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Shadow Blade

Archetype Type
Roguish Archetype (Rogue)
Masters of shadow and darkness, Shadow Blades are touched by the Shadowfell. These
deadly rogues learn to create weapons infused with shadow-stuff, wrap themselves in
darkness, and teleport through shadows.
Archetype Feature

Shadow Weapon
At 3rd level, you can use your action to create a shadow weapon infused with the
essence of the Shadowfell. This weapon can take the form of any melee weapon
with which you are proficient, and counts as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage. Your
shadow weapon disappears if it ever leaves your grasp, you dismiss it (no action
required), or if you die.
Starting at 5th level, as a bonus action you can create a second shadow weapon
in your off-hand. This second weapon has the same abilities and restrictions as
described above.

Archetype Feature

Dark Sight
At 3rd level, you gain the ability to see normally in darkness, both magical and
nonmagical, to a distance of 120 feet.

Archetype Feature

Shadow Step
Starting at 9th level, you gain the ability to step from one shadow to another.
When you are in dim light of darkness, as a bonus action you can teleport up to
60 feet to an unoccupied space you can see that is also in dim light or darkness.
You then have advantage on the first melee attack you make before the end of
the turn.

Archetype Feature

Wrapped in Shadow
At 13th level, you can manipulate shadows and darkness to cover your
movements. If you are in an area of dim light or darkness, you can use your
Cunning Action to take the hide action, even if you are in sight of another
creature. Areas of dim light and darkness are always considered places for you to
hide. Creatures searching for you in dim light or darkness have disadvantage on
your Wisdom (Perception) checks, even if they have the ability to see in
darkness.

Archetype Feature
Shadow Form
At 17th level, you have learned to create and become one with the shadows. As a
bonus action, you can cast the darkness spell on yourself. If you fail to maintain
concentration for the spells duration, or the effect is dispelled, and you are in an
area of dim light or darkness, you become invisible. You remain invisible for 1
hour, until you make an attack or cast a spell, or are in an area of bright light.
Once you use this feature, you cant use it again until you finish a long rest.
The Ninja[edit]

The ninja is a rogue archetype. It focuses on achieving clarity in the field of


combat through focus and exact movements.
nin.jpg
A ninja strikes quickly and decisively, then fades into nothingness
To the world at large, the ninja do not exist. The tales of black clad figures flying
through the night are now the stuff of legend, and even then, the learned viewed
such statements as little more than idiotic superstition, but the truth is more
intriguing: the ninja still exist today, and they exist in you. Drawing upon the
elements of nature, the ninja focus their skills into moments of supreme focus
and clarity, aiding them both in and out of combat with quick maneuvers, deadly
attacks, and preternatural celerity.
The Earth Moves Beneath Me[edit]
Beginning at 3rd Level, you sense the earth beneath your feet. You add your
Wisdom bonus to initiative rolls.
In addition, opportunity attacks against you have disadvantage as long as you
aren't incapacitated.
The Wind Blows Through Me[edit]
Beginning at 3rd level, you are like a leaf in the wind, flying through danger.
When using your Cunning Action, you ignore difficult terrain for the rest of your
turn, and may also move through spaces occupied by enemies.
The Fire Burns Within Me[edit]
The fire in your heart burns to win. Beginning at 9th level, you can make an
opportunity attack without using your reaction. You may do this a number of
times per round equal to your Dexterity modifier (a minimum of once), but not
more than once a turn.
In addition, you can deal Sneak Attack damage on your opportunity attacks.
The Water Flows Around Me[edit]
Beginning at 13th level, the purity and clarity of water focuses your mind. As a
bonus action, you gain advantage on the next Intelligence [Investigation] or
Wisdom [Perception] check you make this turn.
The Void Shrouds Me[edit]
Beginning at 17th level, you can fade from sight. As a reaction to a melee attack
against you, you become invisible until the end of your next turn or until you
attack.
D&D 5e: Divine Trickster Rogue Archetype
For a campaign that started up this past Saturday, one of the players was looking
for a way to play a more divine-side rogue, rather than an arcane trickster. Now,
a straight replacement of Arcane -> Divine is one thing, but the campaign setting
has laws of magic that significantly differ from the Player's Handbook, so there
are some things here that look quite odd. Still, a holy trickster figure is a pretty
cool idea by itself.

Divine Trickster (Reborn Campaign)


As a student of secrecy, vengeance, or both, you have entered into a compact
with the Queen who rules the Dark. You have much in common with Her clerics,
except that you work Her will at the end of knife. Divine tricksters learn to tear
down corrupt forms of order, so that something new and clean can flourish; you
comfort the afflicted and afflict the comfortable.

Spellcasting
When you reach 3rd level, you gain the ability to cast spells.

Cantrips. You learn three cantrips. You may choose from the Cleric spell list,
Necromancy cantrips, and minor illusion.
Spell Slots. As Arcane Trickster (Player's Handbook, p. 98)
Domain. Select one Domain from the Cleric class. You may choose its domain
spells for your Spells Known.
Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of
your choice, two of which you must choose from your domain's list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when
you learn more cleric spells of 1st level or higher. You must learn your domain
spells of spell levels 1-4 as soon as they become available to you; for example,
the Spells Known slots that you gain at 7th and 8th level must go to learning your
domain's 2nd-level spells, while the slots you gain at 10th and 11th levels may
be spent on any spell that you can learn.
Whenever you gain a level in this class, you can replace one of the cleric spells
you know with another spell of your choice from the cleric list. You are not
required to respend Spells Known to complete the set of your domain spells,
though you may do so if you wish.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. You
use your Wisdom whenever a spell refers to your spellcasting ability. In addition,
you use your Wisdom modifier when setting the saving throw DC for a cleric spell
you cast and when making an attack roll with one.
Spellcasting Focus. You can use a holy symbol as a spellcasting focus.

Channel Divinity
Starting at 3rd level, you may use your domain's Channel Divinity power once,
and recover all uses when you take a short or long rest. You may only use the
Channel Divinity options that are available to 2nd-level clerics.

Secrecy and Vengeance


At 9th level, choose one of the two abilities below:
Blade of the Reaper: When you deal your Sneak Attack damage, the ever-
vengeful Queen rewards you with a gift of vitality. Regain hit points equal to your
character level or half the damage dealt, whichever is lower. Once you use this
ability, you may not use it again until you complete a short or long rest.
Enrapture: When you deal damage that would reduce a creature below 1 hit
point, you may instead negate all damage dealt. If you do so, the creature must
roll a saving throw against your spellcasting DC. If it fails, it is charmed by you for
one minute or until you or your allies deal damage to it. Once you use this ability,
you may not do so again until you complete a long rest.
When you reach 17th level, you can replace the charmed effect with dominate
person or dominate beast. You choose whether to charm or dominate the target
at the time you make the attack.

Afflict the Comfortable


Starting at 13th level, you gain advantage on all Wisdom (Insight) checks and
Charisma checks against someone of social status or rank higher than your own.

Shadow Dancing
Starting at 17th level, while in any light less than direct, noonday sunlight, you
can activate one of the following abilities:
Spend an action, bonus action, or reaction to become invisible and resistant to all
damage except force damage. This requires Concentration and lasts for one
minute.
Spend an action or bonus action to teleport to a location within 60 feet and line
of sight. When you arrive, you may make a single attack with advantage as part
of the same action. This requires Concentration and lasts for one minute.
Spend an action to switch places with another creature within 60 feet. This is a
teleportation effect. This requires Concentration and lasts for one minute.
Once you use one of these abilities, you may not do so again until you complete
a long rest.
D&D 5e: Investigator Roguish Archetype
As I mentioned in my previous post, I've been thinking about how to build an
Investigator rogue. Since I woke up ridiculously early this morning and couldn't
get back to sleep, I now have an initial draft of the Investigator archetype to
share. The goal of this archetype is to model both Sherlock Holmes and Philip
Marlowe without going too far in leaving the medieval fantasy behind. Yes, I know
that the modern conception of the detective comes from 1833, with a guy who
has Rogues Are My Jam written all over him, but if this kind of detail is enough to
ruin your fun, then move along, friend. If it's good enough for Pratchett's
medievalish fantasy, it's good enough for me. Also, my closing argument.

Investigator

Where others use the talents and training of a rogue for personal gain, you turn
those same abilities to investigating mysteries. You may not be above working
both sides of the law, but when there are people in need or tantalizing mysteries
to uncover, you can't help yourself. You might be the sort who only cares about
the puzzle and proving your intellectual superiority, or you might be driven to
enact rough justice.

Driven
Beginning at 3rd level, whenever you begin an investigation into a crime or other
mystery, gain a temporary Bond with whatever has drawn you into the
investigation - perhaps the death of an ally, or your interest in a femme fatale.
This Bond lasts until you conclude the investigation. If you take on a second
investigation without concluding the first, rewrite the Bond of the earlier
investigation(s) as a Flaw, as you are tormented by your cold cases.

You can size up an opponent and spot some weaknesses. While you have your
opponent within line of sight, roll Wisdom (Insight) or Intelligence (Investigation)
against DC 15 as an action. If the opponent is aware of your observation, it may
oppose your roll with Charisma (Deception). If you succeed, you create a Hunter's
Mark effect upon the opponent. This effect does not require Concentration, spell
components, or any obvious spellcasting effort. You must take a short or long rest
before using this ability again, or expend Inspiration.

Detective
At 3rd level, choose one of the abilities below.
Savant: Gain proficiency in two of the following: Arcana, History, Investigation,
Medicine, Nature, Religion, any item on the Tools list, or any language. Double
your proficiency bonus with one of the skills or tools you choose.

Further, once per month, you may attempt an Intelligence (Investigation) check
against any investigation that has become a cold case, as you remember
something you overlooked or put together something that has eluded you. The
DC for this ability check is typically 20 or 25.
Hard-Boiled: Whenever an enemy reduces to you 0 hit points, you gain
advantage on death saving throws, and gain Inspiration when you recover (gain 1
or more hit points). If the enemy is directly part of your Ideal, Bond, or Flaw, you
gain temporary hit points equal to 1d8 + your character level when you recover.
These temporary hit points last until used. You may not gain Inspiration or
temporary hit points from this ability more than once per short rest.

Case Files
By 9th level, you have kept extensive notes on your past cases. Drawing on this
well of knowledge, you can:
Use your rogue level in place of your ability score bonus and proficiency bonus on
any ability check made as part of a Research action. You do not incur the normal
1 gp additional expenses from the Research action.
Whenever you encounter a character you have been in conflict with before, you
may make a Wisdom (Insight) roll against DC 15. On a success, you learn one of
the target's Bonds, Ideals, or Flaws. You must be aware that the character is the
same person you have previously encountered (that is, this ability does not
automatically pierce disguises).
Whenever you encounter a type of creature you have previously encountered
(and you have taken at least a short rest since the initial encounter), you may
make an Intelligence (Investigation) roll against a DC equal to 5 + the creature's
CR. On a success, you learn one of the following: the creature's damage
immunities, damage resistances, condition immunities, damage vulnerabilities,
or one special trait. You decide which of these you are attempting to learn after
you roll.

Penetrating Perception
Starting at 13th level, you gain advantage on all saving throws against illusions,
and on Intelligence checks to escape the maze spell.

Legendary Detective
At 17th Level, choose one of the abilities below.
Triumph of Reason: This ability is identical to the cleric ability in the Knowledge
domain, Visions of the Past, except that you use Intelligence rather than Wisdom,
and the ability is not magical in nature when you use it. (Not reprinted here, as it
might stretch the bounds of fair use.)
Agent of Justice: You lash out against the corruption all around you - in the law, in
society, even in the forces of the cosmos. You become an agent of justice,
fighting with a burning ferocity. While in a fury, you gain the following benefits:
You have advantage on Dexterity checks and Dexterity saving throws.
Your weapon attacks score a critical hit on a natural 19 or 20.
You have resistance to all damage types.
Your movement speed increases by 10 feet.
Your fury lasts for one minute. It ends early if you are knocked unconscious, or if
you end a turn without having attacked an enemy or taken damage since the end
of your previous turn. You may end your fury on your turn as a bonus action. After
you use this ability, you must take a long rest before you can use it again. You
may use it one additional time per long rest by expending Inspiration.
D&D 5th Edition: Mastermind Roguish Archetype
A few days ago, the G+ thread following +Rob Donoghue's post on Rangers and
Rogues led to an idea that really grabbed me: the Mastermind Rogue. This is a
Roguish Archetype that roughly parallels some of the functions of the Bard and
the assisting functions of the Battle Master archetype. For all that I loved (OMG
loved WTFBBQ) 4e warlords and other leaders, this first draft doesn't attempt to
offer any real healing effects until 17th level - this is a matter of embracing the
apparent style of 5e rather than trying to shoehorn in something from 4e.

It is the least surprising thing ever that this archetype is based heavily on a Mr.
Nathan Ford from my favorite all-Rogue TV show. I haven't played or read
Leverage: the Roleplaying Game, to my present chagrin, but I'll press forward
anyway because this is my blog and I can ask my readers to look past some of
my more glaring character flaws.

Mastermind

Crime was always with us, he reasoned, and therefore, if you were going to have
crime, it at least should be organized crime.
--Guards! Guards!, by Terry Pratchett

For the Mastermind, adventuring is just another kind of extralegal diversion. The
same lessons and talents are useful: Have a Plan. When the Plan fails, have
Another Plan. (In fact, it's pretty much plans all the way down.) The Mastermind
is one of the most respectable criminals you'll ever meet: she places great store
by intellectual pursuits, and appreciates the finer things in life, as so many
thieves don't. The Mastermind cannot perform some of the amazing feats of the
Thief or the Assassin, but elevates the talents of those who accept her guidance.

