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Rogue Stary

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0% found this document useful (0 votes)
19 views18 pages

Rogue Stary

Uploaded by

hanroka
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Classes and Subclasses

There are many classes and even more subclasses in Dungeons and Dragons. I don't want you to buy numerous textbooks in
order to see what type of warrior or spellcaster you can play as. Thats why I'll try to compile here all the options aviable, and I
will add new ones as they keep coming out. I will also add any homebrew class I find cool and balanced enough, and I will
leave out any subclass I find not fitting the setting. I will not compile any spell lists, as they are easy to check out at 5e.tools.

Rogue
Rogues rely on skill, 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, demonstrating a resourcefulness and versatility that is the
cornerstone of any successful adventuring party.
You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
Rogue Class Details
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then
pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend
moves forward to kick the door open.
A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a
notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts
his throat before he can make a sound.
Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the
keys are in her hand, the cell door is open, and she and her companions are free to make their escape.
Rogues rely on skill, 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, demonstrating a resourcefulness and versatility that is the cornerstone of any
successful adventuring party.
Skill and Precision
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving
them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine
the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike,
placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues
have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
A Shady Living
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as
burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families.
Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A
few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world
where dire rats—and wererats—haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in
treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills
with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Creating a Rogue
As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present?
Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks
and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?
What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to
reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of
your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family
or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your
adventuring party—who showed you new possibilities for earning a living and employing your particular talents.
Class Features
As a rogue, you gain the following class features.
Hit Points Equipment
Hit Dice: 1d8 per rogue level You start with the following equipment, in addition to the
Hit Points at 1st Level: 8 + your Constitution modifier equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per rogue level after 1st (a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a
Proficiencies shortsword
Armor: Light armor (a) a burglar's pack, (b) dungeoneer's pack, or (c) an
Weapons: Simple weapons, hand crossbows, explorer's pack
longswords, rapiers, shortswords
Tools: Thieves' tools Leather armor, two daggers, and thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth
Expertise Steady Aim
At 1st level, choose two of your skill proficiencies, or one of Beginning with 3rd level, you can, as a bonus action, you
your skill proficiencies and your proficiency with thieves' give yourself advantage on your next attack roll on the
tools. Your proficiency bonus is doubled for any ability current turn. You can use this bonus action only if you
check you make that uses either of the chosen haven’t moved during this turn, and after you use the bonus
proficiencies. action, your speed is 0 until the end of the current turn.
At 6th level, you can choose two more of your
proficiencies (in skills or with thieves' tools) to gain this Ability Score Improvement
benefit. When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can choose a feat from the Feat list.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and Uncanny Dodge
exploit a foe's distraction. Once per turn, you can deal an Starting at 5th level, when an attacker that you can see hits
extra 1d6 damage to one creature you hit with an attack if you with an attack, you can use your reaction to halve the
you have advantage on the attack roll. The attack must use attack's damage against you.
a finesse or a ranged weapon.
You don't need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn't Evasion
incapacitated, and you don't have disadvantage on the Beginning at 7th level, you can nimbly dodge out of the way
attack roll. of certain area effects, such as a red dragon's fiery breath
The amount of the extra damage increases as you gain or an Ice Storm spell. When you are subjected to an effect
levels in this class, as shown in the Sneak Attack column of that allows you to make a Dexterity saving throw to take
the Rogue table. only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you
Thieves' Cant fail.
During your rogue training you learned thieves' cant, a
secret mix of dialect, jargon, and code that allows you to Reliable Talent
hide messages in seemingly normal conversation. Only By 11th level, you have refined your chosen skills until they
another creature that knows thieves' cant understands approach perfection. Whenever you make an ability check
such messages. It takes four times longer to convey such a that lets you add your proficiency bonus, you can treat a
message than it does to speak the same idea plainly. d20 roll of 9 or lower as a 10.
