Rogue

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# Rogue Features

### Hit Points

* **Hit Dice:** 1d8 per rogue level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st

### Proficiencies

* **Armor:** Light armor
* **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords
* **Tools:** Thieves' tools
* **Saving Throws:** Dexterity, Intelligence
* **Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

### Equipment

* (a) a rapier or (b) a shortsword
* (a) a shortbow and quiver of 20 arrows or (b) a shortsword
* (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
* Leather armor, two daggers, and thieves' tools

Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.

### Multiclass Prerequisite

The prerequisite for multiclassing into Rogue is 13 Dexterity.

# Rogue Traits

## Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

## Sneak Attack

Once per turn, you can deal 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.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

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

## 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, whether loot is nearby, 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 your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.

## Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.

* Arcane Trickster
* Assassin
* Deceiver
* Duelist
* Inquisitive
* Mastermind
* Ninja
* Outlaw
* Phantom
* Scoundrel
* Scout
* Soulknife
* Swashbuckler
* The Revived
* Thief
* Wild Card

## Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

## 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, 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, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

## Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

## Slippery Mind

By 15th level, you gain proficiency in Wisdom saving throws.

## Elusive

Beginning at 18th level, no attack roll has advantage against you while you aren't incapacitated.

## Stroke of Luck

At 20th level, 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.

# Rogue Class Archetypes

* Arcane Trickster
* Assassin
* Deceiver
* Duelist
* Inquisitive
* Mastermind
* Ninja
* Outlaw
* Phantom
* Scoundrel
* Scout
* Soulknife
* Swashbuckler
* The Revived
* Thief
* Wild Card

## Arcane Trickster

### Spellcasting

#### Cantrips

You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.

#### Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.

#### 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 third can be from any school of magic.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

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

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

#### Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

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

### Mage Hand Legerdemain

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

* You can stow one object the hand is holding in a container worn or carried by another creature.
* You can retrieve an object in a container worn or carried by another creature.
* You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creatures Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

### Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

### Versatile Trickster

At 13th level, as a bonus action on your turn, you can designate a creature within 5 feet of your Mage Hand. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

### Spell Thief

At 17th level, immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st-level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell, can cast it using your spell slots, and the creature can't cast that spell until the 8 hours have passed.

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

## Assassin

### Bonus Proficiencies

You gain proficiency with a disguise kit and the poisoner's kit.

### Assassinate

Starting at 3rd level, 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

Starting at 9th level, 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 certificates 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

At the 13th level, you 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 Charisma (Deception) check you make to avoid detection.

### Death Strike

Starting at the 17th level, 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.

## Deceiver

### Read the Situation

When you choose this archetype at 3rd level, you gain advantage on all deception, sleight of hand, and stealth rolls.

### Freedom of Appearance

Starting at the 3rd level, you can cast Alter Self at will and at no expense. While assuming another form, insight rolls against you are at disadvantage.

### Way with Words

At 9th level, you have 5 points of seduction per long rest. Use these points with intimidation and persuasion rolls. Whenever making any skill check that uses Charisma, you may expend any number of seduction points to add 1d4 to your check per seduction point used.

### Identity Thief

At 13th level, you gain the ability to unerringly mimic all aspects of another individual's personality. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. If used in conjuction with Alter Self, you are able to pass flawlessly as anyone else. If an individual unfamiliar with the one you are posing as tries to discern your true identity, they automatically fail all rolls.All insight and investigation rolls made against you by an individual who know the person you are posing as are straight checks that cannot be made at advantage unless used in conjection with magic to detect abnormalities.

### Agreeable Persona

Starting at 17th level, whenever you are interacting with someone who is close to the person you disguise as, they are compelled to listen to you and must pass a Charisma saving throw, and upon fail are charmed for 1 hour upon speaking with you. Even if you drop your form or are exposed, they will still be convinced that you are their acquaintance and take your side no matter what while the charm is active. This can only occur once every 24 hours.

### Adrenaline Surge

At 3rd level, you gain the ability to push through physically demanding circumstances with greater ease. Three times per long rest, for any saving throw that requires you to roll Strength, you also add your Dexterity modifier to your roll.

### Two-Weapon Fighting

At 3rd level, whenever you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### Extra Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Offhand attacks that require your bonus action can still only be performed once per turn. Additionally, your sneak attack damage can only trigger for one of your attacks when taking your Extra Attack action.

### Artery Strike

Starting at 13th level, you add your Dexterity modifier to all damage rolls that you make.

### Faultless Aggression

Starting at 17th level, you are able to adjust your melee weapon accuracy on the fly and gain the following benefits.:

* All melee weapon attacks that you make against stationary targets that are not presently moving are at advantage.
* Once per long rest, you may declare one miss as a hit or any regular hit as a critical hit.

### Ear for Deceit

At 3rd level, whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

### Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

### Insightful Fighting

At 3rd level, as a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target

### Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

### Unerring Eye

Beginning at 13th level, as an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

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

### Eye for Weakness

At 17th level, while your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

### Master of Intrigue

At 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

### Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

### Insightful Manipulator

Starting at 9th level, 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 two of the following characteristics of your choice:

* Intelligence score
* Wisdom score
* Charisma score
* Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

### Misdirection

Beginning at 13th level, when you are targeted by an attack, while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

### Soul of Deceit

Starting at 17th level, you can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

## Ninja

### Premeditation

Starting at 3rd level, you enter combat stealthily and with the element of surprise and now add your proficiency modifier to your initiative roll. In addition, you can take the Dash action as a free action on your first turn. If you Dash as a free action, you cannot repeat it as a bonus action, or full action, until the start of your next turn.

### Deadly Aim

Starting at 3rd level, you are no longer affected my minimum throw distance on thrown weapons. You no longer roll at disadvantage if you are rolling to throw a weapon for a distance less than the minimum stated throw distance in the weapon description. In addition, you score a critical hit with all thrown weapons when you roll a 19 or 20 on your attack roll.

### Hard to Read

At 9th level, you are able to confuse allies who are close to you and muddle their attacks against you. As a bonus action you may activate this feature to impose disadvantage on all melee weapon attacks made against you from within 10 ft. for 1 minute. In addition, you may freely move away from any hostile targets without imposing opportunity attacks against you.

Once you use this feature, you must finish a long rest before you may use it again.

### Smoke Bomb

At 13th level, you may use your reaction to immediately disappear in a puff of smoke to any location that you can see within 100 feet. Any targets within 10 feet of you are surprised, granting you advantage on all attack rolls against these targets on your next round.

You cannot move less than 20 feet when using this feature. You may use this feature three times per rest. and all uses are regained upon completion of a rest.

### Unyielding Assailant

At 17th level, your speed and deadly nature become unmatched. You gain the following benefits:

* You automatically pass any dexterity saving throw and have advantage on all dexterity checks.
* You can make opportunity attacks as free actions.
* You are unhindered by difficult terrain.

## Outlaw

### Survival Instinct

Starting at 3rd level, your need to be able to survive and hide has made adept at Survival. You gain proficiency in the Survival skill, or expertise if you already had proficiency with this skill.

### Hidden in Plaint Sight

At 3rd level, you are able to hide in plain sight, whether you are surrounded by people or not. You can hide when only lightly obscured. At 10th level, you can cast Disguise self once per long rest.

### Silent Contribution

At 9th level, you are able to help your allies damage a target even further. When an ally attacks a target within 5 feet of you, you can use your reaction to make an attack at advantage against the target.

### Helping Hands

At 13th level, you are able to help your allies in whatever pursuit they take. You can use the Help action as a bonus action. Additionally, when you Help someone out of combat, they add your ability modifier for whatever score the check is based on (minimum 0).

### Recognition

At 17th level, people begin to repay you for the things you have done. You gain the following benefits while in combat:

* If you have an ally within 5 feet of you, you gain extra AC equal to that ally's Dexterity modifier (minimum 0), as if they are trying to protect you.
* When an ally is within 30 feet of you and you attack a target with a melee attack, your ally can use their reaction to move half their movement to get into a flanking position, giving you advantage.

While out of combat, you gain the following benefits:

* You get advantage on Charisma (Persuasion) checks
* You can get the favors of people as if they are a friend. They will not do anything that puts them in danger, harms someone, or goes against their moral beliefs.

### Whispers of the Dead

When you choose this archetype at 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

### Wails from the Grave

At 3rd level, as you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Tokens of the Departed

At 9th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.

You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

You can use soul trinkets in the following ways:

* While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
* When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
* As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

### Ghost Walk

At 13th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

### Death Knell

At 17th level, your association with death has become so close that you gain the following benefits:

When you use your Wails from the Grave, you can now deal the necrotic damage to both the first and the second creature.

At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.

### Scrappy

At the 3rd level, you are proficient in improvised weapons. Improvised weapons that you wield have the finesse and light property. When making a sneak attack with an improvised weapon, you deal an additional 1d6 damage. Your hit point maximum is increased by 1 for every rogue level you possess.