He [Moriarty] is the Napoleon of crime, Watson. He is the organizer of half that is


evil and nearly all that is undetected in this great city. He is a genius, a
philosopher, an abstract thinker. He has a brain of the first order.
--The Final Problem, Arthur Conan-Doyle

Quick Study
Starting at 3rd level, gain proficiency in one of the following skills: Arcana,
History, Medicine, Nature, Religion, Survival, any one tool set, or any one
language. You may replace this skill proficiency, tool set, or language with
another from this list with seven days of study. If you apply an Expertise bonus to
this skill, your Expertise bonus changes to the new skill whenever you change
your Quick Study.

Instructor
Also starting at 3rd level, you can teach others to use the same skills that you
have honed, though the lessons won't stick with them for long. Once per short
rest or long rest, you may spend ten minutes coaching your allies to give them
the following Lessons.

Expertise in a skill or tool for which you have Expertise and the target has
proficiency
Proficiency in a skill or tool for which you have Proficiency and the target does
not
Cunning Action: Dash, Disengage, or Hide (chosen by the recipient at time of
use)
Sneak Attack, up to half of your Sneak Attack dice (This does not stack with
existing Sneak Attack dice.)
Edit: Changed this to +1d6 Sneak Attack die, and no more. Still does not stack
with existing Sneak Attack dice.
Proficiency in Dexterity or Intelligence saving throws
Any knowledge associated with your Background (This does not grant
proficiency, but might allow someone to masquerade effectively as a member of
that Background.)
Temporary hit points equal to 1d8 + your Rogue level

You may give a number of Lessons equal to your Intelligence bonus, and no
student may receive more than one Lesson (if offered two Lessons, the student
chooses which to heed). The Lesson lasts for 10 minutes. The recipient may
decide to use the Lesson at any time before taking a long rest.
Note: This ability will be a lot cooler in actual play if the Mastermind, you know,
puts some roleplaying into distributing these abilities. Honestly, though, as long
as everyone is engaged in the conversation and has something to contribute,
extensive planning sequences can be immensely fun.

The Mastermind's Library


At 9th level, when performing research (such as through the Researching
downtime activity), you gain advantage on all ability checks. Furthermore, one
Quick Study option now becomes a permanently-known skill proficiency, tool
proficiency, or language. The Mastermind gains proficiency in another skill, tool,
or language that may be replaced with seven days of study.

Improved Instructor
Starting at 13th level, you may give out a number of Lessons equal to twice your
Intelligence bonus, and no student may receive more than two Lessons. You also
gain the following Lesson options.

Uncanny Dodge
Evasion
Reliable Talent
Edit: The basic Sneak Attack Lesson increases to +2d6 at this level.

The Grand Reversal


Your schemes are wheels within wheels, and you can turn the tables on anyone.
Once per long rest, when one of the following occurs to you or an ally, you may
use your reaction in the following ways:
Death (by massive damage or magical Death effect): the dead character is
revealed to be alive and well, prone, and at 50% health. If the magical Death
effect allows saving throws, the character suffers the effects of failing all but the
final saving throw, but does not have to make further saving throws.
Unconsciousness from hit point loss: the unconscious character is revealed to be
merely wounded (healed to 50% of maximum hit points) and prone, typically
ripping open a shirt or pulling aside a cloak to reveal an extra-thick piece of
armor that is ruined but not pierced. The character may make a melee or cantrip
attack against an enemy within range, with advantage, as part of your reaction.
Charmed: the charmed character was feigning, and may continue to do so (using
Charisma (Deception) checks if necessary). At any point in the next hour, the first
attack that the character makes against the source of the charm converts a miss
to a hit, or a hit to a critical hit, or a successful saving throw by the source of the
charm into a failed saving throw.
Running on Empty: When an ally runs out of spell slots that return with a long
rest (including slots that return with "a short rest or a long rest"), the next time
she would roll damage for a cantrip, it deals damage as a critical hit (even if it
cannot normally critically hit).
Street Surgeon
Archetype Type

Roguish Archetype (Rogue)


Author's Word: I made this somewhat inspired by Trudi Canavan's The Magicians Guild book. In
the end, I wanted to make a healer-type Rogue, which made sense to me (but not to everyone, I
understand that) because a Rogue's ability to sneak attack, especially in 5e, seems quite
anatomical to me. From there on, it seems quite plausible that a rogue can become a healer, and
vice versa. Asides from the fact that it may be overly-convenient to have a rogue healer (but in the
games I DM, someone usually feels forced to take a healer-type so we have one healer -
otherwise, everyone wants to play other classes - and thus, this seems like a good compromise to
my group), I am confident it is well-balanced, especially when compared to the Arcane Trickster.

STREET SURGEON
Rogue Archetype

Some rogues work greedily on their acute ability to both hit their marks bloody and heal
their allies back into working shape. In a broad manner, such people seek to become
masters of life and death, taking and giving as they wish. This venture, in
itself, becomes quite the unusual trickery and gives an invisible advantage to any one
scoundrel who wants to work this crooked life till a natural death comes gently sweeping
his feet down to a soft underground.This world is a wretched world, but it is not because
you understand the need to strike ruthlessly at the many soft spots in your enemies' backs
that you cannot do good to yourself and to those you deem worthy of your peaceful
talents. After all, thieving has always been a way for thieves to do good for themselves, first
and foremost. Plain and simple.

SPELLCASTING
When you reach 3rdlevel, you gain the ability to cast spells. See chapters 10 for the general
rules of spellcasting. The street surgeon spell list can be found right at the end
of this class description.

Cantrips. You learn three cantrips from the street surgeon spell list.You learn another
cantrip of your choice from that same spell list at level 10.

Spell Slots.The Arcane Trickster Spellcasting table shows how many spell slots you have to
cast your spells of 1stlevel 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.
For example, if you know the 1st-level cure wounds and have a 1st-level and a 2nd-level spell
slot available, you can cast cure wounds using either slot.

Spells Known of 1st-level and Higher.You know three 1st-level street surgeon spells of
your choice. The Spells Known column of the Arcane Trickster Spellcasting table shows
when you learn more cleric spells of 1stlevel or higher. Each of these spells must be of a
level for which you have spell slots.
Whenever you gain a level in this class, you can replace one of your class spells you know
with another spell of your choice from your divine criminal spell list. The new spell must
be of a level for which you have spell slots

Spellcasting Ability. Intelligence is your spellcasting ability for your divine


criminal spells, since you learn your spells through dedicated dissecting... and study and
memorization, of course.As a corollary to your deadly talents, you understand quite well
howto inflict pain, and so reflexively, you have learnt to relieve it as well. Or to even resist
against its suffering.Pain will not bring you down. It will bring down your foes.