In addition, you understand a set of secret signs and
symbols used to convey short, simple messages, such as Blindsense
whether an area is dangerous or the territory of a thieves'
guild, whether loot is nearby, or whether the people in an Starting at 14th level, if you are able to hear, you are aware
area are easy marks or will provide a safe house for thieves of the location of any hidden or invisible creature within 10
on the run. feet of you.
Cunning Action Slippery Mind
Starting at 2nd level, your quick thinking and agility allow By 15th level, you have acquired greater mental strength.
you to move and act quickly. You can take a bonus action on You gain proficiency in Wisdom saving throws.
each of your turns in combat. This action can be used only
to take the Dash, Disengage, or Hide action. Elusive
Beginning at 18th level, you are so evasive that attackers
Roguish Archetype rarely gain the upper hand against you. No attack roll has
At 3rd level, you choose an archetype that you emulate in advantage against you while you aren't incapacitated.
the exercise of your rogue abilities:
Arcane Trickster Stroke of Luck
Assassin At 20th level, you have an uncanny knack for succeeding
Divine Agent when you need to. If your attack misses a target within
Inquisitive range, you can turn the miss into a hit. Alternatively, if you
Mastermind fail an ability check, you can treat the d20 roll as a 20.
Ninja Once you use this feature, you can't use it again until you
Outlaw finish a short or long rest.
Scout
Swashbuckler
Thief
Wild Card
Your archetype choice grants you features at 3rd level
and then again at 9th, 13th, and 17th level.
Arcane Trickster
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and
illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant
number of adventurers.
Spellcasting Mage Hand Legerdemain
When you reach 3rd level, you augment your martial Starting at 3rd level, when you cast Mage Hand, you can
prowess with the ability to cast spells. make the spectral hand invisible, and you can perform the
following additional tasks with it:
Cantrips • You can stow one object the hand is holding in a
You learn three cantrips: Mage Hand and two other container worn or carried by another creature.
cantrips of your choice from the wizard spell list. You learn • You can retrieve an object in a container worn or
another wizard cantrip of your choice at 10th level. carried by another creature.
• You can use thieves' tools to pick locks and disarm
Spell Slots traps at range.
The Arcane Trickster Spellcasting table shows how many You can perform one of these tasks without being
spell slots you have to cast your spells of 1st level and noticed by a creature if you succeed on a Dexterity (Sleight
higher. To cast one of these spells, you must expend a slot of Hand) check contested by the creature's Wisdom
of the spell's level or higher. You regain all expended spell (Perception) check.
slots when you finish a long rest. In addition, you can use the bonus action granted by your
For example, if you know the 1st-level spell Charm Cunning Action to control the hand.
Person and have a 1st-level and a 2nd-level spell slot
available, you can cast Charm Person using either slot. Magical Ambush
Spells Known of 1st Level and Higher Starting at 9th level, if you are hidden from a creature when
You know three 1st-level wizard spells of your choice, two you cast a spell on it, the creature has disadvantage on any
of which you must choose from the enchantment and saving throw it makes against the spell this turn.
illusion spells on the wizard spell list.
The Spells Known column of the Arcane Trickster Versatile Trickster
Spellcasting table shows when you learn more wizard At 13th level, you gain the ability to distract targets with
spells of 1st level or higher. Each of these spells must be an your Mage Hand. As a bonus action on your turn, you can
enchantment or illusion spell of your choice, and must be designate a creature within 5 feet of the spectral hand
of a level for which you have spell slots. For instance, when created by the spell. Doing so gives you advantage on attack
you reach 7th level in this class, you can learn one new rolls against that creature until the end of the turn.
spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can
come from any school of magic. Spell Thief
Whenever you gain a level in this class, you can replace At 17th level, you gain the ability to magically steal the
one of the wizard spells you know with another spell of knowledge of how to cast a spell from another spellcaster.
your choice from the wizard spell list. The new spell must Immediately after a creature casts a spell that targets you
be of a level for which you have spell slots, and it must be or includes you in its area of effect, you can use your
an enchantment or illusion spell, unless you're replacing reaction to force the creature to make a saving throw with
the spell you gained at 3rd, 8th, 14th, or 20th level from any its spellcasting ability modifier. The DC equals your spell
school of magic. 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
Spellcasting Ability at least 1st level and of a level you can cast (it doesn't need
Intelligence is your spellcasting ability for your wizard to be a wizard spell). For the next 8 hours, you know the
spells, since you learn your spells through dedicated study spell and can cast it using your spell slots. The creature
and memorization. You use your Intelligence whenever a can't cast that spell until the 8 hours have passed.
spell refers to your spellcasting ability. In addition, you use Once you use this feature, you can't use it again until you
your Intelligence modifier when setting the saving throw finish a long rest.
DC for a wizard spell you cast and when making an attack
roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Assassin
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies,
bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison,
and disguise help you eliminate your foes with deadly efficiency.

