expend a superiority die. Your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). If it fails, at the start of each of it turns it takes 1d4 damage for a number of rounds equal to your roll on the superiority die. If you use this ability again before the duration is over, the duration is extended by that many rounds.

Tactical Advantage. When you roll initiative you may expend a superiority die to add it to the result of the roll to your initiative. In addition, you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.

Brilliant Awareness

Your experience and your intellect push your perception to a near superhuman level. Add your intelligence bonus any Investigate - Insight or Perception checks.

Know Your Enemy

Your understanding of others grows to extent where you can tell a lot about someone just by studying them. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to the following characteristics:

Cunning Combat

Combat becomes a game of strategy to you. Each strike is carefully chosen to do the most damage even when you cannot strike a fatal blow. Whenever you deal damage with a dagger, you add your Intelligence bonus to the damage.

Flow of Combat

Your ferocity and cunning have reached their peak on the battlefield. Each victory fuels you to press on for one more kill, your tactical genius surging. When you drop a creature to 0 hit points, you regain a superiority die.


Ruffian

Ruffian Features
Rogue Level Feature
1st Crush ‘Em
3rd Dirty Fighting
9th Shakedown
13th Send ‘Em to the Hospital
17th Send ‘Em to the Morgue

Some rogues, especially those that are larger and bulkier, favor a more direct approach than their lithe, graceful counterparts in the trade. Ruffians make a living as criminal enforcers, extorting the proprietors of their honest earnings in exchange for “protection”. If met with resistance, they usually begin by breaking a few objects, and failing that, breaking a few kneecaps - using the first available piece of merchandise at hand to do so.

Crush ‘Em

Beginning when you select this archetype at 1st level, you gain 1 skill point spend on the Club weapon group. One-handed weapons in this group are called Crush ‘Em weapons.

While wielding any of these weapons or making an unarmed strike:

Dirty Fighting

When you make an attack against a creature no more than 1 size category larger than you and using a Crush ‘Em weapon, you can use a your Cunning Action to perform a Low Blow.

Some effects require the target to make a saving throw. A target that has failed on a save against a Low Blow, is immune to the same effect until its next long rest.

Low Blow save DC = 8 + your proficiency bonus + your Strength Modifier

You learn the following Low Blows.

Blind/Deafen. The target makes a Wisdom saving throw. If they fail, they are blinded until the end of your next turn, or deafened for up to 1 minute (your choice). If deafened, the target makes a new saving throw at the end of each of its turns to end the effect.

Hamstring. The target makes a Strength saving throw. If they fail, their movement speed is reduced by half for 1 minute. The effect ends early if the target regains any missing hit points.

Knockdown. The target makes a Dexterity saving throw. If they fail, they are knocked prone. If the target attempts to stand up within your reach, you can use your reaction to make an attack of opportunity against them.

Stagger. The target makes a Constitution saving throw. On a failed save, the creature loses its reaction and spends its action on its next turn retching or reeling. Creatures that don’t need to breathe automatically succeeds on this saving throw.

Shakedown

At 9th level, you add two-handed weapons from the Club group to your list of available Crush ‘Em weapons. While holding a Crush ‘Em weapon you have advantage on Intimidation checks.

Send ‘Em to the Hospital

You can rough up anything or anyone you can get your hands on. When grappling a creature, you can use your Cunning Action to use that creature as an improvised shield, granting a +2 bonus to your Armor Class.

If an attack misses you, you can use your reaction to cause the grappled creature to become the target of the attack.

Send ‘Em to the Morgue

At 17th level, you can make the most of a nearby opponent’s failures. When a creature misses you with an attack, you can use your reaction to attack it with a Crush ‘Em weapon. If it hits, this revenging blow deals an additional 3d6 damage, and you can choose to immediately perform one Low Blow against your attacker.


Serpentine Infiltrator

Archetype Features

Rogue Level Feature
1st Bonus Skills
3rd Viper Form
9th Venomous Fangs
13th Finish the Feeble, Poison Mist
17th Gaze of the Medusa
Rest Additions
The following additions are made to the general rest rules.
Long rest
Add the following class specific benefits to choose from:
* Regain use of Gaze of the Medusa.

In dark jungles forgotten by mankind dwell the yuan-ti. Insidious snake folk with the ambition to control civilizations like a puppeteer their mannequin, they are masters of deception and infiltration. A serpentine infiltrator is a rogue who has obtained a small taste of the power of a yuan-ti. Perhaps you were educated by a yuan-ti to operate as a spy in other lands. Perhaps you were bitten by one and the venom did not kill you, instead passing on the mysterious powers of the serpent. Perhaps you trained to learn the art of the reptile in order to hunt down those that use it. Whatever the case, you are a master manipulator and talented shape shifter.

Some of the Serpentine Infiltrators abilities require the enemy to make a saving throw. If they do, the DC of this check is 8 + your proficiency bonus + your Charisma modifier.

Bonus Skills

When you take this archetype at 1st level, add Craft - Alchemy to your class skills and gain 1 skill point to spend on this skill.

Viper Form

Gain the ability to transform into a viper. While in viper form you replace your stat block with that of a viper, with the following exceptions:

If you are slain or knocked unconscious as a viper, you immediately return to your humanoid form. If there is not enough room in the area to return to humanoid form, you instead remain in your viper form but are immediately slain.

Venomous Fangs

Gain a pair of snake fangs even in your humanoid form. They are retractable and unnoticeable unless you are using them to before an attack.

As an action you may make an attempt to bite an enemy with your fangs. If the attack hits, that enemy takes 1d6 poison damage and must succeed on a Constitution Save or be poisoned for i minute.