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 divine
criminal 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

Revigorating Viciousness
At 3rdlevel, whenever you heal someone with one of your healing spell, you calm the
battered spirit and charm it back to its necessary focus. On its next
turn, it gains advantage on its first attack roll. This works only for single-target spells.

Healing inthe Dark


As a rogue, you have been accustomed to healing yourself in dire moments in which you
needed to hide to recover, and to recover to run away. And running away,in your
profession, always means big bucks. This shortened way of healing seems, as they
say,to do the job.

Starting at 9thlevel, you are able to remain silent as stone while casting
your curative spells.You can simply usher the healing words in your mind. As such, you
can ignore the vocal components required to cast your spells. As a consequence of this new
ability, you can cast spells even if you are unable to produce sounds (no matter the reason)
and you cast cast them without making any noise. Thereby, your hidden position or your
stealthy maneuvers are not exposed by your spellcasting.

You are also able to figure out your allies position as if you had a blindsight of 30 feet.
Only, this aptitude does not actually allow you to see better than you would normally. You
can only discern, within 30 feet of you, the presence of your allies by feeling out their
auras, their life force. This may put your allies within range of your spells.

This spiritual sensitivity does not affect the range of your spells in any way.
Dancing between a Slash and a Patch
Starting a 13thlevel,you are bolstered by your own healing capacities, drawing a small boost
of revitalizing energy every time you cure someone of their afflictions.When you use your
action to cast a healing spell,you can ready (PHB p. 193) one weapon attack as a bonus
action.

Healing Wound
Starting at 17thlevel, you can infuse your weapon attack with healing liveliness. This
Healing Wound inflicts no actual damage at all, even if it is a weapon attack. Instead, you
are able to aim at a tangled part within your target's body flow.

Your attack roll becomes an automatic hit if it is made with a finesse light weapon or with
a dart. Otherwise,you have disadvantage on your weapon attack roll.

The creature regains your sneak attack damage in hit points and is liberated of any and all
negative conditions it previously had. Until the end of its next turn, it has resistance to all
nonmagical weapon damage and has advantage on any saving throw.

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

SPELLLIST
Cantrips Blade Ward, Dancing Lights, Friends, Light, Mage Hand,
Mending, Minor Illusion, Prestidigitation, True Strike, Vicious
Mockery

1st level Bless, Comprehend Languages, Cure Wounds, Detect Evil and
Good, Detect Magic, Detect Poison and Disease, Goodberry,
Healing Word, Heroism, Protection from Evil and Good, Purify
Food and Drink, Sanctuary, Shield, Shield of Faith, Tenser's
Floating Disk

2nd Aid, Augury, Blindness/Deafness, Calm Emotions, Continual


level Flame, Darkvision, Enhance Ability, Gentle Repose, Hold
Person, Levitate, Lesser Restoration, Misty Step, Prayer of
Healing, Protection from Poison, See Invisibility, Silence,
Warding Bond, Zone of Truth

3rd Aura of Vitality, Beacon of Hope, Clairvoyance, Counterspell,


level Daylight, Dispel Magic, Feign Death, Leomund's Tiny Hut,
Magic Circle, Mass Healing Word, Nondetection, Protection
from Energy, Remove Curse, Revivify, Sending, Speak with
Dead, Tongues, Water Walk

4th Aura of Life, Aura of Purity, Death Ward, Divination, Freedom


level of Movement, Leomund's Secret Chest, Mordenkainen's Private
Sanctum, Otiluke's Resilient Sphere

5th Commune, Dispel Evil and Good, Dream, Greater Restoration,


level Mass Cure Wounds, Raise Dead, Rary's Telepathic Bond,
Seeming
Avenger
Archetype Type

Roguish Archetype (Rogue)


The Avenger utilizes precision attacks and the ability to move effortlessly through
combat to relentlessly hunt down their enemies in the names of their God. Avengers
prefer wearing light to no armor, utilizing the protection bestowed upon them by their
deity to protect them.
Archetype Feature

Spellcasting
When you reach 3rd level; you gain the ability to cast clerical spells. See chapter
10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
Spell Slots
The Avenger Spellcasting table shows how many spell slots you have to cast your
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.
Spellcasting Ability
Charisma is your spellcasting ability for your clerical spells, since you learn your
spells through dedicated prayers to your diety. 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 Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Avenger Spellcasting
Rogue Spell Slots per Spell Level
Level 1st 2nd 3rd 4th
3rd 2 ----- ----- -----
4th 3 ----- ----- -----
5th 3 ----- ----- -----
6th 3 ----- ----- -----
7th 4 2 ----- -----
8th 4 2 ----- -----
9th 4 2 ----- -----
10th 4 3 ----- -----
11th 4 3 ----- -----
12th 4 3 ----- -----
13th 4 3 2 -----
14th 4 3 2 -----
15th 4 3 2 -----
16th 4 3 3 -----
17th 4 3 3 -----
18th 4 3 3 -----
19th 4 3 3 1
20th 4 3 3 1

Archetype Feature

Armor of Faith
At 3rd level, the favor of your deity wards you from harm. So long as you are
wearing light or no armor and not utilizing a shield, you gain a +1 bonus to AC.
This bonus stacks with the Intelligence or Dexterity bonus for wearing light
armor. This bonus increases by +1 at level 10 and 19.

Archetype Feature

Wrathful Word
Bonus Action - Range: 60
Starting at 3rd level, the Avenger can call out their God's wrath towards a target.
The Target must make a Wisdom save, DC equals (10 + Prof Bonus + CHA
modifier) or suffer a -2 penalty to AC and their movement is halved. This effect
lasts until the end of the encounter or until the target drops to 0 hit points, at
which point you regain the use of this ability. The Avenger may use this ability a
number of times a day equal to their Proficiency Bonus. Wrathful Word will
recharge at the end of a long rest.
Archetype Feature

Godly Insight
Starting at 3rd level, the Avenger gains proficiency in the Insight skill and has
Advantage on all Insight rolls regarding discerning lies.

Archetype Feature

Speed of Opportunity
Starting at 9th level the Avenger gains a bonus move equal to half of their DEX
modifier (min 1) before and after making an attack. This does not count as part
of their movement, nor does it provoke an opportunity attack if they are engaged
with the target of their Wrathful Word.

Archetype Feature

Wrathful Smite
Starting at 13th level, when you hit a creature with a melee weapon attack, you
can expend one Avenger spell slot to deal radiant damage to the target, in
addition to the weapons damage. The extra damage is 2d8 for a 1st-level spell
slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The
damage increases by 1d8 if the target is an undead or a fiend.

Archetype Feature

Righteous Retribution
Starting at 17th level, you are the deliverer of your Gods retribution. Targets of
your Wrathful Word power are now considered vulnerable from your attacks.
Upon a successful Sneak Attack, your target must make a standard d20 saving
throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a successful
save, the Sneak attack damage dice is raised from d6s to d8s. On a failed save,
the target is struck blind (Save ends), knocked prone, and the Sneak attack
damage dice is raised from d6s to d8s.
Shadow Dancer
Archetype Type

Roguish Archetype (Rogue)


The Shadow Dancer is a mysterious type of rogue that can use the powers of the
Shadowfell to control, alter and even pass through shadows. When every shadow is a
possible portal, the darkness your home and your playground, your source of power.
Your abilities are all connected to the Plane of Shadows, so make sure you take the
shaded way, as the shadows of this world bow before you.
mage by Lo-Raven @http://www.deviantart.com/art/Shadowdancer-110900877This rog
uish archetype is based in a prestige class of same name from Dungeons & Dragons version 3
Archetype Feature

One with the Shadows: Starting at level 3 your proficiency bonus is doubled and
you receive advantage on Dexterity (Stealth) checks when you are in dim light or
darkness. You also can see in dim light within 60 feet of you as if were bright
light, and in darkness as if it were in dim light, but can't distinguish colors in
darkness, only shades of gray. At level 13 the range of your dark vision increases
to 120 feet.

Archetype Feature

Beginning at level 3 when you are in dim light or darkness you can, as a bonus
action, create a weapon made of pure shadows in each one of your free hands.
You can create this weapons in the form of any melee weapon you like, and can
change every time you use this feature. This weapons dissipates after a short
moment when they get more than 5 feet away for you, time enough to make a
ranged attack with a throwing weapon.
You can have one magic weapon dissolved into your own shadow. You do that by
performing a 1-hour ritual on a place of low light or darkness, witch you can
perform during a short rest. After the ritual ends the weapon disappears, and you
can call it back any time you create a Shadow Blade. If you perform the ritual
with another weapon the first one come back to existence, appearing in your
shadow at the end of the ritual.

Archetype Feature

Shadow Step: Starting at level 9, at any moment of your turn you can expend 5
feet of movement to teleport to any point within line of sight if you are in a place
of dim light or darkness, as well as the destination. You can make this as many
times as you want, but the total distance teleported through this feature in a
single turn can't exceed 45 feet.
At level 14 your total distance increases to 60 feet and, at level 18, to 75 feet.

P.s.: I know, the monastic tradition Path of Shadows also have a feature called
Shadow Step... But screw the shadow monks! Shadow Dancers are older that
them, and the original name comes from them!

Archetype Feature

Control Shadows: Beginning at level 13 you recieve 6 Shadow Points. You can
expend one Shadow Point to cast the Darkness spell without any components, or
you can expend two Shadow Points to summon a Shadow.
A Shadow must be summoned in a place within 60 feet of you, and must be in
dim light or darkness. Using a bonus action in your turn you can telepathically
give a order to any shadow you control within 100 feet of you. You can give this
order to one specific Shadow, or all of them, but can't give different orders to
each one. The Shadows last for eight hours, or until you dismiss it, when it
returns to the Shadowfell.
You regain all your expended Shadow Points when finish a long rest.

Archetype Feature

Vanish in the Shadows: Starting at level 17 when you are in dim light or darkness
you are invisible to any creature that can't see in magic darkness. You reveals
your position when attack or cast a spell, but disappears again right after. You
can also become visible at any moment if you want to.
Inquisitor
Archetype Type

Roguish Archetype (Rogue)


Grim and determined, the inquisitor roots out enemies of the faith, using trickery and
guile when righteousness and purity is not enough. Although inquisitors are dedicated
to a deity, they are above many of the normal rules and conventions of the church. They
answer to their deity and their own sense of justice alone, and are willing to take
extreme measures to meet their goals.

Divine spellcasting
Starting when you choose this archetype at 3rd level, you gain spell slots as the arcane
trickster. Each day, you can prepare a number of spells equal to 1/3rd of your level +
your Wisdom modifier (rounded down, minimum of 1 spell). You choose these spells
from the cleric spell list, but you can only choose spells from the Divination, Abjuration,
or Enchantment schools. The saving throw DC for these spells is 8 + your proficiency
bonus + your Wisdom modifier.

Detect alignment
You can cast Detect Evil and Good without spending a spell slot.

Discern lies
You have advantage on rolls made to detect lies, charms, illusions and disguises,
magical or otherwise.

Nothing to hide
Beginning at 9th level, you gain advantage Charisma (Intimidation) rolls while
performing an interrogation. If you succeed on the Intimidation check, the subject of the
interrogation cannot willingly lie or hide information from you (as if under the effect of
Zone of Truth).

Unwavering faith
Beginning at 13th level, you become immune to all magical compulsion and possession
effects.

Divine judgment
Beginning at 17th level, you can cast the Imprisonment spell (Chaining option only)
without spending a spell slot. You still need to provide the components of the spell as
normal. Once you have used this ability, you cannot use it again until you finish a long
rest.
Spell Breaker
Archetype Type

Roguish Archetype (Rogue)


Spell breakers are a rare breed of rogue who study an esoteric school of meta-magic
usually reserved for sages and scholars, known as Contramancy. Its study is generally
ignored by devoted students of magic because in lieu of increasing ones innate
potential for wielding magic, it focuses on stealing power from existing sources of magic
by stifling the students natural ability, creating a void which can then draw in energy
from external sources. As such, spell breakers have no innate wellspring of magic to
draw upon, instead leeching magic from spells cast by true spell wielders.

The reasons that draw a rogue to the study of Contramancy are many and varied. Some
spell breakers specialize in the assassination of spellcasters, whether for a cause or
simply the highest bidder. Others are specialized burglars, preying on the vast wealth
horded by mages and protected by dangerous wards that would disintegrate any
ordinary thief. While yet others are drawn to such studies simply because they were
incapacitated by magic and vowed to never feel so helpless again.

Design Notes:

The Spell Breaker is intended to be an anti-caster in the spirit of the Spell Thief. It is
meant to use the Spell Point variant from the DMG, and I recommend using it for this
class even if other classes don't (if for not other reason than the class would need a
rewrite without them).

I created this with the intention of balance (we'll see based on comments and actual
playtesting how well I did on that front) but I have to admit that it has the potential for
abuse due to its open-ended spellcasting. If you have players who are likely to abuse
this, I recommend limiting the spell list to that of a single class, although I would still
allow them to disrupt and absorb spell points from any spell. I find it an interesting
option to have, and my players aren't the type to go out of their way to abuse it, which
is why I have the spell list unlimited by default.

There are limits in place however. Although Spell Breakers always have the option to
learn a spell from a scroll, the DM typically controls that and can therefore limit their
access. Outside of that, from levels 3 to 8, a Spell Breaker can only learn spells which
can target them and have an attack roll or saving throw. Starting at level 9, they gain
the ability to learn spells that create ongoing effects. However, instantaneous non-
attack spells, such as Cure Wounds and Revivify remain beyond their grasp without
scrolls. At level 17, they gain the ability to take any one spell from the mind of a caster,
but since it's only ever one spell - it uses its own unique known "slot" - it shouldn't be
too problematic.

This subclass was designed with a push/pull dynamic in mind. On the one hand, since
they don't recover spell points naturally, they should want to accumulate spell points in
order to be able to cast spells. On the other hand, if they have too many spell points
they risk suffering "mana burn" when using abilities that absorb spells. While the
abilities are potent, other subclasses focus heavily on synergy with rogue (Fast hands,
Assassinate, Versatile Trickster), whereas this subclass focuses entirely on making the
rogue better at dealing with spell casters.

I should note, this class could be overpowered in a campaign which heavily features
enemy spellcasters, and conversely would be quite underpowered in low magic
adventures where the party rarely encounters casters. It's ideally meant for a campaign
with a moderation of mages.
Archetype Feature

Spell Break
Starting at 3rd level, you can siphon energy from spells cast against you in order
to weaken them. When you are missed by or successfully save against a spell
you may use your reaction to absorb the spell.

If it is a single target spell, you negate it and gain spell points equal to the
modified level it was cast at on the Spell Point Cost table. For example, if you
absorb a Chromatic Orb spell cast using a 2nd-level spell slot, you gain 3 spell
points.

If it is a multi-target spell (even if youre the only one in it), you negate its
immediate effects with respect to yourself only. The spell comes into being, but
the caster has disadvantage to hit other targets with the spell (if the spell
requires an attack roll), or other targets have advantage on their saving throw
against the spell (if the spell requires a saving throw). You gain spell points equal
to the modified level of the spell. Later saving throws or attack rolls against this
spell are made normally unless you use Spell Break again.

For example, if you absorb a Burning Hands spell cast using a 2nd-level spell slot,
you gain 2 spell points. If Burning Hands was cast using a 4th-level spell slot, you
would gain 4 spell points.

As another example, if you successfully use Spell Break on a Wall of Fire that is
created with you inside it, you take no immediate damage and other creatures
that are in it when it is cast gain advantage on their saving throw, but you will
take damage if you end your turn inside it.

Archetype Feature

Spellcasting
When you reach 3rd level, you gain the ability to cast spells.

Cantrips
You can absorb up to 3 cantrips using your Spell Breaker abilities (see below) and
add them to your Cantrips Known. At 10th level you can add a fourth Known
Cantrip by absorbing it. These cantrips can be from any spell list.

Although casting a cantrip doesnt cost any spell points, you must have at least 1
spell point remaining in order to cast a cantrip.

Spell Points
The Spell Points by Level table (DMG 289) shows the maximum spell points you
can absorb to cast your spells of 1st level or higher. Your progression one that
table is as per an Arcane Trickster (PHB 98) using the Spell Points variant. To cast
one of these spells, you must expend spell points as per the Spell Point Cost table
(DMG 288). You can only gain spell points by absorbing spells (you do not regain
spell points by resting).

If you absorb a Cantrip, you do not gain any spell points unless you have no more
spell points remaining, in which case you gain 1 spell point.

If you absorb more spell points than your maximum allows, you only gain up to
your maximum. Additionally, you take 1d6 damage for each spell point you
werent able to absorb. This damage cannot be resisted or negated, and you
cannot choose to not absorb spell points.

You can only gain spell points from an individual casting of a spell once. For
example, if you successfully use Spell Break against a Wall of Fire, you gain no
spell points from later using Hex Break on that same Wall of Fire. As another
example, if you use Hex Break against multiple targets of the same ongoing spell
(Hold Person using a 3rd-level or higher spell slot), you only gain spell points the
first time you successfully use Hex Break on one of those targets.

Spells Known of 1st-Level or Higher


At 3rd level, you can know up to three 1st-level spells by absorbing them.

The Spells Known column of the Arcane Trickster Spellcasting table shows when
you know more spells. These spells can be from any spell list. When you absorb a
spell, you can add it to your known spells provided that the unmodified level of
the spell is one that you are capable of casting, as shown in the Arcane Trickster
Spellcasting table. For example, if you successfully use your Spell Break ability on
a Fireball cast using a 5th-level spell slot, you can add Fireball to your spells
known if your are at least a 13th level Spell Breaker, because the unmodified
spell level of Fireball is 3rd-level.

If you already know a number of spells equal to your current maximum when you
absorb a spell, you may choose to replace a known spell with the absorbed spell,
provided you meet the above requirements. This applies to Cantrips as well.

Additionally, you may absorb spells from spell scrolls, provided you meet the
above requirements. This destroys the scroll but allows you to gain the spell as a
known spell, and grants your spell points based on the level of the spell as per
the Spell Point Cost table. For example, if you find a scroll of Cure Wounds (cast
as a 1st-level spell), you can absorb the spell on it to add Cure Wounds to your
known spells and gain 2 spell points.

Spellcasting Ability
Intelligence is your spellcasting ability for your Spell Breaker spells.

Archetype Feature
Hex Break
At 9th level, as an action, you can attempt to absorb an ongoing spell effect by
touching the creature, object or area affected. If the creature doesnt want to be
touched, this requires a melee spell attack.

If you touch the target, make a spellcasting ability check against a DC equal to
10 + the spells modified level. If the spell cannot be dispelled with Dispel Magic
(such as a Wall of Force), make this check with disadvantage. If you succeed you
negate the spell on that target, and absorb it gaining a number of spell points
equal to the spells modified level. If you fail, you take 1d6 damage per modified
level of the spell (failing to Hex Break a Cantrip deals 1 point of damage) and this
damage cannot be resisted or negated.

Archetype Feature

Contra-Mage
At 13th level, you can lessen the effects of spells against you even when you
dont use Spell Break. When you are subjected to a spell effect that allows you to
make a save for half damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.

Additionally, if a spell deals damage to you on a miss, you take no damage on a


miss.

Archetype Feature

Spell Steal
At 17th level, you can pluck the secrets of magic directly from the minds of
spellcasters.

Make a melee spell attack, as an action, in order to touch the target. If you
succeed, you immediately gain knowledge of what spells your target knows and
has prepared, and you may select one of these and add it to your known spells
(this is in addition to your maximum known spells). You can only have one extra
spell known from Spell Steal. If you Spell Steal again, it replaces the spell you
previously gained from Spell Steal.

If you choose, you may force the target to make a saving throw with its
spellcasting ability modifier against your spell save DC. If it fails, the target loses
a spell slot with a level equal to the unmodified spell level of the spell you
selected, or the next higher spell slot if it has no more spell slots of that level
available, or the next lower slot if it has no higher spell slots available. You gain
spell points equal to the Spell Point Cost for a spell of level equal to that spell
slot.

You may steal a spell of a level higher than you could normally cast. Casting it,
however, is dangerous and taxing. When you cast such a spell, you must pay the
spell point cost for a spell of its level and must cast it at its unmodified level.
Additionally, after casting the spell you immediately take 2d6 damage for each
level the spell is above the highest level spell you can cast, and this damage
cannot be resisted or negated. Furthermore, if the spell is 6th level or higher, you
can only cast it once per long rest. Finally, you cannot hold onto such a spell for
long; it is removed from your known spells after a long rest. For example, if a
17th level Spell Breaker steals Meteor Swarm, he must pay 13 spell points to cast
it and takes 12d6 damage after casting it ((9th level spell 3rd level highest
castable spell) * 2d6).

Once you use the Spell Steal feature, you cannot use it again until you finish a
long rest.

Archetype Feature

Multiclassing
Spell Breaker Spellcasting follows the Pact Magic rules for multiclassing. Levels of
Spell Breaker are not added for purposes of determining a multiclass spellcasters
spell slots per level.
Brute
Archetype Type

Roguish Archetype (Rogue)


You concentrate your talents in the arts of intimidation and menace. Gang enforcers,
mob bosses, and bullies fit this archetype, as do some members of law enforcement and
detection. You complement your speed and coordination with expertise of verbal
investigation and physical handling of valuable targets.
Archetype Feature

Bonus Proficiencies. When you choose this archetype at the 3rd level, you gain
proficiency with medium armor and the forgery kit

Archetype Feature

Ruffian. Starting at the 3rd level, you can treat all one handed simple weapons
which deal bludgeoning damage such as a club, mace, or quarterstaff as a
finesse weapon. You can use Dexterity instead of Strength for attack and damage
rolls of your unarmed strikes or attacks with any one handed simple weapon
which deals bludgeoning damage. This allows you to apply Sneak Attack to such
attacks.

Archetype Feature

Kidnapper. Starting At the 9th level, you gain skill are negating an enemies
senses when wresting. When you are grappling a creature, you can use the
bonus action granted by you Cunning Action to cover the creature's eyes, ears, or
mouth with your hands. As long as the creature is grappled by you, the creature
is blinded, deafened, or cannot speak.

In addition if the creature has a bite attack, it cannot use if until the grapple
ends.

Archetype Feature

Gather Information. At level 13, you can spend a few hours in a well populated
area gathering information. After three hours of socializing, you know all the
area's major and local news and the locations of important places, items, and
people.
If there is a specific location, item, or person you wish to find and that
information is hard to find or has a reason to be withheld, you can spend three
more hours and make a Charisma (Intimidation) check against the Dexterity
(Stealth) or Wisdom (Insight) of the easiest to find person who has this
information to extract it.

Archetype Feature
Brutal Attack. When you reach the 17th level, you become the champion of the
first strike. On the first and second round of any combat, you can attack twice
instead of once, whenever you take the Attack action.

Scout
Any force on the move, whether it's an army or an adventuring group, needs information
about what's ahead, what's behind and, more important, time to prepare for battle. A scout
can navigate difficult terrain at good speed and she specialized in seeing her foe before the
opponent ever detect her presence. In a dungeon or in the wild a scout is only seen when
she wants to be.

Natural Explorer
At 3rd level you get Natural Explorer as the ranger ability (PHB p.91). You choose an
additional terrain at 13th level. Add dungeon to the list of favored terrain.

Alert
Starting 3rd level, you add half your proficiency bonus to Initiative, and when in your
favored terrain, the scout has advantage to Wisdom (Perception) ability checks.

Fast Movement
At 10th level, you get Fast Movement as the barbarian ability (PHB p.49)

Eagle Eye
You are trained to spot troops movement or distant hazards coming your way. Starting at
10th level you can see twice as far in open land.

Land's Stride
At 13th level you get as the ranger ability (PHB p.92)

Vanish
Starting at 17th level, when using your cunning action to hide, you become invisible until
you make an attack action or cast a spell. You can use this ability once per long rest, or
once per short rest if you are in your favored terrain.
5th Edition Builds: Rogue (Thug)

Not all rogues are either dextrous or smart. Some have learned the tough lessons of
the street and turned to their strength and presence to stay alive. Commonly called
a thug, this rogue archetype is the cornerstone of many a thieve's guild. Untrained
in the fancy techniques of the fighter, the thug relies on brute force and cheap shots
to get the job done.

Thug (Rogue Archetype)

Street Fighter

You have spent your early training focusing on close combat techniques and mob
combat. At 3rd level, when you choose this archetype, your unarmed strikes are
considered light weapons and you may add your Strength modifier to unarmed
strikes made as a bonus action. Your bonus Sneak Attack damage may be used with
your unarmed strikes, as well as any one-handed melee weapon you are proficient
with.

In exchange for the time and effort training in close combat, you no longer gain
Sneak Attack damage when using ranged weapons.

With a Glance

At 9th level, you add your Strength modifier to your Charisma modifier when
making Intimidate checks. In addition, you may use the bonus action granted by
your Cunning Action to make an Intimidate check.

Dirty Fighting

At 13th level, when you successfully hit a target no more than one size larger than
you with an unarmed strike, you force the target to make a Constitution saving
throw (DC 8+your proficiency modifier + your Strength modifier). On a failed save,
the target becomes stunned until the end of your next turn. Whether or not the save
is successful, the target becomes aware of your trickery and is immune to this
ability for 24 hours.

Brutalize

At 17th level, you gain your Sneak Attack damage on the first attack you make
against an opponent you have successfully intimidated (skill contest determined by
your DM, typically Intimidate vs Intimidate or Intimidate vs Wisdom), as long as that
attack comes within 1 round of the intimidation. You may use this ability a number
of times per day equal to your Charisma modifier.
DnD Dark: Brigand Rogue
rentdownstairs / June 16, 2015

Im continuing with the series name, but really no flavor of rogue is any more dark than any
other flavor of rogue. Assassin stands out due to the fact its murder-centric, but Thief is just
as bad, as every other criminal type is rolled underneath that archetype. Thief is interesting
because it talks about burglars going hand-in-hand with alley muggers. There is a cognitive
dissonance when I try and consider some of those rogue-types under the same header. Thief
is built all around being quick, nimble, and a master of stealth, which doesnt really work
well for things like bandits. Bandits use stealth to their advantage, and Use Magic Device is
always cool, of course, but they dont really fit in that well thematically to the Thief
archetype as presented.

This got me thinking about the old Brutal Rogue from 4e. The Brutal Rogue was a rogue that
utilized raw strength rather than dexterity in order to lay her opponents low. The way
characters are constructed in 5e makes emulating that with a fighter a thing that can be
done, but I think the design space is there to make an engaging rogue archetype that
doesnt tread too heavily on the already existing archetypes and background.

Brigand Rogue

While others might seek to cut dashing and mysterious figures as elegant thieves, roguish
duelists, or daring cutpurses, you remained focused on the function, rather than the form.
There is certainly something to be said for someone nimbly stealing the coin purse of an
imperious noble as they disdainfully make their way through the common people, there is
something of equal value to be said for knocking the noble about the head, taking the purse
and then tying him up and leaving him with an insulting note pinned to his chest. The life of
a brigand or highwayman is one of surprise, opportunity, and the use of force in a precise
manner. You are not as dexterous as some other criminals, but you can muscle your way out
of situations that your compatriots cannot.

Bonus Proficiencies

When you set off down the path of becoming a brigand at 3rd level, you gain proficiency
with medium armor and martial weapons.

Precise Strength

Beginning at 3rd level, your Sneak Attack may be used with any simple or martial weapon.

Dirty Fighting
Upon reaching 3rd level, you learn dirty tricks to use while fighting. These tricks are powered
by your sneak attack die.

Tricks.You learn three tricks of your choice, which are detailed under Tricks below. Many
tricks enhance an attack in some way. Tricks may not be used in conjunction with a sneak
attack, though a sneak attack can be used after using a trick that grants you an attack. You
can use only one trick per attack. You learn two additional tricks of your choice at 9th, 13th,
and 17th level. Each time you learn a new trick, you can also replace one trick you know
with a different one.

Sneak Attack Dice. Your sneak attack dice fuel these tricks. A sneak attack die is
expended when you use it. You regain all expended sneak attack dice when you finish a
short or long rest. When you expend a sneak attack die, it cannot be used when rolling
sneak attack damage.

Saving Throws. Some of your tricks require your target to make a saving throw to resist
the tricks effects. The saving throw DC is calculated as follows:

Trick save DC = 8 + proficiency bonus + your Strength or Dexterity modifier (your choice)

Partners in Crime

You are used to working with others in combat. After you reach 9th level, you gain
Advantage on any skill check made cooperatively with someone else attempting the same
skill. Additionally, any sneak attack or trick made while you have advantage increases your
sneak attack die size from d6 to d8.

Gloat

At 13th level, you learn how to posture to the fullest possible extent, causing your opponents
to lose their cool. After hitting a creature with an attack, you may use your bonus action to
gloat via Bluff or Intimidate. If your Bluff or Intimidate check is successful, your opponent
suffers Disadvantage on all Intelligence and Wisdom checks, saving throws, and attack rolls
until the end of your next turn.

Ambusher

Starting at 17th level, whenever a creature is surprised you may choose to either double
your sneak attack dice against that creature until it is no longer surprised, or have
advantage on any attempt to incapacitate, poison, restrain, paralyze, stun, or petrify the
creature.

Tricks
The tricks are presented in alphabetical order.

Backstab. You may expend a sneak attack die to use your reaction to make an attack
against any creature moving past you. The sneak attack die is added to this attacks
damage.

Bleeding Strike. When you hit a creature with a weapon attack, you can expend one sneak
attack die to bleed your target. You add the sneak attack die to the attacks damage roll, and
the target must make a Constitution saving throw. On a failed save, the creature suffers half
the attacks damage again at the beginning of its turn.

Boot Stomp. When you hit a creature with a weapon attack, you can expend one sneak
attack die to attempt to hinder your opponents ability to walk. You stomp on your
opponents foot as hard as you can, following a successful strike. You add the sneak attack
die to the attacks damage roll, and the target much make a Dexterity saving throw. On a
failed save, the creatures movement becomes 0 until the end of your next turn.

Cajole. When you hit a creature with a weapon attack, and an ally is within 5 feet of you,
you can expend one sneak attack die to encourage your ally to strike at the same foe more
strongly than you. Your ally can make a melee attack as a reaction against that creature, and
may add your sneak attack dies roll to her attack roll against that creature on her attack
against it. If your ally chooses to make an attack as a reaction, the sneak attack die roll may
be added to her next attack roll against that creature that occurs before your next turn.

Combo. You may spend a sneak attack die to use your reaction to make an attack against
any creature within five feet of you knocked prone by someone else. The sneak attack die is
added to this attacks damage.

Consistent Strike. When you hit a creature with a weapon attack, you can expend one
sneak attack die to carry over your attack roll against a single creature to your next attack
against this creature . This can only be done for non-critical hits. No additional modifiers may
be granted to this attack roll. You add the sneak attack die to the attacks damage roll.

Eye Gouge. When you hit a creature with a weapon attack, you can expend one sneak
attack die to attempt to blind the target, imposing the Blinded condition until the end of your
next turn. You add the sneak attack die to the attacks damage roll, and the target must
make a Constitution saving throw. On a failed save, it becomes Blinded.

Hurl. You may expend a sneak attack die an increase the range of a weapon you are
throwing by an amount equal to five times the result of your sneak attack die result. The
sneak attack die is added to the damage of this attack.
Improvisational Strike. When you hit a creature with a weapon attack, you can expend
one sneak attack die to make a ranged attack with whatever is lying around against an
additional creature with Advantage, as a bonus weapon. You add the sneak attack die to the
ranged attacks damage roll. You ignore all penalties for making ranged attacks while an
opponent is adjacent when using this trick.

Larcenous Strike. When you hit a creature with a weapon attack, you can expend one
sneak attack die to make a Sleight of Hand check to steal something from your target,
adding the sneak attack die to the Sleight of Hand check.

Scarring Strike. When you hit a creature with a weapon attack, you do so in a way seeking
to scar your opponent. You can expend one sneak attack die to attempt to cause the
creature to suffer Disadvantage on Charisma rolls until the end of your next turn. You add
the sneak attack die to the attacks damage roll, and the target must make a Dexterity
saving throw.

Sensitive Strike. When you hit a creature with a weapon attack, you do so in its most
sensitive of areas. You can expend one sneak attack die to attempt to cause further
indignities to the sensitive area, causing the creature to momentarily become Poisoned due
to the pain. You add the sneak attack die to the attacks damage roll, and the target must
make a Constitution saving throw. On a failed save, it becomes Poisoned until the end of
your next turn.

Spit. When you are the target of a melee attack, you may spend a sneak attack die and use
your reaction to spit into the eyes of your attacker, causing the attack roll to be reduced by
an amount equal to your roll with the sneak attack die.

Sucker Punch. When you hit a creature with a weapon attack, you can expend one sneak
attack die to attempt to sucker punch the target, causing all Concentration checks made by
the target to suffer Disadvantage. You add the sneak attack die to the attacks damage roll,
and the target must make a Constitution saving throw. On a failed save, it suffers
Disadvantage on Concentration checks until the end of your next turn.

Throw Dirt. As a bonus action, you may spend a sneak attack die and throw a handful of
dust and debris into the air and may make Stealth check, adding the value of your sneak
attack die to your Stealth check. You remain in Stealth until the end of your next turn if you
do not enter cover. If you enter cover, you remain in Stealth.

Undermine. Your condescending remarks are enough to snap your comrades back to
reality. Whenever an ally is Charmed or Frightened, you may spend a sneak attack die to
allow your ally to re-roll a Saving Throw, with your sneak attack die added as a bonus.

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