Roguish Archetypes (5e)

## ACROBAT

Trained by circuses, certain temples, and the odd organization of criminals (or vigilantes), the archetypal Acrobat is light on their feet and incredibly agile, able to tumble, somersault, and walk across tightropes with ease. The skills of a gymnast find a myriad of applications in the adventuring world, so whether it be for dungeon diving, cat-burgling, or brawling in a busy tavern, acrobats are always great to have on your side.

### Natural Acrobat

Starting at 3rd level, you have proficiency in the Dexterity (Acrobatics) skill if you did not already have it, and you have advantage on ability checks made using this skill on your turn. Additionally, you can stand from being prone without using any movement.

### Advanced Tumbling

At 3rd level, you can move through the space of any creature. Once you have moved through a creature's space, that creature has disadvantage on Opportunity Attacks against you until the end of your turn.

     At 13th level, you can move though the space of any other creature without using any movement, up to a maximum of 30 feet on each of your turns.

### Parting Toss

At 9th level, once on each of your turns, immediately after you move out of a creature's reach, you can make a ranged weapon attack with a thrown weapon targeting that creature.

### Freerunning

Starting at 13th level, you ignore difficult terrain and climbing no longer halves your movement. Additionally, you can spend up to half your movement speed on your turn climbing even difficult surfaces (such as vertical walls) without making an ability check.

### Peerless Dodge

By 17th level, you are so nimble, you can dodge almost anything. You can take the Dodge action as a bonus action on your turn. Additionally, when a creature you can see damages you with a spell, you can use your Uncanny Dodge to halve the spell's damage against you.

## ANONYMOUS

You are Anonymous. You are a faceless enigma whose identity is also everyone’s. When one tries to find you, all they uncover are a web of throwaway names and discarded clothing. When one speaks about you, the person they refer to has already vanished into nonexistence.

### Illusory Appearance

*3rd-level Anonymous feature*

You are able to magically alter your appearance. You are able to cast the *disguise self* spell, but only as a ritual. Intelligence is your spellcasting ability for it.

### Backstab

*3rd-level Anonymous feature*

Your ability to be anyone and everyone allows you to strike when one least expects it. Whenever you hit a target that isn’t hostile towards you with a melee weapon attack, it automatically becomes a critical hit.

### Nondescript Presence

*9th-level Anonymous feature*

You are so adept at blending into the background that no one thinks twice about your presence. A creature doesn't see you as hostile until it witnesses you dealing damage to itself or its allies with an attack or spell, or when you target the creature or its allies with a harmful effect. You gain this benefit even during combat.

In addition, while you're interacting with a non-hostile creature, you can use an action to make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If you succeed, once you leave the target's sight, it loses memory of the last 1 minute of that interaction with you. You can't use this feature against a target if it notices you taking a hostile action during the interaction. Regardless of the result, you can't use this feature on that target again until you finish a long rest.

### Remasking

*9th-level Anonymous feature*

You are able to switch between identities in a pinch. While you are under the effects of your Illusory Appearance, you can use an action to change your disguise into another. A creature that sees you change your appearance in this way will immediately see through the new disguise.

Once you use this feature, you can’t do so again until you finish a short or long rest.

### Witness Eraser

*13th-level Anonymous feature*

You make sure never to leave any loose ends. When a creature sees through your disguise, you can use your reaction to move up to your movement speed toward the creature and make one weapon attack against it. If the attack hits, the creature is stunned until the end of its next turn.

### Unerring Resemblance

*17th-level Anonymous feature*

Your disguises can convince even the most critical of observers. Creatures have disadvantage on ability checks that try to see through your disguise. Additionally, a creature that possesses special senses, such as truesight, is unable to see through your disguises, magical or otherwise.

## ELDRITCH INVESTIGATOR

There are forces more ancient than time, larger than the Great Wheel, and more powerful than gods. They slumber now in the blackness between stars, behind prison walls of eternity. But, one day when the stars are right, The Old Ones will awaken, and we will come to learn new kinds of fear. Some understand how perilously close we stand to a world replete with woe and terror. At the risk of their own sanity, they investigate the eldritch madness that seeps into this world in hopes of turning it back, or at the very least, delaying it.

### Elder Secrets

Beginning when you select this archetype at 3rd level, you can invoke a limited number of eldritch secrets which erode your very sanity.

     ***Madness Dice***. You have a pool of 3 madness dice, which are d6s. You may expend a madness die and add its result to an ability check, attack roll, or saving throw you make. Alternatively, you can expend madness dice to use an Elder Rune. You regain all of your expended madness dice when you finish a long rest.

     If you begin your turn with no madness dice in your pool, roll a d100 on the Long-Term Madness table found on page 260 of the Dungeon Master's Guide. You are immediately afflicted with the result which ends when you take a short rest, and regain one expended madness die.

     ***Elder Runes***. By 3rd level, your investigations have granted you terrible insight into magic older than the universe itself, which comes at the cost of your own sanity. You learn two elder runes of your choice, which you may use by expending a madness die. You learn an additional elder rune of your choice at 9th, 13th, and 17th level.

     Additionally, when you learn a new elder rune, you can choose one of the elder runes you know and replace it with another one.

     ***Saving Throws***. Some of your elder runes require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

**Elder rune save DC** = 8 + your proficiency bonus + your Intelligence modifier

### Investigator's Insight

At 3rd level you have honed your investigative skills to a fine point. You gain advantage on Wisdom (Insight) checks to determine if someone is lying.

     By 9th level, clues rarely escape your observation, and you gain advantage on Intelligence (Investigation) checks to detect hidden or out of place items.

### Occult Secrets

At 9th level, your madness dice become d8s. When you choose to add a madness die to an attack roll, you can add its result to damage as well.

### Psychic Resolve

At 13th level, you gain another madness die, and one more at 17th level. Additionally, you gain resistance to psychic damage at 13th level.

### Elder Runes

**Become Other**

As an action, you can designate a willing humanoid creature within your reach. For up to 1 hour, you sound like and you appear—including your clothing, armor, weapons, and other belongings on your person—to be the designated creature. Likewise, the creature appears to be you. These changes hold up to physical inspection, but do not confer changes in movement or behavior. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check made with disadvantage. You can dismiss this effect as a bonus action, reverting both you and the target creature to your original appearances.

**Confound the Senses**

As an action, select 1 creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, you are invisible and silent to that creature for 1 minute. The creature can reattempt this saving throw with advantage if it takes damage.

**Convolute Space**

As a reaction when a creature ends its movement, you can contort space and time around it. The creature must make a Constitution saving throw. On a failed save, the creature teleports to the location it occupied before moving.

**Distort Gravity**

As an action, select a surface within 100 feet of you. For the next minute, any creature within 100 feet of you may walk on that surface as if it were level ground, even if the surface is perpendicular to the ground or upside down. Objects within this area, up to 15 feet away from that surface, also fall to it as if it were the ground. When the duration ends, all creatures and objects fall.

**Hold of Hadar**

As an action, you can call tendrils of dark energy to creep forth and entangle a single creature you can see within 30 feet. This creature must make a Strength saving throw or be restrained until the end of its next turn.

**Invoke the Unspeakable Name**

As an action, you speak a few syllables of a name forbidden by the gods. Creatures that can hear you within 30 feet must make a Wisdom saving throw or be deafened for 1 minute.

**Logical Leap**

As an action, you can teleport up to 60 feet in a direction that you choose. If you would arrive in a place already occupied by an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

**Protect Threshold**

As an action, you can ward a doorway, window, or other portal from entry. For the next 1 minute, an invisible eldritch creature stalks the warded portal. Creatures that attempt to pass through must make a Wisdom saving throw or take 4d6 psychic damage, or half as much on a successful save.

**Rumor Dust**

As a bonus action, you become covered in a fine cloud of dust. For up to 10 minutes or until you make an attack or cast a spell, no creature will be able to remember details about you or events that have taken place during this time, except for the most basic details. Creatures will be able to remember that someone was present and spoke to them, for example, but be unable to remember your race, attire, or other distinguishing features, nor will they remember the topic of conversation.

**Speak the Old Tongue**

As a bonus action, you can speak in a dead, inhuman language derived from that of the Great Old Ones. For the next minute, no creature can understand precisely what you say, but any creature that can hear you can understand the meaning and intent behind your speech.

**Visions of Beyond**

As an action, you can make a creature you can see within 30 feet perceive terrifying images of unreal vistas. That creature must make a Wisdom saving throw or be blinded until the beginning of your next turn.

## ENFORCER

The backbones of any good Thieves' Guild, enforcers are ruthless thugs skilled at intimidation and violence. Usually charged with running protection rackets for the guild, enforcers also handle internal problems of the Guild, ensuring that no Guild member snitches to the authorities or takes more than his or her own share.

### Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with medium armor and all martial weapons that aren't heavy.

### Brutal Sneak Attacks

Starting at 3rd level, you can make a Sneak Attack using any weapon that isn't heavy.

### Massive Shove

At 9th level, when you make an attack, you can shove the target as a bonus action. If you succeed, you can push the creature up to 15 feet away from you, rather than 5 feet.

     Additionally, if you make an attack with a reach weapon, you can use your bonus action to make a shove attempt in reverse, pulling the target towards you on a success.

### Threatening Demeanor

Beginning at 13th level, you are an expert at frightening people and can posture threateningly as an action. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.

     While a creature is frightened of you, you can make attack rolls against it with advantage.

### Double Attack

Starting at 17th level, when you reduce a creature to 0 hit points on your turn, you can use your bonus action to make another attack. This attack can be a Sneak Attack, even if you have already made a one on your turn.

## FEAR

The best rogues create a reputation for themselves depending on their archetype and the kinds of jobs they take up. The Fear rogue elevates their reputation for anxious terror into notoriety, never proving or disproving the almost mythical rumours that surround themselves. In essence, they become a bogeyman that strikes dread into anyone who even thinks of them. Someone unfortunate enough to be in the crosshairs of the Fear knows it is the last thing they would see.

### Primal Dread

*3rd-level Fear feature*

You strike instinctual dread into your foes when you appear before them. When you use your Sneak Attack, you can choose to use half the Sneak Attack dice (minimum of 1 die) to deal damage and force the target to make a Wisdom saving throw (DC is 8 + your proficiency bonus + your Charisma modifier), with disadvantage if you are in dim light or darkness. On a failed save, the target is frightened of you and suffers one level of dread. Creatures that can't be frightened are immune to this effect.

A creature can suffer up to 5 levels of dread, and a creature suffers the effect of its current level of dread as well as all lower levels. The additional effects are shown in the Primal Dread table below. The creature can repeat the saving throw at the end of each of its turns. On a success, it removes one level of dread. If it has no more levels of dread remaining, it is no longer frightened of you. If you fall unconscious, the creature is no longer frightened of you and has all its levels of dread removed.

##### Primal Dread

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### Fear of Death

*9th-level Fear feature*

When you land a critical hit and use your Primal Dread feature, the target automatically fails its saving throw. Additionally, you can choose to have your Sneak Attack deal psychic damage.

### Vision of the Night

*13th-level Fear feature*

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. In addition, you are immune to being blinded and frightened.

### Avatar of Darkness

*17th-level Fear feature*

While you are completely covered by normal darkness, a creature must have the ability to see magical darkness to see you.

In addition, at the end of your turn, you can choose to take the Hide action as a free action. Once you use this action, you can’t do so again until the end of a long rest.

## GAMBLER

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 Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in the Deception skill as well as all gaming sets.

### Lucky Save

Starting at 3rd level, whenever you roll a 20 on a saving throw you can use your reaction to make an attack or move your speed immediately.

### 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.

     At 3rd level, you gain two Tricks of your choice for which you meet the perquisites. 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 in this class, you can replace another Trick that you know with a Trick for which you meet the prerequisites.

### **Fate’s Fortune**

Beginning at 9th level, 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

If a Trick has prerequisites, you must meet them to learn it.

**Beginner’s Luck**

When you roll an ability check for a skill you are not proficient in, you can gain advantage on that roll. However, you have disadvantage on all future ability checks made using that skill until you finish a long rest.

**Borrowed Luck**

When you roll a 1 on an attack roll, you can reroll the die and must use the new roll. Alternatively, when a critical hit is scored against you, you can choose to reroll that die and must use the new roll.

     After doing so, the next critical hit you make before a long rest instead counts as a normal hit. You regain use of this feature after a short or long rest.

**Breaking Even**

*Prerequisite: 9th level*

As a bonus action on your turn, choose one creature you can see. For the next minute, whenever you hit the target with an attack you regain hit points equal to your Charisma modifier (minimum of 1). However, whenever you miss the target you take damage equal to the same amount. You regain the use of this feature after finishing a short or long rest.

**Chance Dice**

You have three chance dice, which are d6s. A chance die is expended when you use it. Before making an attack roll, saving throw, or ability check, you can expend any number of these dice to grant either a bonus or penalty to your roll. If the total number on the chance dice rolled is odd, you must subtract that amount from your d20 roll. If it's even, you must add that amount. You regain all of your expended chance dice when you finish a long rest.

