Rogue

Subclasses:

A Dexterous Expert in Stealth and Subterfuge

Core Rogue Traits

Primary Ability

Dexterity

Hit Point Die

D8 per Rogue level

Saving Throw Proficiencies

Dexterity and Intelligence

Skill Proficiencies

Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth

Weapon Proficiencies

Simple weapons and Martial weapons that have the Finesse or Light property

Tool Proficiencies

Thieves' Tools

Armor Training

Light armor

Starting Equipment

Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack, and 8GP; or (B) 100GP

Rogues rely on cunning, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows.

Some Rogues began their careers as criminals, while others used their cunning to fight crime. Whatever a Rogue's relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.

Becoming a Rogue ...

As a Level 1 Character

As a Multiclass Character

Rogue
Level Proficiency Bonus Features Sneak Attack
1 +2 Sneak Attack, Weapon Mastery 1d6
2 +2 Cunning Action 1d6
3 +2 Steady Aim 2d6
4 +2 Ability Score Improvement 2d6
5 +3 Waylay, Cunning Strike 3d6
6 +3 3d6
7 +3 Reliable Talent 4d6
8 +3 Ability Score Improvement 4d6
9 +4 Evasive 5d6
10 +4 Ability Score Improvement 5d6
11 +4 Improved Cunning Strike 6d6
12 +4 Ability Score Improvement, Looming Threat 6d6
13 +5 Subtle Strikes 7d6
14 +5 Devious Strikes 7d6
15 +5 Tricks of the Trade 8d6
16 +5 Ability Score Improvement 8d6
17 +6 9d6
18 +6 Stroke of Luck 9d6
19 +6 Ability Score Improvement 10d6
20 +6 Unfair Advantage 10d6

Class Features

Level 1: Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a weapon that lacks the two handed property, and be finesse or a ranged weapon.

You do not need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy is not incapacitated, and you do not 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.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can can change the kinds of weapons you chose.

When you reach certain levels in this class, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the class features table.

Level 2: Cunning Action

Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Level 3: Steady Aim

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Level 5: Waylay

You have mastered the ability to take advantage of an enemy that exposes themselves. When an enemy you can see makes an attack against you, you may use your Reaction to add your proficiency bonus to your Armor Class until the start of your next turn and you may immediately make a weapon attack against that enemy.

Level 5: Cunning Strike

You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner's Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Foundry Note

After using Cunning Strike effects, use the Cunning Sneak Attack activity on this feature for your Sneak Attack damage. It will prompt you to select how many dice you expended on effects and deduct them from your Sneak Attack roll automatically.

You can select the damage type in the damage roll dialog.

The Poison activity includes an Active Effect that applies the Poisoned condition.

The Trip activity includes an Active Effect that applies the Prone Condition.

Level 7: Reliable Talent

You have refined your chosen skills until they approach perfection. 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.

Level 9: Evasive

When you take damage you can reduce the damage you take by half (no action required). You can do this once per turn.

You cannot reduce damage taken in this way if you are Incapacitated or your movement speed is 0.

Level 11: Improved Cunning Strike

You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

Level 12: Looming Threat

When you start your turn and you have no more than half of your Hit Points left you can use your Cunning Action to expend one Hit Die to regain Hit Points. You can roll an additional Hit Die to regain more hit points, but doing so reduces the number of Sneak Attack dice you roll on your next successful Sneak Attack by half (rounded down). This reduction lasts until you complete a Short or Long Rest.

You can regain Hit Points with this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a Long Rest.

Level 13: Subtle Strikes

When you attack, you know how to exploit a target's distraction. You have Advantage on any attack roll made within reach or normal range of your weapon, provided the target is within reach of at least one of your allies who is not Incapacitated.

Level 14: Devious Strikes

You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or it has the Dazed condition until the end of its next turn.

Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

Foundry Note

After using Cunning Strike effects use the Cunning Sneak Attack activity. It will prompt you to select how many dice you expended on effects and deduct them from your Sneak Attack roll automatically.

You can control the damage type in the damage roll dialog box.

The Daze activity includes an Active Effect which applies the Dazed condition.

The Knock Out activity includes an Active Effect which applies the Unconscious condition.

The Obscure activity includes an Active Effect which applies the Blinded condition.

Level 15: Tricks of the Trade

Your tricks keep you one step ahead of your enemies. You gain proficiency in Wisdom and Charisma saving throws.

Additionally, no attack roll has Advantage against you while you are not Incapacitated.

Level 18: Stroke of Luck

You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Level 20: Unfair Advantage

Whenever you see another creature within 30 feet of you make a D20 Test at Advantage; you get Advantage on a D20 Test of your choice that you make before the end of your next turn.

Subclasses

Arcane Trickster

Enhance Stealth with Arcane Spells

Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.

Level Features Max Prepared Spells --Spell Slots per Spell Level--
1st 2nd 3rd 4th
1
2
3 Spellcasting, Mage Hand Legerdemain 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 Magical Ambush 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 Versatile Trickster 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 Spell Thief 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Level 3: Spellcasting

You have learned to cast spells. See the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.

Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list. Mind Sliver and Minor Illusion are recommended.

Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.

When you reach Rogue level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1: Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Roque, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. When you finish a Long Rest, you can replace any spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.

Level 3: Mage Hand Legerdemain

When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Slt check checks.

Level 9: Magical Ambush

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.

Level 13: Versatile Trickster

You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.

Level 17: Spell Thief

You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to force the creature to make an Intelligence saving throw. 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 level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours or until you use this feature again, you have the spell prepared. The creature can't cast that spell until the 8 hours have passed or you have used this feature again.

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.

Assassin

Practice the Grim Art of Death

An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.

Level Features
3 Assassinate, Foul Play
9 Infiltration Expertise
13 Just Business
17 Death Strike

Level 3: Assassinate

You're adept at ambushing a target, granting you the following benefits.

Initiative. You have Advantage on Initiative rolls.

Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.

Foundry Note

This feature includes an Active Effect which automates the advantage on Initiative rolls.

The Damage activity can be used to apply extra damage equal to your level. You can choose the damage type in the roll's dialog box. Alternatively, you could add your level (@classes.rogue.levels) as a situational bonus to your normal damage roll.

Level 3: Foul Play

You become a master at creating false identities and infiltration, granting you the following benefits.

Proficiencies. You gain proficiency with the disguise kit, forgery kit and the poisoner's kit.

Assume Identity. Whenever you make an ability check to create a disguise, forgery or to deceive a creature by assuming a false identity or with false credentials, you have Advantage on the roll.

Toxic Coatings. Whenever you finish a Short Rest, you can use your Poisoner's Kit to coat a number of weapons you are proficient with or pieces of ammunition with poison equal to your Proficiency Bonus. The poison's composition is only known to you, and any other creature that attempts to use one of these weapons or pieces of ammunition is poisoned while the item is on their person.

When you deal damage with a coated weapon or piece of ammunition, you can subject the creature to the poisoned condition until the end of your next turn.

Level 9: Infiltration Expertise

You are expert at the following techniques that aid your infiltrations.

Masterful Mimicry. You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.

Roving Aim. Your Speed isn't reduced to 0 by using Steady Aim.

Level 13: Just Business

Your Sneak Attack die become d8s and you can reroll any Sneak Attack die of a 1. You must use the new result.

Also, when you use the Poison option of your Cunning Strike, the target also takes 2d6 Poison damage whenever it fails the saving throw. This damage ignores Resistance to Poison damage.

Foundry Note

The Poison activity on this feature includes the save and poison damage.

Alternatively, you can use the inline roll above if you've already used the original activity.

Important: This damage does not automatically bypass resistances so ensure the correct damage is being applied.

Level 17: Death Strike

When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus), or the attack's damage is doubled against the target.

Foundry Note

The Death Strike activity includes the save and your normal Sneak Attack damage.

With the target selected you can either right click on the damage roll's chat card and select  Apply Double Damage or click the "2" button and then the  Apply button.

Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

Level Features
3 Deceit and Detail*, Insightful Fighting
9 Steady Eye
13 Unerring Eye
17 Eye for Weakness

Level 3: Deceit and Detail*

You develop a talent for picking out what is out of place in your surroundings. You gain proficiency in Insight and Investigation and if you are already proficient in either skill then you gain expertise instead. Whenever you make an Insight check to determine whether a creature is lying, treat a roll of 9 or lower on the d20 as a 10.

Furthermore, you can use your Cunning Action to make a Perception check to spot a hidden creature or object or to make an Investigation check to uncover or decipher clues.

Level 3: Insightful Fighting

You gain the ability to decipher an opponent's tactics and develop a counter to them. As a Bonus Action, you can make an Insight check against a creature you can see that does not have the incapacitated condition, contested by the target's Deception. If you succeed, you gain the following benefits:

Sneakier Attack. 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.

Enhanced Sneak Damage. You deal additional damage equal to your Proficiency Bonus whenever you Sneak Attack the target.

Roguish Defenses. You can add half your Wisdom modifier to your AC against all attack rolls that creature makes against you and to all saving throws that creature forces you to make.

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

Level 9: Steady Eye

You have Advantage on any Perception or Investigation check if you move no more than half your Speed on the same turn.

Level 13: Unerring Eye

Your senses are almost impossible to foil. You can give yourself Truesight out to 60 feet until the start of your next turn (no action required).

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

Level 17: Eye for Weakness

Yu have learned to exploit a creature's weakness with rapid study. When you hit a creature with your Sneak Attack, you can reduce the number of Sneak Attack Dice you roll by half to cause the creature to gain Vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.

If a creature has Resistance to the damage type you choose, this Resistance is suppressed for 1 minute, rather than gaining Vulnerability. A creature that is Immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.

Mastermind

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Level Features
3 Master of Intrigue, Master of Tactics
9 Insightful Manipulator
13 Misdirection
17 Soul of Deceit

Level 3: Master of Intrigue

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.

Level 3: Master of Tactics

You can use the Help action as a Bonus Action and the target moves as if it used the Disengage action until the end of its next turn. 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.

Level 9: Insightful Manipulator

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 information based on the two of the following characteristics of your choice:

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.

Level 13: Misdirection

You can sometimes cause another creature to suffer an attack or spell meant for you. When you are targeted by an attack or spell while there is a creature within 5 feet of you, you can take a Reaction to benefit from your Waylay feature and to have the attack or spell target that creature instead of you.

Level 17: Soul of Deceit

Your words gain an almost unnatural power to mislead and confuse others. 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.

Additionally, as an Influence action, you can make a Deception check contested by a creature's 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 you, they cannot make Opportunity Attacks against you, and you have Advantage on any saving throws they force you to make for 1 minute or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature is not hostile to you, the creature has Disadvantage on Perception checks and Insight checks for 1 minute. This effect ends immediately if you or your companions do anything harmful to it.

If your check fails, the target can't be deceived by you in this way for 24 hours.

Phantom

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?

Level Features
3 Wails From the Grave, Whispers of the Dead*
9 Tokens of the Departed
13 Ghost Walk
17 Death's Friend

Level 3: Wails From the Grave

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 Rogue level (rounded 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.

Level 3: Whispers of the Dead*

Echoes of those who have died cling to you. Whenever you finish a Short or Long Rest, you can choose one skill or tool proficiency that you lack and gain it, 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.

Foundry Note

When you finish a Short or Long Rest, you will have to manually update the proficiencies as specified in this feature.

Level 9: Tokens of the Departed

When a life ends in your presence, you are able to snatch a token from the departing soul, a sliver of its life essence that takes physical form. When a creature you can see dies within 30 feet of you, you can take a Reaction and open your free hand to 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 cannot create one while at your maximum. You can use Soul Trinkets in the following ways.

Enhanced Vitality. 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.

Invoke Wails. 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.

Question Spirit. As a Magic 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.

Level 13: Ghost Walk

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 Fly 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.

Foundry Note

The Ghost Walk activity will use the once per Long Rest usage of this feature, the Ghost Walk (Soul Trinket) activity will consume one of your Soul Trinkets from Tokens. These both have an Active Effect which grants you the 10 foot Fly Speed but does not automate anything else.

The End Ghost Walk activity can be used for tracking Bonus Action usage.

Level 17: Death's Friend

Your association with death has become so close that you gain the following benefits.

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

Soul Interrogation. When you use the Question Spirit feature of a Soul Trinket you can ask it 3 questions and it must do answer the questions as truthfully as it can.

Unending Phylactery. 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. The spirit associated with this Soul Trinket is determined by the DM.

Scout

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter - these are just a few of the roles that Scouts assume as they range the world.

Level Features
3 Skirmisher, Survivalist
9 Vanguard Training
13 Ambush and Subdue
17 Sudden Strike

Level 3: Skirmisher

You are difficult to pin down during a fight. Your Speed increases by 10 feet. If you have a Climb or Swim speed, this increase applies to that speed as well.

Also, when an enemy ends its turn within 5 feet of you, an attack misses you, or an effect includes you in its area you can take a Reaction to move up to half your Speed. This movement does not provoke Opportunity Attacks.

Level 3: Survivalist

Yu gain proficiency in the Nature and Survival skills if you do not already have it. Your Proficiency Bonus is doubled for any ability check you make that uses either of those proficiencies.

If you already have proficiency with Nature or Survival, then you gain proficiency in any other rogue skill, but your Proficiency Bonus is not doubled for any ability check you make that these proficiencies.

Level 9: Vanguard Training

You find comfort in the forefront and have begun to hone your skills to excel there. You gain the follow benefits.

Unhampered. You are not slowed by Difficult Terrain.

Enfilade. When you benefit from Half Cover treat it as though it was Three-Quarters Cover.

Better Hiding. You can take the Hide action when Lightly Obscured.

Furthermore, while leading others across distances for at least 1 hour, you gain the follow benefits.

Wilderness Wanderers. Difficult Terrain does not slow your group's travel.

On Course. Your group cannot become lost except by magical means.

Readied. Even when engaged in another activity while traveling (such as foraging, navigating, or tracking), your group remains alert to danger.

Level 13: Ambush and Subdue

You excel at leading ambushes and acting first in a fight. You get the following benefits.

Initiative. You have Advantage on Initiative rolls.

You gain the following Cunning Strike option.

Stun (Cost: 4d6). The target must succeed on a Constitution saving throw, or it has the Stunned condition until the start of your next turn.

Level 17: Sudden Strike

You can strike with deadly speed. 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 cannot use your Sneak Attack against the same target more than once in a turn.

Soulknife

Strike Foes with Psionic Blades

A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.

Level Features Psionic Power
3 Psionic Power, Psychic Blades, Psychic Blade 4d6
9 Soul Blades 8d8
13 Psychic Veil 10d10
17 Rend Mind 12d12

Level 3: Psionic Power

You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.

Soulknife Energy Dice
Rogue LevelDie SizeNumber
3D64
5D86
9D88
11D108
13D1010
17D1212

Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.

You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Psi-Bolstered Knack. 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. The die is expended only if the roll then succeeds.

Psychic Whispers. You can establish telepathic communication between yourself and others. As a Magic 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 end the telepathic connection at any time (no action required).

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.

Level 3: Psychic Blades

You can manifest shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade. The magic blade has the following traits:

Weapon Category: Simple Melee

Damage on a Hit: 1d6 Psychic plus the ability modifier used for the attack roll

Properties: Finesse, Thrown (range 60/120 feet)

Mastery: Vex (you can use this property, and it doesn't count against the number of properties you can use with Weapon Mastery)

The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.

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

Level 3: Psychic Blade

You have manifested shimmering blades of psychic energy. Whenever you take the Attack action or make an Opportunity Attack, you can manifest a Psychic Blade in your free hand and make the attack with that blade.

The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.

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

Level 9: Soul Blades

You can now use the following powers with your Psychic Blades.

Homing Strikes. If you make an attack roll with your Psychic Blade and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.

Psychic Teleportation. As a Bonus Action, you manifest a Psychic Blade, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Level 13: Psychic Veil

You can weave a veil of psychic static to mask yourself. As a Magic action, you gain the invisible condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you finish a Long Rest, unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Foundry Note

The Psychic Veil (Free) activity contains a free use. The Psychic Veil activity consumes a Psionic Die. They both include an Active Effect that applies the Invisible condition.

Level 17: Rend Mind

You can sweep your Psychic Blades through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC 8 plus your Dexterity modifer and Proficiency Bonus). If the save fails, the target has the Stunned condition for 1 minute. The Stunned target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you cannot do so again until you finish a Long Rest, unless you expend three Psionic Energy Dice (no action required) to restore your use of it.

Foundry Note

The Rend Mind (Free) activity includes a free use of this feature. The Rend Mind activity will consume three Psionic Energy Dice. Both activities include the save and an Active Effect that applies the Stunned condition.

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Level Features
3 Fancy Footwork, Rakish Audacity
9 Panache
13 Elegant Maneuver
17 Master Duelist

Level 3: Fancy Footwork

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 cannot make Opportunity Attacks against you for the rest of your turn.

Level 3: Rakish Audacity

Your confidence propels you into battle. You gain the following benefits.

Leader. You gain a bonus to your Initiative rolls equal to your Charisma modifier.

Duelist. You do not 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.

Level 9: Panache

Your charm becomes extraordinarily beguiling. As an Influence action, you can make a Persuasion check contested by a creature's 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, your weapon attacks against the target deal additional damage equal to your Charisma modifier (minimum of 1), it has Disadvantage on attack rolls against targets other than you and cannot 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.

At 9th level, your Evasive feature adds your Charisma modifier (minimum of 1) to the damage reduced against the creature you succeed your check against.

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

Level 13: Elegant Maneuver

You can use a Bonus Action on your turn to gain Advantage on the next Acrobatics or Athletics check you make during the same turn.

Additionally, your Speed equals a number of feet equal to 5 times your Charisma modifier (minimum of 1) instead of 0 until the end of the current turn when you use Steady Aim.

Level 17: Master Duelist

Your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with Advantage.

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.

Thief

Hunt for Treasure as a Classic Adventurer

A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

Level Features
3 Fast Hands, Second-Story Work
9 Supreme Sneak
13 Use Magic Device
17 Thief's Reflexes

Level 3: Fast Hands

As a Bonus Action, you can do one of the following.

Sleight of Hand. Make a Slt check check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.

Use an Object. Take the Utilize action, or take the Magic action to use a magic action that requires that action.

Foundry Note

The Sleight of Hand and Thieves' Tools activities include the relevant checks.

The Use an Object activity can be used for tracking Bonus Action use.

Level 3: Second-Story Work

You've trained to get into especially hard-to-reach places, granting you these benefits.

Climber. You gain a Climb Speed equal to your Speed.

Jumper. You can determine your jump distance using your Dexterity rather than your Strength.

Foundry Note

This feature does not automatically add the Climb Speed and will have to be added manually.

Level 9: Supreme Sneak

You gain the following Cunning Strike option.

Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

Level 13: Use Magic Device

You've learned thow to maximize use of magic items, granting you the following benefits.

Attunement. You can attune to up to four magic items at once.

Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.

Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Arc check check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

Foundry Note

This feature includes an Active Effect that automatically increases your attunement maximum.

When using an item property that expends charges roll the d6 and uncheck the consumption box to use it for free.

Level 17: Thief's Reflexes

You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.