You may use this ability in both your humanoid form and viper form. You may apply your sneak attack damage to the bite if applicable, even in viper form.

Finish the Feeble

You have advantage on attack rolls against poisoned enemies.

Poison Mist

Gain the ability to spit out a thick poisonous mist in both your humanoid and viper form as an action.

A 15 ft cube is covered in a poisonous mist. The mist obscures vision, and all creatures not resistant to poison that start their turn in the mist must succeed at a Constitution Save or take 3d6 poison damage and be poisoned for until the end of your next turn.

The mist lasts for 1d6 rounds. If two clouds of mist overlap, any creatures inside multiple clouds are only affected by one.

Gaze of the Medusa

You learn the ultimate serpentine skill - the petrification of enemies. As an action, you may gaze at an enemy within 60 feet. If the enemy can see you, they must succeed on a Constitution save or take 10d6 poison damage and be Poisoned for one minute. If the enemy succeeds on their save they take half damage and are not Poisoned. If the enemy is already Poisoned and they fail their save, they are Petrified.

Once you have used this ability you cannot do so again until you have completed a long rest.


Spellwarp Sniper

Archetype Features

Rogue Level Feature
1st Bonus Skills
3rd Spellcasting, Raystrike
9th Spellwarp
13th Silent Spell
17th Ray Mastery
Rest Additions
The following additions are made to the general rest rules.
Short rest
After a short rest:
* Regain use of Silent Spell.
Long rest
Add the following class specific benefits to choose from:
* Regain use of Ray Mastery.

You are more accurate with rays of flame than an archer is with his arrows, and twice as deadly. Not content to splash around messy evocation magic to slay your foes, you have learned to alter the form of your spells into exact rays of lethal potential. Deadly and precise, you favor the methods of a surgeon, meticulously eradicating your foes, rather than the disorganized violence of a butcher.

Bonus Skills

When you take this archetype at 1st level, add Arcana to your class skills and gain 1 skill point to spend on this skill.

Spellcasting

Gain the ability to cast spells.

Cantrips

You learn two cantrips: fire bolt and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Spellwarp Sniper Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher.

Spells Known

You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and illusion spells on the wizard spell list. The Spells Known column of the Spellwarp Sniper Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation and illusion, and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Spellwarp Sniper Spellcasting Table

Level Cantrips Spells 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

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 evocation and illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Raystrike

You can make Sneak Attacks with ranged spell attacks, if the spell deals damage. You may apply half the number of d6s listed on the Sneak Attack table to Sneak Attacks used in this way.

Spellwarp

You can alter the form of certain spells as you cast them. When you cast a spell of duration instantaneous that affects an area, you may change that spell’s range to a single target with a range of 60 feet. All other effects of the spell remain unchanged, except you now have to make a ranged spell attack to hit. If the spell requires a Dexterity saving throw, the creature automatically fails this save.

Silent Spell

When you cast a spell, you can cast it without any somatic or verbal components. After using this ability, you cannot use it again until you complete a short rest.

Ray Mastery

When you make a ranged spell attack that deals damage, you can choose to deal maximum damage.

After using this ability, you must complete a long rest before using it again.


Thief

Archetype Features

Rogue Level Feature
1st Bonus Skills
3rd Fast Hands, Second-Story Work
9th Supreme Sneak
13th Use Magic Device
17th Thief’s Reflexes

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.

Bonus Skills

When you take this archetype at 1st level, gain additional skill point to spend on the Burglary skill.

Fast Hands

You can use your Cunning Action to make a Sleight of hand check, disarm a trap, open a lock or take the item action.

Second-Story Work

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.

Supreme Sneak

If you move no more than half your speed, you may reroll Stealth your checks.

Use Magic Device

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. Gain 1 skill point tho spend on the Arcana skill. Additionally you can ignore all class, race and level requirements on the use of magic items.

Thief’s Reflexes

You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised


Restricted to Catfolk characters

Feline Stalker

Archetype Features

Rogue Level Feature
1st Bonus Skills
3rd Leaps and Bounds, Sharp Claws
9th Quick Reflexes
13th Night Stalker
17th Hide and Seek

Catfolk, as a people, are very proud of their feline heritage. Big cat species are deeply respected and held in high esteem, and competitions of feats of feline athleticism are common. Some catfolk, particularly the adventuring type, seek to emulate the abilities and hunting practices of big cats so as to hone their survival skills. From this tradition comes a rogue archetype unique to the catfolk: the Feline Stalker.

Racial Restriction

Only Catfolk can choose this archetype.

Bonus Skills

When you take this archetype at 1st level, add Physique and Survival to your class skills and gain 1 skill point to spend on each of those skills.

Leaps and Bounds

You have developed the athleticism of elite catfolk hunters, gaining the following benefits:

Sharp Claws

Unarmed strikes you make deal 1d6 slashing damage, and you can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of attacks you make with it.

Additionally, you can use the bonus action granted by your Cunning Action to make 1 unarmed strike if you have a free hand to do so.

Quick Reflexes

Your keen instinct for danger can propel you away from danger. When you are targeted by a melee attack that would deal damage to you, you can use your reaction to leap 5 ft backward away from the attack, avoiding the damage completely. This movement does not provoke opportunity attacks.

Once you escape an attack in this way, you cannot do so again until you complete a short rest.

Night Stalker

You have adapted to the darkness and can see 30 ft in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.

Hide and Seek

You have finely honed your ability to remain undetected, as well as to spot hidden threats. You gain the following benefits: