Class Feature Variants: Rogue

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During your rogue training you learned a coded language, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Choose a secret language from the list found in Languages that you and your DM agree is appropriate for your character. If no coded language seems appropriate, you can instead choose any appropriate language.

### Devise Machinations

*3rd-level rogue feature*

Starting at 3rd level, you learn how to concoct and execute complex schemes (or dirty tricks) known as machinations.

***Machinations Known.*** You learn four machinations, which are listed below. You learn two additional machinations at 6th, 9th, 13th, and 17th level in this class. When you gain a level in this class, you can replace a machination you know with a new one. Additionally, when you finish a long rest, you can spend a point of inspiration to replace a machination you know with a new one.

***Enact Machinations.*** Whenever you finish a long rest, you can select two known machinations to enact. You can enact an additional machination at 6th, 9th, 13th, and 17th level in this class. While enacting a machination, you gain the listed effect until the end of your next long rest.

***Replicating Spell Effects.*** Some of your machinations allow you to replicate the effects of spells. When replicating a spell effect, you must provide all of that spell's components, and if the spell requires concentration, you must concentrate.

***Expend Sneak Attack Dice.*** Some of your machinations require you to expend a sneak attack die to use. When you use Sneak Attack against a creature on your turn, you can expend one or more of your Sneak Attack dice, removing it from the extra damage, to apply one of these machinations. You must expend Sneak Attack dice in this way before you roll the extra damage, and you can only apply one machination to an attack.

***Saving Throws.*** Some of your machinations require a saving throw. The DC for this saving throw is calculated as follows:

**Machination save DC** = 8 + your proficiency bonus + your Dexterity or Strength modifier

## Machinations

A machination is a scheme, plot, or stratagem that you can enact over the course of the day. Some machinations have a minimum rogue level. You can't learn such a machination until you are at least that level.

#### Aid and Abet

You can administer and consume potions as a bonus action.

#### Conspirator's Truncheon

When you make an attack with a weapon that deals bludgeoning damage, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

#### Shocking Strike

You can expend 1 Sneak Attack die to prevent the target from reacting quickly. The target must succeed a Constitution saving throw or be unable to take reactions until the start of its next turn.

#### Hamstring

You can expend Sneak Attack dice to hamper the target's movement. The target must succeed a Constitution saving throw or have its walking speed reduced by 5 feet for each Sneak Attack die expended until end of its next turn, to a minimum speed of 5 feet.

#### Pin

You can expend 2 Sneak Attack dice to attempt to grapple the target with a bonus action on this turn. You can instead expend 3 Sneak Attack dice to make a Dexetrity (Acrobatics) check in place of a Strength (Athletics) check for this grapple.

#### Unpredictable

At the end of the round after every creature has taken their turn, you can choose to roll your initiative again.

#### Cloak and Dagger

*Prerequisite: 6th level*

When you roll for initiative, you can become invisible until the end of your first turn, or until you make an attack or cast a spell. Once you use this machination, you can't use it again until you finish a long rest.

#### Duelist's Feint

*Prerequisite: 6th level*

You can expend 2 Sneak Attack dice to gain advantage on the next weapon attack you make against the target before the end of your next turn.

#### Persistent Wound

*Prerequisite: 6th level*

You can expend 1 Sneak Attack die to leave a festering wound on the target. The target must succeed a Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

#### Rakish Evasion

*Prerequisite: 6th level*

You can expend 2 Sneak Attack dice to impose disadvantage on the next attack the target makes against you before the start of your next turn.

#### Silencing Strike

*Prerequisite: 6th level*

You can expend 2 Sneak Attack dice to strike at the target's vocal cords or similar parts. The target must succeed a Constitution saving throw or be unable to speak or supply the vocal components of spells until the end of their next turn.

#### Sweep the Leg

*Prerequisite: 6th level*

You can expend 3 Sneak Attack dice to trip the target. If the target is Large or smaller, it must succeed a Dexterity saving throw or a Strength saving throw (target's choice) or fall prone.

#### Two-Weapon Fighting

*Prerequisite: 6th level*

You learn the Two-Weapon Fighting Fighting Style.

#### Concuss

*Prerequisite: 9th level*

You can expend 4 Sneak Attack dice to disorient the target with a well-placed blow. The target succeed make a Constitution saving throw or be Slowed until the end of its next turn.

#### Dazing Blow

*Prerequisite: 9th level*

You can expend 3 Sneak Attack dice to knock the target off balance. The target subtracts 1d4 from the next attack roll or saving throw it makes before the end of your next turn.

### Lookout

*Prerequisite: 9th level*

When creatures of your choice within 10 feet of you that can hear you are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, you can use your reaction to forgo your own Evasion class feature, losing its benefit. If you do, each of the chosen creatures instead take no damage on a successful saving throw, and half damage on a failure.

#### Poisoned Strike

*Prerequisite: 13h level, Proficiency with Poisoner's Kit*

You can expend 4 Sneak Attack dice and a vial of basic poison to apply a lingering poison. The target must succeed a Constitution saving throw or take 3d6 poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, reducing the poison damage by 1d6 on a successful save. The machination ends when the damage is reduced to 0.

You can expend additional Sneak Attack dice to increase the initial poison damage. For every 2 Sneak Attack dice spent after the 4th, the target recieves an additional 1d6 poison damage.

#### Scars of the Grave

*Prerequisite: 13th level*

You can expend 1 Sneak Attack die to force the target to make a Constitution saving throw. On a failure, the target can't regain hit points until the start of your next turn.

#### Undercut Resistance

*Prerequisite: 13th level*

You can expend 1 Sneak Attack die to cause the attack's damage to bypass any damage resistance the target has.

#### Dauntless

*Prerequisite: 17th level*

You are immune to being frightened.

#### Mental Gymnastics

*Prerequisite: 17th level*

You are immune to being charmed.

#### Steal Mana

*Prerequisite: Arcane Trickster, 17th level*

If the target is a spellcaster, you can expend 4 Sneak Attack dice to force the target to make a saving throw with its spellcasting ability modifier. On a failure, the target loses its highest level spell slot that is no higher than 3rd level, and you regain an expended spell slot of that level or lower. Once you use this machination, you can't use it again until you finish a short or long rest.

#### Killing Stroke

*Prerequisite: Assassin, 17th level*

If you hit a creature that hasn't taken a turn in the combat yet with a weapon attack, you can choose to make the hit a critical hit. Once you do so, you can't use this machination again until you finish a long rest.

#### Deduce

*Prerequisite: Inquisitive*

If the target is under the effects of your Insightful Fighting feature, you can expend any number of Sneak Attack dice to learn a number of the following facts about the target (your choice) equal to the ammount expended:

* Its damage immunities
* Its damage resistances
* Its damage vulnerabilities
* Its condition immunities
* One of its defining traits and its mechanical effects (such as a hydra's Multiple Heads trait)
* One of its defining actions and its mechanical effects (such as a dragon's Breath Weapon)

#### Predict Turn

*Prerequisite: Inquisitive, 17th level*

If the target is under the effects of your Insightful Fighting feature, you can expend 4 Sneak Attack dice to force the target to make an Intelligence saving throw. On a failure, you learn exactly what the target plans to do on its next turn. During the target's turn, you have advantage on any ablity check or saving throw the target forces you to make, and the target has disadvantage on all attack rolls against you.

#### Setup

*Prerequisite: Mastermind, 17th level*

You can expend 4 Sneak Attack dice to force the target to make an Intelligence saving throw. On a failure, it automatically fails the first saving throw it makes against the next machination you apply to it in the next minute.

#### Dreadful Strike

*Prerequisite: Phantom, 17th level*

You can expend 3 Sneak Attack dice to fill the target with the fear of death. The target must succeed a Wisdom saving throw or be frightened of you until the start of your next turn.

#### Tracking Strike

*Prerequisite: Scout*

You can expend 1 Sneak Attack die to mark the target until the end of your next turn. Whille a creature is marked, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find it, and you can't have disadvantage on weapon attacks against it.

#### Expose Soul

*Prerequisite: Soulknife, 9th level*

You can expend 3 Sneak Attack dice to give away the target's location. The target must succeed a Charisma saving throw, or be exposed for the next minute. While exposed, the target can't hide from you, and if it's invisible, it gains no benefit from that condition against you.

#### Goad

*Prerequisite: Swashbuckler, 6th level*

You can expend 1 Sneak Attack die to provoke the target into attacking you. It must succeed on a Wisdom saving throw or be affected by the *compelled duel* spell until the start of your next turn.

#### Unseen Strike

*Prerequisite: Thief, 13th level*

If you are hidden from the target, you can expend 4 Sneak Attack dice to make a Dexterity (Stealth) check against the target's passive Wisdom (Perception) score. On a success, you remain hidden from the target.