**Cheaters Sometimes Prosper**

*Prerequisite: 13th level*

When you are within 5 feet of a creature that has no other creatures next to it, you can use a bonus action to make a Charisma (Deception) check contested by the target's passive Insight score. If successful, you gain advantage on the next weapon attack roll you make against the target before the start of your next turn.

**Counting Cards**

*Prerequisite: 9th level*

When you score a critical hit with a weapon attack, rather than rolling your weapon damage dice twice, you can instead choose to roll 2d10 in their place (alternatively, with the DM's approval, you could pick 2 playing cards from a deck that has the face cards removed). All other dice, such as sneak attack damage, are rolled twice as per normal.

**Double or Nothing**

After you hit with a weapon attack, choose odds or evens. If the total number on your damage dice matches your choice you can apply double the damage rolled. However, on an incorrect result your damage is halved (rounded down). You regain the use of this feature after finishing short or long rest.

**Even the Odds**

When you or a creature you can see within 60 feet makes an attack roll, ability check, or saving throw you can use your reaction to influence the outcome. Roll 1d6, and either add or subtract the result from the triggering roll. You regain the use of this feature after finishing a short or long rest.

**Gold Streak**

*Prerequisite: 17th level*

As an action, you can hurl gold coins at enemies in a 30 foot cone originating from you. Each target must make a Dexterity saving throw with a saving throw equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, a creature takes 8d10 bludgeoning damage, or half as much on a successful one. Coins created by this ability are solid and convincing, but vanish after 1 hour.

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

**High Roller**

*Prerequisite: 13th level*

When you hit a creature with a weapon attack, but do not score a critical hit, you can try to attempt to turn it into one. Starting with the number shown on the triggering attack roll, choose higher or lower and roll the dice again. If you successfully guess the outcome three times in a row, the original attack becomes a critical hit. You regain the use of this feature after finishing a long rest.

**Jinx**

You learn and can cast the spell *hex* without expending a spell slot or spell components. Once you cast it, you must finish a short or long rest before you can cast it again.

**Lucky for Some**

*Prerequisite: 13th level*

As an action, choose a creature you can see within 30 feet to make a Charisma saving throw with a save DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, roll a d20. If the result is odd, the target takes force damage equal to twice the result. If the result is even, it takes force damage equal to half the result.

**Lucky Seven**

*Prerequisite: 17th level*

Your weapon attacks can score a critical hit on a roll of 7 or 20.

**Lucky Strike**

*Prerequisite: 9th level*

When you make a weapon attack, you can choose to make the attack roll with disadvantage. If you do so and the attack hits you can you can roll the weapon’s damage dice an additional two times and add the results to the total damage. You cannot use this ability while also making a Sneak Attack.

**Risky Roulette**

*Prerequisite: 13th level*

When you make an attack roll, you can choose odds or evens. If the attack hits and you guessed the result of the attack roll correctly, the target is stunned until the beginning of your next turn. If you missed and you guessed the result of the attack roll incorrectly, you are incapacitated until the beginning of your next turn. You regain the use of this feature after finishing a short or long rest.

**Shared Luck**

Whenever you score a critical hit, one friendly creature you can see within 60 feet of you can gain advantage on their next attack roll, skill check or saving throw.

**Slots**

*Prerequisite: 9th level*

Whenever you roll sneak attack damage, if 3 or more of the sneak attack dice have the same result, you can deal additional damage equal to that amount. You can only apply this to 1 trio of results per sneak attack.

**Spin the Wheel**

*Prerequisite: 9th level*

After you hit a creature with a weapon attack, as well as rolling damage normally you can choose to roll a d8 and apply the corresponding effect. You regain the use of this feature after finishing a short or long rest.

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**When the Chips Are Down**

*Prerequisite: 17th level*

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You may also, as a reaction, move up to twice your speed without provoking opportunity attacks. You can’t use this feature again until you finish a long rest.

## GHOST-FACED KILLER

The Ghost-Faced, depending on who you ask, are either an order of assassins or specters of death itself. The members of this guild preserve ancient techniques, passed down through generations, by which a man becomes a spirit, and how that spirit can kill. Inducted members are given a porcelain demon masks of ghostly white to hide their identities and their first mission: to slay a man in broad daylight, and escape invisibly into the air.

### Ghost Step

Beginning when you choose this archetype at 3rd level, as a bonus action, you can become invisible until the beginning of your next turn, or until you make an attack or cast a spell. Once you use this ability, you can't use it again until you finish a short or long rest.

     Starting at 9th level, you can use this ability three times, and regain all expended uses when you finish a short or long rest. Then, starting at 13th level, you become ethereal while you are invisible, and you can move through creatures and objects as if they were difficult terrain.

### Frightful Attack

By 3rd level, you strike terror into your victim's heart when you appear out of thin air to deliver a precise, killing blow. Whenever you hit a creature with a sneak attack that ends invisibility on yourself, you can cause the target to make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Dexterity modifier) or become frightened of you. The target can repeat the saving throw at the end of its turn, ending the effect on a success. Once a creature has been frightened by this ability, it can't be frightened by it again for 24 hours.

### Deathly Silent

By 9th level, you have trained yourself to make almost no noise while stalking your targets. You have advantage on Dexterity (Stealth) checks involving sound, and you cannot be detected by creatures using tremorsense.

### Ghost Sight

At 13th level, no target can hide from your sight. You gain the effects of the *see invisibility* spell at all times.

### Dread Strike

Starting at 17th level, you are expert in the art of dealing death. When you make a sneak attack with a weapon that isn't heavy, you can choose to take a -5 penalty to the attack roll. If the attack hits, you can add 4d6 to the sneak attack damage.

## GRAVE DIGGER

You are trained to dig the earth to house corpses, and to ensure that the living and the dead stay that way.

### Shovel Familiarity

When you select this subclass at 3rd level, you become proficient at using a shovel for combat purposes. A Shovel functions as a quarterstaff, however it also has the Finesse property.

### Digging

At 3rd level, so long as you are equipped with a shovel, you have a burrow speed equal to half your land speed. Additionally, you learn the Mold Earth cantrip. At 15th level, this becomes equal to your land speed, and you may also burrow through stone at half your move speed.

### Grave Shovel

At 9th level, your ability to utilize your shovel improves. By spending one minute, you may make a shovel magical. The magical shovel gives you advantage on strength checks to dig holes, and its damage becomes magical for the purposes of overcome resistance. It now deals an additional 1d10 necrotic damage on all attacks. You may only have one shovel imbued with the power of the grave in existence at a time.

### Prepare the Dead

Also at 9th level, you learn the Spare the Dying and Toll the Dead cantrips and may cast the Gentle Repose spell once per short or long rest. Any time you do, you add half your rogue level (rounded down) to the number of days it is protected.

### Shallow Grave

Starting at 13 level, you gain the ability to control the ground in a 30 ft radius around you. You can use an action to cause any amount of earth or dirt (but not stone) to become difficult terrain in this area. This lasts for 1 hour per level, but may be ended as a bonus action. In addition, you may use an action to automatically excavate, relocate, or deposit a 5-ft cube of dirt, mud, sand, etc. within 30 feet of you.

Finally, you may attempt to bury a creature as an action. If they are in a hole large enough to fit them, you may force them to make a Dexterity saving throw (DC 8+proficiency+dexterity modifier) or be buried. They take your sneak attack damage and must hold their breath or begin suffocating. As an action on your turn, you can target a creature you have buried to reduce the number of minutes they can hold their breath by 1. If this reduces the time to 0, it begins choking.

### Guise of Death

Also at 13th level, you may cast the spells Speak with Dead and Feign Death once each per short or long rest.

### Final Rites

At 17th level, you have learned how to ensure that those you bury stay dead. You may cast the Gentle Repose spell at will, and may do so as a bonus action when you reduce a creature to 0 HP. When casting Gentle Repose, the protection lasts indefinitely. Additionally, you may cast Move Earth and Reincarnate once each per long rest.

## GRAVE ROBBER

Creeping around in darkened graveyards, making their living by desecrating the resting places of the fallen, the body snatchers are a singularly unsavory bunch. Their grubby clothes, perpetually covered with soil and muck, mirror their dirty fighting styles: these rogues pick on the weakest of targets and are more than willing to stoop to any number of cheap tricks to gain an advantage - sometimes even making their own corpses when fresh ones are not available elsewhere. Despite this, their clients know that there is no one more reliable when it comes to clandestine excavation and exploration, and are therefore willing to hand over handsome sums to these filthy criminals.

### Dirty Work

When you choose this archetype at 3rd level, you become adept at moving earth quickly and quietly. As long as you have appropriate tools (such as picks and shovels), you can use an action to excavate a five-foot cube of natural earth within five feet of you, or fill in a hole of the same volume.

### Walls are Closing in

At 3rd level, you are most comfortable fighting in enclosed spaces. When your target is in a corridor or tunnel that is no more than 5 feet wide, you can use Sneak Attack against that creature, even if you do not have advantage against it or if no enemy of the target is within 5 feet of it.

### 'Alternative Blessings'

By 9th level, you have found a way – perhaps by having a sign of protection tattooed into your skin, or by drinking nothing but holy water – to protect yourself from the many hexes and afflictions that are found among grave goods. You are immune to being cursed by magic items and your maximum hit points can't be reduced.

### Shadow Fade

Starting at 13th level, you excel at escaping into the shadows and out of harm's way. When you use your Cunning Action to take the Dash or Disengage actions, you take both of these actions as part of a single bonus action.

### Putrid Stench of the Grave

When you reach 17th level, you learn to extract vile fluids from diseased cadavers, which you can then turn into a weapon against your enemies. As an action, you can apply infectious slime to one weapon or three pieces of ammunition, which then works like an injury poison (you cannot use this in combination with other poisons). When you hit a creature with the diseased weapon, it must make a Constitution saving throw (DC is equal to 8 + your Intelligence modifier + your proficiency bonus) or become diseased. A diseased creature cannot regain hit points except by magical means, and immediately gains 1 level of exhaustion. Every hour, the creature must make the saving throw again, curing the disease on a successful save.

## GRIFTER

Swindlers, cheats, and most of all, grifters hang around taverns where people might have a looser grasp on their coins. The archetypal grifter knows that, with the right words and the right scheme, you can part anyone from their money, and even make it seem fair. Grifters are masters of cons, big and small, from counting cards and rolling loaded dice, to pyramid schemes and fraud.

### Swindle

Starting when you choose this archetype at 3rd level, you gain proficiency in all gaming sets. Additionally, you learn the cheat\* cantrip.

### Double Bluff

At 3rd level, you can feint between two opponents, striking whichever one is least prepared. You 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 and another hostile creature.

### Out of Dodge

By 9th level, you know when to cut and run when a ruse goes south. Whenever you take the Dash action, creatures have disadvantage on opportunity attacks against you. When you take the Disengage action, you can move up to half your movement speed.

### Long Con

By 13th level, you can unerringly enact schemes and other ruses. Whenever you make a Charisma (Deception) check to lie to another creature, you can treat the result as your level+ your proficiency bonus. If you later change major details pertaining to the lie, you lose the benefit of this ability against that creature.

### Heist Plan

Starting at 17th level, you always plot out your schemes several moves ahead of time. You can take the Ready action on your turn as a bonus action. Whatever action you choose, your trigger must be based on a hostile creature performing a specific type of action (such as "when the kobold attacks", or "when the mage casts a spell") and can’t activate until after your turn ends.

## IDES

Rogues of the Ides archetype are known for one thing above all else: money. These rogues work as enforcers and collectors for anyone needing help in gathering dues from their subjects, whether legitimate or otherwise. The Ides rogue, of course, gets paid a sizable sum coming from the portion of collected levies, which only serves to make the Ides more enthusiastic in their pursuit.

Needless to say, such rogues are extremely unpopular with the common folk, yet Ides are different between rogues. On one end are Ides hired by those that hold lofty titles. On the other are the Ides that act more as extorters who wish to pocket as much spare change as they could get away with in a city’s underbelly. You can decide where your character falls under this spectrum or determine it by rolling on the Ides Collector table.

##### Ides Collector

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### Foreboding Presence

*3rd-level Ides feature*

Your demeanor makes it so no one dares run away from you. As a bonus action, you can choose any number of creatures you can see within 30 feet of you and make one Charisma (Intimidation) check contested by each target’s Wisdom (Insight) check. The target must be able to see you.

If a creature fails the check, it can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or if the creature is more than 30 feet away from you.

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

### Pinned Attack

*3rd-level Ides feature*

You are able to immobilize your targets. When you hit a creature and trigger your Sneak Attack, the creature has a speed of 0 until the start of your next turn.

### Runaway's Punishment

*9th-level Ides feature*

You never let a target get away from you. While you’re wielding a ranged weapon or a melee weapon with the thrown property, a creature can trigger an opportunity attack from you if it moves beyond the normal range of that weapon.

### Critical Eye

*13th-level Ides feature*

Hiding from you is a futile effort. You gain proficiency in the Investigation or Perception skill (your choice) and your proficiency bonus is doubled for any ability check you make that uses the chosen skill. If you already have Expertise in both skills, you gain Expertise in another skill of your choice, which can also be thieves’ tools. Additionally, you can use the Search action as a bonus action.

### Debilitating Strike

*17th-level Ides feature*

Your attacks can put creatures in a helpless daze. When an attack triggers your Sneak Attack, you can force the target to succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or have it be stunned until the start of your next turn.

## INFLUENCER

You are an Influencer, a duplicitous manipulator that excels in using flattery and natural charisma to sway others to your side. When in a spot of trouble, you can rely on the followers you’ve garnered to get you out.

### Beguiling Personality

*3rd-level Influencer feature*

You are able to coax others into doing your bidding. If you speak to a Humanoid alone for at least 1 minute, at the end of the conversation, you can make the target succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 hour. While charmed in this way, the target idolizes you and grants you favors and gifts it would offer to a close friend, although it will avoid violence unless it was already inclined to fight on your behalf. The effect ends early if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. When the effect ends, the creature is immune to this feature for the next 24 hours.

If the target succeeds on its saving throw, the target has no hint that you tried to charm it. However, it is immune to this feature for the next 24 hours.

Once a creature fails its saving throw against this feature, you can't use it again until you finish a long rest.

### Backhanded Apology

*3rd-level Influencer feature*

Your two-faced nature makes it easy to catch others unawares. You have advantage on attack rolls against any charmed creature (it doesn't have to be charmed by you).

### Popular Following

*9th-level Influencer feature*

You dictate the power position of your interactions. You are immune to being charmed.

In addition, when you use your Beguiling Personality feature, you can affect a number of additional Humanoids up to your Charisma modifier (minimum of one extra Humanoid). The conversation must only include the targets and yourself, and must not be interrupted by anyone outside the conversation.

### Scathing Expose

*13th-level Influencer feature*

You show no remorse when putting down others. When you hit a creature that is charmed, the attack is a critical hit. The creature is then no longer charmed.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

### Gaslight

*17th-level Influencer feature*

You deny facts until others believe it too. When you fail a Charisma (Deception) or Charisma (Persuasion) check, you can use your reaction to succeed on it instead, even if the statement you present is logically impossible. Additionally, magic that would determine if you are telling the truth always indicates this statement as truthful.

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

## JESTER

The Jester is a rogue that knows the value of distraction and trickery in getting a job done. These rogues excel at attracting attention through their humorous performances, and can also use their penchant for diversions in battle to land crucial hits of their own.

As a Jester, you would naturally make a living in the comedic arts. You can choose who exactly your clientele would be or roll in the Preferred Audience table.

**Preferred Audience**

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### Bumbling Distraction

*3rd-level Jester feature*

You put on a show to divert attention away from others. As an action, you can begin a distracting performance (as if you’re concentrating on a spell). When you begin this performance, you choose a creature you can see within 30 feet of you that can also see you to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, your allies can deal additional damage to the creature equal to half your Sneak Attack bonus when they hit it with a weapon attack; this extra damage can be dealt only once on each of their turns. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

On your subsequent turns, while the effect persists, you can use an action to maintain the effect or to choose another creature you can see within 30 feet of you to succeed on the Wisdom saving throw. If you choose another creature, the effect ends for the first creature. The effect also ends if the creature can no longer see you or if you have a speed of 0.

### Tools of the Fool

*3rd-level Jester feature*

You’ve honed tricks of the trade appropriate for your profession. You gain proficiency in one musical instrument and one language of your choice.

### Rabble Rousing

*9th-level Jester feature*

Your performances attract even more attention. When you use your Bumbling Distraction, you can have a number of creatures under the ability’s effect up to your Charisma modifier (minimum of one creature). If you pick a new creature to make a saving throw when already at your maximum, the effect ends for the oldest creature.

### Trickster's Sleight

*13th-level Jester feature*

Your nimble hands serve you well in fights. You can use the Disarm action as a bonus action. If you successfully disarm the item from the target, you can make a Dexterity (Sleight of Hand) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) to take the item if you have a free hand and you can reasonably carry the item. If the item taken is a weapon, you can make one weapon attack with it as part of the same bonus action.

### Fool's Luck

*17th-level Jester feature*

You have a knack for turning gaffes into gains. When you or a creature you can see within 30 feet of you succeeds or fails on an ability check, attack roll, or saving throw, you can use your reaction to turn the result into its opposite.

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

## OUTLAW

In the untamed wilderness, you can have anything you can get your hands on, as long as you have the guts to take it for yourself. This belief is cherished by the archetypical bandit, who is ruthless and self-seeking, but not foolish; bandits nearly always run in gangs to protect themselves from other bandits and from the law. As threatening as a bandit might be when backed into a corner, a gang working in unison is a force to be feared. Such a team can rob anything from a bank to a moving train -- no lawman could hope to stop them.

### Stick Up

Starting at 3rd level, you can use your Sneak Attack against a target within 30 feet that does not have any allies within 5 feet of it. You can make a Sneak Attack in this way even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

     Additionally, when you hit a creature within 5 feet with a Sneak Attack, you can use your bonus action to steal one object it is carrying, but is not holding in a hand. For example, you could steal a drawstring pouch the target is wearing or a dagger that is sheathed at its side. You must have a free hand to steal an object in this way.

### Mob Action

Beginning at 9th level, you can always gang up on unsuspecting foes. You can grant your Cunning Action to an ally within 5 feet of you as a bonus action. Your ally can use its reaction to take the Dash, Disengage, or Hide action.

### Jailbreak

By 13th level, no prison can hold you. You have advantage on ability checks you make to slip bonds, escape grapple, or pick locks. Moreover, you are able to undetectably conceal a small tool of your choice, such as a file or a small knife, on your person at all times. Lastly, you are immune to the *imprisonment* spell.

### Most Wanted

Starting at 17th level, your name is feared throughout the land, with ludicrously high bounties promised for your gang. Once on each of your turns, in combat, if your allies outnumber the allies of a creature you hit with an attack, you can add 2d6 to the damage roll.

## PAIN TASTER

Some relish in the lash of the whip and the cruelty of torture, but the pain tasters are by far the most depraved. Disturbed as they are, few pain tasters choose this archetype willingly; more often it is bestowed somewhat against the will of the recipient, usually after suffering through some terrible physical torture and developing an obsession with pain as a result.

     The proclivities of the pain tasters are abhorrent to most societies, and rarely involve willing participants. However, some vile havens, such as the deep empire of the drow, provide steady work for torturers, breaking slaves of their will and interrogating prisoners for information. Just as often, the torture is for enjoyment, performed for the benefit of a drow nobleman or high priestess.

### Bonus Proficiencies

Beginning when you select this archetype at 3rd level, you gain proficiency in the whip and torturer's tools, a ghastly tool set which contains unspeakable implements used to inflict pain. With these tools, you gain proficiency on all checks made to torture an individual.

### Masochism

At 3rd level, you can inflict pain on yourself to cause it to others. At the beginning of your turn, you can deal 1d10 hit points of damage to yourself (which cannot be reduced). Until the end of your turn, your attacks deal an additional 1d10 damage.

### Scourge

Starting at 9th level, you are a virtuoso of the whip. As a bonus action while you are holding a whip, you can pull an object weighing under 10 lb. to your hand from up to 10 feet away. If the object is being held or carried, the target must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Dexterity modifier), or be disarmed.

### Torturer

At 13th level, you are intimately familiar with the pain of others. You have advantage on any check made to torture a living creature. Additionally, you can draw out the agony for longer by inflicting minimal lasting harm, dealing as little as 1 damage for each hour to a creature you are torturing. You have advantage on all intimidate and persuasion checks made to gather information from anyone you have dealt damage to in the last minute.

### Sadism

Starting at 17th level, when an attacker that you can see hits you with an attack, you can use your reaction to make an attack against them.

## QUICKSAVER

A Quicksaver isn’t limited by linear time or the restrictions of the Material Plane. Such a rogue is able to can alter their own flow of time, rewinding into a past version if they become seriously injured or find themselves in an inescapable situation. The Quicksaver can also manipulate its physical form by briefly shifting into the Astral Plane.

### Personal Reversal

*3rd-level Quicksaver feature*

You are able to rewind your internal state of time. As an action, you can mark down a personal moment in time known as a reference point. You note down your current hit points and location, amount of expended spell slots (if any), remaining ammunition, and any other expendable nonmagical items. Afterward, at any point during the next 3 rounds, you can use an action to return to your reference point with the statistics noted above. You can’t return to your reference point whilst on a different plane of existence to its set location. If you haven’t returned to your reference point after 3 rounds, you can use an action to make a new one.

Once you’ve returned to your reference point, you can’t do so again until you finish a long rest.

### Planar Step

*9th-level Quicksaver feature*

You can use your planar abilities to get out of a tight spot. When you are damaged by an attack or harmful spell, you can use your reaction to teleport up to 30 feet to an unoccupied space that you can see.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

### Phased Body

*13th-level Quicksaver feature*

You can make your body appear unclear and hazy. As an action, you can cast *blur* on yourself without expending a spell slot. If you make a reference point while under the effects of this spell and then you return to it, the spell ends.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

### Spectral Dodge

*17th-level Quicksaver feature*

You can shift your physical body to the Astral Plane for a short moment. When you use your Uncanny Dodge, instead of halving the attack's damage, you can take no damage from the attack. You also become immune to bludgeoning, piercing, and slashing damage from nonmagical attacks until the start of your next turn.

Once you use this feature, you can't do so again until you finish a long rest.

## REAPER

A Reaper is a rogue that is under the employ of a deity of death. When a creature is on death’s door, or if they have outlived their prescribed life in the threads of fate, these rogues will enact the will of their god to end their target’s life with extreme prejudice. As such, rogues of this archetype are primed for killing and nothing more.

### Necrotic Scythe

*3rd-level Reaper feature*

Your role as the harbinger of death has granted you a special weapon you can summon to aid in your endeavours. As a bonus action, you can gather wisps of shadow to manifest a scythe in your free hand. This magic weapon is a martial weapon with which you are proficient in and has the finesse and reach properties. On a hit, it deals necrotic damage equal to 1d8 plus the ability modifier you used for the attack roll. You can't be disarmed of the weapon unless you are incapacitated, and you can make it disappear as a bonus action.

Once on your turn, when you make an attack with this weapon, you can target another creature within 5 feet of the original target that is also in range, making a separate attack roll for each one. On a hit, the weapon deals 1d4 necrotic damage to the second target (you don't add the ability modifier used for the attack roll to the second target). If your Sneak Attack applies to both creatures, you can choose to divide the Sneak Attack damage equally between them.

### Wailing Exchange

*3rd-level Reaper feature*

You can use your powers to interrogate the dead. When a creature dies as a result of being hit by your Necrotic Scythe, you can use an action to ask its spirit one question, answering in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible. The spirit knows only what it knew in life, as determined by the DM. It lingers for up to 10 minutes in the space it was killed, after which it passes on.

### Umbral Cloak

*3rd-level Reaper feature*

You are adept at evading creatures in the dark. While in darkness, you can use a bonus action to become invisible to any creature that relies on darkvision to see you in that darkness until the end of your turn.

You also gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

### Soul Harvesting

*9th-level Reaper feature*

When a creature dies as a result of being hit by your Necrotic Scythe, you can make one weapon attack with it as a bonus action. When you do, you can also target another creature within 5 feet of the original target that is also in range, making a separate attack roll for each one. The second target takes 1d4 necrotic damage on a hit (you don't add your ability modifier to the damage of the second target).

### Unseeing Shroud

*13th-level Reaper feature*

You are able to make yourself disappear in a pinch. When you are damaged by an attack or spell, you can use a reaction to magically become invisible until the start of your next turn.

Once you use this feature, you can't do so again until you finish a long rest

### Life Ender

*17th-level Reaper feature*

You are able to physically rip out the life essence of other creatures with your attacks. Once during your turn, when you roll damage with your Sneak Attack dice, you can forgo rolling and deal maximum damage.

Once you use this feature, you can't do so again until you finish a long rest.

## ROCKSTAR

With their ultra-cool look, lavish lifestyle and legions of adoring fans, it is no surprise that everyone wants to be a rockstar. Of the lucky few who do make it, most are charming rogues who leverage their superior charisma to the maximum, overpowering everyone in the room by sheer force of presence.

     All rockstars are involved in the music business, but not all play rock music: it is entirely possible for a pop diva, legendary producer, or multi-talented celebrity to possess the hallmarks of this archetype.

### Hero with a Guitar

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and one musical instrument of your choice.

### Stage Presence

Also at 3rd level, your flair and personal magnetism is so strong that people around have trouble focusing on anything else. You can use your bonus action to force a hostile creature within 30 feet of you that can see you to make a Wisdom saving throw (DC equals 8 + your Charisma modifier + your proficiency bonus) or be unable to target creatures other than you with attacks, spells or other abilities until the start of your next turn.

     You can use this ability a number of times equal to your Charisma modifier and regain all expended uses when you finish a long rest.

### The Power of Rock

When you reach 9th level, your fame (or infamy) is sufficient for you to overawe people simply by projecting the star power that dwells within you. If a creature succeeds on a saving throw you imposed on it or wins a contest against you, you can use this ability to reverse the result.

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

### Trash the Set

By 13th level, your reckless abandon knows no bounds! As an action, you can wreck stuff up in a 15-foot radius around you, making the area into difficult terrain for everyone other than you. A 5-foot square feet of wreckage can be cleared as an action.

### Encore

At 17th level, you save the best for last. At the end of each round of combat, after each creature in the turn order has acted, you can take one additional action. This action is not considered to be part of any turn; hence abilities that can be used 'on your turn' or 'once per turn' cannot be activated; nor do you get any additional movement, bonus actions, or object interactions.

## SCAVENGER

You are a wanderer of the junkyards and a forager of scrap. Your skill and flexibility allows you to improvise almost anything, and your propensity to horde useful items means you will never run out of handy materials. In particular, you have cultivated a skill for targeting and deconstructing constructs and clockwork machines, whether it is because of the high value of gears and flywheels on the black market, or because you hold a personal vendetta against constructs.

### Machine Hunter

Beginning when you select this archetype at 3rd level, you have advantage on attacks against constructs. Additionally, you are skilled at bypassing armor in general, and gain a +1 bonus on attack rolls against creatures wearing medium or heavy armor.

### Improvise

At 3rd level, if you are lacking a tool to perform a task, such as a lockpick to open a door, you can quickly fashion a makeshift replacement. After concentrating on the task for 1 minute, you can produce an item that performs the task, but gives disadvantage on rolls to perform it.

### Stalker

At 9th level, you can rig up a device producing an activate camouflage for 1 minute which grants you advantage on Dexterity (Stealth) checks. After you use this ability, you must complete a short or long rest before using it again.

### Sabotage

Starting at 13 level, you have an intricate understanding of machines. You gain advantage on Intelligence checks relating to understanding machines and Dexterity checks made to disassemble or repair them.

In addition, you know how to target a machine's structural weak points. When you use Sneak Attack against a construct, the construct is incapacitated until the beginning of your next turn, even if it is immune to this condition.

### Clusterbomb

By 17th level, you have learned how to rig up an shrapnel-filled explosive charge. You may prepare your clusterbomb during a short rest, choosing to set its fuse at 1 round, 2 rounds, or 1 minute. As an action, you can activate and place your bomb or throw it up to 10 feet. After the duration of its fuse has passed, at the beginning of your turn the clusterbomb explodes. All creatures within 20 feet of the clusterbomb must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, a creature takes 8d8 piercing damage, or half as much on a successful one. Constructs and objects take double damage. You may only have 1 clusterbomb at a time.

## SHADOW MASTER

**Abyssal Eyes**

When you choose this archetype at 3rd level, your eyes change to an inky black, granting you darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet.

**Release Shadow**

Starting at 3rd level, you can use a bonus action to magically detach your shadow from your body, allowing it to move independently. Your shadow is a flat, perfectly black silhouette of you that crawls along the walls and floor. It has AC 10+your proficiency bonus, 1 hit point per rogue level you possess, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, albeit perfectly flat, and can occupy the same space as other creatures, and vice versa.

In combat, your shadow acts on your turns and follows your commands. You can command your shadow on each of your turns to move up to 30 feet along the ground or floor (no action required). Your shadow counts as an ally for the purposes of Sneak Attack.

Your shadow vanishes if it drops to 0 hit points, if it is within the area of light created by a spell of 1st level or higher, or if it is ever more than 60 feet from you. Once it vanishes, your shadow reappears at your heels at the end of your next turn.

If your shadow enters a heavily obscured area or one of magical darkness, it is effectively invisible and may Hide as a bonus action. Your shadow can appear to be the shadow of other creatures and act convincingly using your Charisma (Performance) or Charisma (Deception) skill.

**Gloaming Black**

At 9th level, you can cast the spell *darkness* without using a spell slot or spell components. When you use this feature, you can see through the darkness created by this spell. Additionally, when your shadow enters this area of darkness, you can choose for it to grow to fill the entire area.

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

**Shadow Puppet**

Starting at 13th level, your shadow can reach out to the shadows of other creatures, interacting with them as if they were physical. If your shadow is within 5 feet of the shadow of another creature, you can use your bonus action to command it to use one of the following abilities:

* Your shadow makes an attack against the shadow of another creature. Your shadow uses your Dexterity for its attack rolls and has proficiency with its shadowy weapons. On a hit against the creature's AC, the target takes 2d6 damage. This damage counts as magical and its type matches the weapon you are carrying if it deals bludgeoning, piercing, or slashing damage, or deals bludgeoning damage otherwise.
* Your shadow grapples the shadow of another creature. Your shadow can use your Dexterity (Acrobatics) check for its grapple check and the target makes its grapple check as normal. If your shadow succeeds, the creature is grappled until the end of its next turn.
* Your shadow hooks onto the heels of another creature, becoming its second shadow until the end of its next turn. If you see the creature make an attack while your shadow is on its heels, you can use your reaction to cause the shadow to leap in the way, becoming the target of the attack.

**Shadowdance**

By 17th level, your body has absorbed much of the shadowstuff that prevails in the darkest planes of existence, allowing you to mingle with your shadow as if you were a creature of its kind. You can use your bonus action to swap places with your shadow, both of you teleporting in a dim haze. Once you use this ability, you can use it once more before the end of your turn without using any action. If you teleport into an area of dim light or darkness, you have advantage on the first melee attack you make before the end of the turn while you are in that area.

## SHINOBI

The shinobi are an elite group of rogues who have undergone intense training, similar to that of monks, but focused on stealth, infiltration, and survivalism. Most shinobi hire out their skills as mercenaries, and they have a reputation for loyalty despite their dishonorable fighting style.

### Ninjutsu

When you adopt this archetype at 3rd level, you learn the arts of the ninja. As a result, your unarmed strikes deal 1d4 damage and count as finesse weapons for you. Furthermore, you can use your Cunning Action to make an unarmed strike.

### Ki

Also at 3rd level, as a shinobi, you can harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of ki points equal to your rogue level divided by 3, rounded up, which you can use to fuel special techniques. If you have ki points from another source, the points from both sources are pooled, and can be used to fuel any of your ki abilities.

    When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

     At 3rd level, you know two ki abilities: Distract and Precise Strike.

***Distract.*** Once on each of your turns, you can spend 1 ki point to beguile a creature you can see within 5 feet of you. You have advantage on your next attack roll you make against this creature before the end of your turn.

***Precise Strike.*** When you hit a creature with a weapon that uses 1d4 as its damage die, you can spend 1 ki point to inflict a status condition on the target until the end of its next turn. The condition depends on the damage type: piercing damage results in blindness, bludgeoning damage results in deafness, and slashing damage results in being grappled. You cannot add Sneak Attack damage to a Precise Strike.

### Ninja Gear

By 9th level, you have mastered the use of certain specialist equipment. You can conceal this equipment on your person such that it cannot be found as long as you are wearing clothes. If your ninja gear is ever lost, you can craft replacements with 1 hour's work and 100 gp of materials. Your ninja gear includes:

     ***Mizugumo.*** These flotation devices enable you to walk on any liquid surface as if it was solid ground.

    ***Kaginawa.*** This lightweight grappling device enables you to move between surfaces that are up to 40 vertical feet apart using 10 feet of movement, as long as the surfaces are no more than 5 feet apart in the horizontal plane. No action or check is required for this movement, but the *kaginawa* can only be used once per turn.

    ***Torinoko.*** As an action, you can expend 1 ki point to throw a smoke bomb at a point within 20 feet of you. This functions exactly like the *fog cloud* spell, except that it is not magical and cannot be dispelled.

### Rooftop Perch

At 13th level, you have advantage on Dexterity (Stealth) checks when you are standing on a solid object that is more than 10 feet off the ground (such as a tree, rooftop, or statue). While in such a location, you can attempt to Hide even if you are not otherwise in cover, and you can use an action to spend 2 ki points to become invisible for up to 1 minute. The condition ends early if you attack or cast a spell.

### Shadow Warrior

When you reach 17th level, you are almost impossible to detect, even in the middle of combat. If you take an action that would normally cause you to stop being invisible or be revealed from hiding, you can spend 1 ki point to maintain your invisibility or remain hidden.

## SPELLTHIEF

Spellthieves weave skill with arcana to drain the magic of their foes and turn their powers against them. Your well of magical energy is shallow compared to that of a wizard or sorcerer, and you lack the brute strength of a fighter, but you have the skills to adapt to any challenge, and the ability to steal the tools necessary to adapt when you are without them.

### Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
     ***Cantrips***. You learn two cantrips from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.
    ***Spell Slots***. You gain two spells slots, and an additional one at 13th level. Your spell slots are all if the same level, and always of the highest level that you can cast, as shown on the Spellthief Spellcasting Table. You regain any expended spell slots when you finish a short or long rest.

     ***Spells Known***. You know three 1st level spells from the sorcerer spells list of your choice. The Spellthief Spellcasting Table shows when you learn more spells of 1st level or higher. Each of these spells must be at a level for which you have spell slot.
     Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
     ***Spellcasting Ability***. Charisma is your spellcasting ability for your sorcerer spells, since you command the power of magic though your force of personality. Use your Charisma score whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

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

**Spell attack modifier** = your proficiency bonus + your Charisma modifier

### Spell Stealing

Starting at 3rd level, when you Sneak Attack a creature that has the Spellcasting or Innate Spellcasting features, you can forgo half Sneak Attack damage dice (rounded down) to siphon away their arcane energy. If you do so, you gain a single filled spell slot of the level you are capable of casting and you temporarily learn one spell of your choice that the creature was capable of casting. This spell must be a level for which you have spell slots. The spell slot you gain and the knowledge of this spell last until you complete long rest. The creature also loses its spell slot, or one use of a spell it is capable of casting, as appropriate.
     The spell slot you gain with this feature increases in level as you gain levels, as shown in the Spell Level column of the Spellthief Spellcasting Table.
     As a bonus action, you can also take magic from a willing creature within your reach that has the Spellcasting or Innate Spellcasting features. When you do so, that creature expends spell slots whose combined level is greater than or equal to your spell slot level, and you regain an expended spell slot. You can also learn a spell that the creature was capable of casting until you complete a long rest.

### Arcane Sight

By 9th level, you can innately detect magical auras. You can cast the spell *detect magic* as a bonus action without expending a spell slot.

### Spellgrace

At 13th level, you can add your proficiency bonus to all saving throws you make against spells that don’t already add your proficiency bonus.

### Total Conversion

By 17th level, when you steal a spell, you not only gain a new spell slot, but you also can regain an expended spell slot. Moreover, your target can't cast the spell that you learn from them for 1 minute.

## THRALL

You have undergone a dark ritual to gain some of the powers of a vampire while remaining alive and mortal. You are not truly undead, so you do not share their weakness to sunlight and divine magic, but neither are you fully alive. Your newfound powers are simply new tools to use in your deadly craft.

### Hesitating Stare

Starting when you select this archetype at 3rd level, you gain the terrifying gaze of a vampire. As a bonus action on your turn, you can fix this gaze on one creature that you can see within 30 feet of you. The creature must succeed on a Charisma saving throw (save DC equals 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the beginning of your next turn. A creature that succeeds on this saving throw is immune to it for 24 hours.

### Spider Climb

Starting at 3rd level, you can walk on walls and ceilings, unhampered by gravity. You learn the spell, *spider climb*, and can cast it once (targeting only yourself) as a 2nd level spell. You must finish a short or long rest before you can use this ability again.

     When you reach 9th level, you can use this feature 3 times between rests, and when you reach 13th level, you can use it at will.

### Ghost Step

Starting at 9th level, as a bonus action, you can become invisible until the beginning of your next turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Dominating Stare

Starting at 13th level, you learn to use your unnerving gaze to hypnotize instead of frighten. You learn the spell, *dominate person*, and can cast it once as a 5th level spell. Charisma is your spellcasting ability for this spell.

     You must finish a short or long rest before you can use this ability again.

### Vampirism

Starting at 17th level, whenever you hit a creature with a melee weapon attack, you regain hit points equal to half the damage dealt, rounded down, as you siphon away the unfortunate victim's strength.

     Additionally, you gain the fangs of your undead kin. As an action on your turn, you can bite a creature that is willing, grappled, incapacitated, or restrained, dealing 1 piercing damage and 3d6 necrotic damage. You regain hit points equal to the amount of necrotic damage dealt.