Classes/Rogue/Archetypes

##### Spellcasting

Beginning at 3rd level, you augment your martial prowess with the ability to cast spells. You learn three cantrips: *Mage Hand* and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *Charm Person* and have a 1st-level and a 2nd-level spell slot available, you can cast *Charm Person* using either slot.

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

**Spell save DC** = 8 + your PB + your INT modifier

**Spell attack modifier** = your PB + your INT modifier

##### *Mage Hand* Legerdemain

When you cast *Mage Hand*, you can make the spectral hand invisible, and you can perform the following 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.

#### Assassin

##### Assassinate

Beginning at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

#### Inquisitive

##### Ear for Deceit

Beginning at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

##### Eye for Detail

You can also use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or to make an Intelligence (Investigation) check to uncover or decipher clues.

##### Insightful Fighting

You also gain the ability to decipher an opponent's tactic's and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

#### Mastermind

##### Master of Intrigue

Beginning at 3rd level, you gain proficiency with the disguise 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 a 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

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

#### Phantom

##### Whispers of the Dead

Beginning 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

As you nudge someone closer to the grave, you can also 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.

#### Scout

##### Skirmisher

Beginning at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement does not provoke opportunity attacks.

##### Survivalist

You also 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.

#### Soulknife

##### Psionic Power

Beginning at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You hve a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all of your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short of long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

***Psi-Bolstered Knack***. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

***Psychic Whispers***. You can establish a telepathic communication between yourself and others – perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

##### Psychic Blades

You can also manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses the target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

#### Swashbuckler

##### Fancy Footwork

Beginning at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

##### Rakish Audacity

Your confidence also propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack: you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.

#### Thief

##### Fast Hands

Beginning 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

You also gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

#### Wild Card

##### Tricks Up the Sleeve

Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. Beginning at 3rd level, you learn the *Guidance* cantrip.

##### Wild Card's Gambit

You also 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. 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 your 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 makes 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 attack a creature within 30 feet of you with one of these cards. The attack roll for this feature uses your Dexterity modifier, and on a hit, it deals slashing damage equal to 1d4 + your Dexterity modifier. When you roll for damage, the card gains an additional random effect based on the d4 roll, 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 completing a long rest.

 1
 2
 3
 4