### Well-Connected

The life of a scoundrel often involves learning to make friends and trade favors to get ahead. At the 3rd level if you spend at least 1 hour carousing a populated area, you can find one of the following, if any:

* Lodgings equal to a modest lifestyle for up to five creatures.
* Information regarding the location of persons of interest.
* Access to rare/illegal goods and services

### Dirty Fighter

At 9th level, you've learned that when a fight is unavoidable, it's best to strike first and strike hard. Whenever you deal sneak attack damage to a surprised creature, that creature must make a Constitution Saving throw (DC = 8 + Your Strength/Dexterity Modifier + Your Proficiency Bonus). On a failure, the creature is confused for 1 minute.

At the end of each of the creature's turn, it can repeat the saving throw, ending the effect on a success.

### Escape Artist

At the 13th level, you gain advantage on ability checks and saving throws against being grappled or restrained.

Also, when you use your Uncanny Dodge, you may move up to half your movement speed as a reaction without provoking attacks of opportunity, and if the attacker is in range, you may make an attack of opportunity with a melee weapon against them as a part of the reaction.

### Final Gambit

At 17th level, when a creature within range of a melee weapon you wield reduces your HP to 0, you may use your reaction to make an attack with that weapon, with advantage. The attacker is surprised if you hit.

### Skirmisher

Starting at 3rd level, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

### Survivalist

At 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

### Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

### Ambush Master

Starting at 13th level, you have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

### Sudden Strike

Starting at 17th level, if you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

## Soulknife

A Soulknife possesses powerful psionic
potential. They channel this reservoir of inner
magic into tangible blades of psychic energy,
striking at their victims’ minds. They find easy
employment as members of thieves’ guilds,
being particularly sought after as assassins, since their signature psychic blades leave behind no
visible wounds.
As a Soulknife, your psionic abilities might
have haunted you since you were a child, only
revealing their potential when your psychic
knives first appeared. Or you might have sought
out a reclusive order of psionic assassins and
spent years learning how to manifest your
deadly blades.

### Psychic Blade

At the 3rd level, and as a bonus action, you can create a magical blade
of shimmering psychic power from one or both
of your hands. While one of your hands is
manifesting a blade, you can’t hold anything in
that hand. You can dismiss one or both blades at
any time (no action required), and they
disappear if you’re incapacitated.

The blade is a simple melee weapon with the
finesse, light, and thrown properties. It has a
normal range of 30 feet and a long range of 60
feet, and it deals 1d6 psychic damage on a hit. If
you throw the blade as part of an attack, it
vanishes immediately after it hits or misses its
target. The blade otherwise disappears the
instant it leaves your hand.

### Psionic Enhancement

At the 3rd level, you can focus your psionic power to give
yourself an extraordinary ability. When you
finish a long rest, you gain one of the following
benefits of your choice, which lasts until you
finish a long rest:

* You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically.
* Increase your walking speed by 5 feet.
* Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.

### Terrifying Blade

Starting at the 9th level, your psychic blades can now stoke terror within
a target: When you damage a creature with your
Psychic Blade, you can force the target to make a
Wisdom saving throw (DC equal to 8 + your
proficiency bonus + your Intelligence modifier).
On a failed save, the creature is frightened of you
until the start of your next turn. On a successful
save, the creature isn’t frightened and is immune
to your Terrifying Blade for 24 hours.

### Psychic Veil

Starting at the 13th level, you can weave a veil of psionic static to mask
your physical presence. As an action, you can
magically become invisible, along with anything
you are wearing or carrying, for 10 minutes. This
invisibility ends if you make an attack or if you
force a creature to make a saving throw.

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.

### Rend Mind

Starting at the 17th level, you can sweep your Psychic Blade directly
through a creature’s mind. As an action while
you have at least one Psychic Blade manifested,
you can force a creature you can see within 30
feet of you to make an Intelligence saving throw
(DC equal to 10 + your proficiency bonus + your
Intelligence modifier). If you are hidden from the
target, it has disadvantage on the save. On a
failed save, the target takes 12d6 psychic
damage, and it is stunned until the start of your
next turn. On a successful save, the target takes
half as much damage and isn’t stunned. One of
your Psychic Blades vanishes after using this
feature.

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.

### Fancy Footwork

At 3rd level, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

### Rakish Audacity

Starting at 3rd level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

### Panache

At 9th level, as an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

### Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

### Master Duelist

Beginning at 17th level, if you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

## The Revived

(Unearthed Arcana)

You’ve had a soul-shaking realization: you’ve
been dead before, yet somehow you are alive
again. This life isn’t your first; it might not even
be your second. Your past life, or lives, are
unclear to you, but you know that you passed
through the gates of death. And the powers of
death, or some other influence, wasn’t done with
you. You might have convinced a deity to let you
return to the Material Plane, perhaps you signed
a deal with a fiend, or maybe you used an artifact
that revived you. Whatever force brought you
back, you now know the truth about yourself:
that you are one of death’s representatives
among the living.

### Tokens of Past Lives

You remember talents you had in your previous
life. When you finish a long rest, you gain one
skill or tool proficiency of your choice. You can
replace this proficiency with another when you
finish a long rest.

### Revived Nature

Starting at 3rd level, your newfound connection to death gives you
the following benefits:

* You have advantage on saving throws against

disease and being poisoned, and you have
resistance to poison damage.

* You don’t need to eat, drink, or breathe.
* You don’t need to sleep. When you take a long

rest, you must spend at least four hours in an
inactive, motionless state, rather than sleeping.
In this state, you remain semiconscious, and
you can hear as normal.

### Bolts from the Grave

At 3rd level, you have learned to unleash bolts of necrotic
energy from within your revived body.
Immediately after you use your Cunning Action,
you can make a ranged spell attack against a
creature within 30 feet of you, provided you
haven’t used your Sneak Attack this turn. You
are proficient with it, and you add your Dexterity
modifier to its attack and damage rolls. A
creature hit by this attack takes necrotic damage
equal to your Sneak Attack. This uses your Sneak
Attack for the turn.

### Connect with the Dead

Starting at 9th level, you can create a link with a spirit through their
corpse. When you do so, you cast the speak with
dead spell, without using a spell slot or material
components. Intelligence is your spellcasting
ability for this spell.

Speaking with the dead in this way
temporarily gives you a capability from a past
life—you’re unsure whether it’s from your past
or the spirit’s. When the spell ends, you gain one
random benefit from the Revived Capabilities
table. The benefit lasts until you finish a short or
long rest.

 2
 3

### Audience with Death

At 13th level, when at death’s door, you can converse with the
powers of death. You have advantage on death
saving throws, and whenever you make a death
saving throw, your spirit can ask an entity of
death a question that can be answered with
“yes,” “no,” or “unknown.” The entity answers
truthfully, using the knowledge of all those who
have died.

In addition, whenever you have 0 hit points
and are healed or stabilized, you can change any
of your personal characteristics: personality
trait, ideal, bond, or flaw.

### Ethereal Jaunt

Like a ghost, you have the ability to slip in and
out of the Ethereal Plane. You can now use your
Cunning Action to teleport to an unoccupied
space within 30 feet of you. You don’t need to
see that space to teleport to it, but your
teleportation fails, wasting your bonus action, if
you attempt to teleport through magical force
that is Medium or larger, such as a wall of force.
If you appear in a space occupied by another
creature or filled by an object, 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
shunted.

## Thief

### Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

### Second-Story Work

At 3rd level, 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

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

### Use Magic Device

By 13th level, you ignore all class, race, and level requirements on the use of magic items.

### Thief's Reflexes

When you reach 17th level, 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.

## Wild Card

Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you’ve always gotten a kick out of leaving things up to chance.

Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals th

### Tricks Up the Sleeve

Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the Guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action.

### Wild Card’s Gambit

Also at 3rd level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set.

The gaming set you choose grants you a Wild Card’s Gambit, as detailed below. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class.

***Loaded Dice:*** You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. (Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on.) When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. Starting at 9th level you can spend up to two dice from the pool at once, and starting at 17th level you can spend up to three dice at once. You regain all expended dice from your loaded dice pool when you complete a long rest.

***Dragonchess:*** Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.

* ***Dragon:*** Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class.

* ***Griffon:*** Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. These benefits last until the start of your next turn.

* ***Sylph:*** You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws until the start of your next turn.

***Playing Cards:*** You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist. If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal 1d4 + your Dexterity modifier. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below. You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a long rest.

#### Wild Card Suit Table

 2
 3
 4

### Shifting the Odds

Starting at 9th level, you are acutely aware of how to quit when you’re ahead, vanishing in a flash when the odds begin to turn against you. As a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 4d10 force damage on a failed save or half as much on a successful one.

You then teleport yourself to an unoccupied space that you can see within 120 feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest.

### Twist of Fate

At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.

### Joker Wild

At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:

* You regain expended power for your Wild Card’s Gambit feature. You regain all spent uses of the Cards and Dragonchess feature and regain all spent dice.

* Your movement speed is doubled.

* You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.

* You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.

This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

   **Class Pages**
Artificer ● Barbarian ● Bard ● Blood Hunter ● Cleric ● Druid ● Fighter ● Knight ● Monk ● Mystic ● Paladin ● Plague Doctor ● Ranger ● **Rogue** ● Sorcerer ● Warlock ● Wizard