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency with the Stealth skill, the disguise kit and the
poisoner's kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you get
the drop on your enemies. You have advantage on attack
rolls against any creature that hasn't taken a turn in the
combat yet. In addition, any hit you score against a creature
that is surprised is a critical hit.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false
identities for yourself. You must spend seven days and 25
gp to establish the history, profession, and affiliations for an
identity. You can't establish an identity that belongs to
someone else. For example, you might acquire appropriate
clothing, letters of introduction, and official- looking
certification to establish yourself as a member of a trading
house from a remote city so you can insinuate yourself into
the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise,
other creatures believe you to be that person until given an
obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic
another person's speech, writing, and behavior. You must
spend at least three hours studying these three
components of the person's behavior, listening to speech,
examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a
wary creature suspects something is amiss, you have
advantage on any Charisma (Deception) check you make to
avoid detection.
Death Strike
Starting at 17th level, you become a master of instant
death. When you attack and hit a creature that is surprised,
it must make a Constitution saving throw (DC 8 + your
Dexterity modifier + your proficiency bonus). On a failed
save, double the damage of your attack against the
creature.
Divine Agent
In secrecy and shadows, divine agents work to further the agenda of a powerful deity-like entity. Although divine
agents dedicate their service to it in a similar way to a paladin, or a clerics, they are usually not affiliated with any
church or cult. Usually, they answer only to their deity and use divine magic and blessings to augment their roguish
skills.
Spellcasting Divine Wrath
When you reach 3rd level, you gain the ability to cast spells At 9th level, once on each of your turns when you hit a
from the cleric spell list. creature with a weapon attack you can change the
weapon's damage type of the attack to radiant.
Cantrips Furthermore, once per turn, whenever you deal radiant
You learn three cantrips: guidance and two other cantrips damage, you can roll 1d8 and add the result to the total.
of your choice from the cleric spell list. At 10th level you
learn another cantrip from the cleric spell list. Holiness
Spell Slots Starting at 13th level, you are pernamently under the
The Divine Agent Spellcasting table shows how many spell effects of Bless, Resistance, and Shield of Faith. A Dispel
slots you have to cast your spells of 1st-level and higher. To Magic or similar effect supresses these for an hour.
cast one of these spells, you must expend a slot of the
spell's level or higher. You regain all expended spell slots Holy Avatar
when you finish a long rest. At 17th level, you have proven to your deity your conviction,
Spells Known of 1st-Level and Higher skill, and faith many times over. As a bonus action on your
You know three 1st-level cleric spells of your choice, two of turn you can assume the form of a Holy Avatar. You can do
which must be from the abjuration and divination spells on so once per long rest, and it lasts for a minute.
the cleric spell list. While transformed you gain the following benefits:
• You shed a bright light in 30 feet radius, and dim light
The Spells Known column of the Divine Agent out to another 30 feet.
Spellcasting table shows when you learn more cleric spells • You gain a flying speed of 60 feet.
of 1st level or higher. Each of these spells must be an • Radiant damage you deal ignores reistance.
abjuration or divination spell of your choice and must be of
a level for which you have spell slots. For instance, when
you reach 7th level in this class, you can learn one new
spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can
come from any school of magic.
Whenever you gain a level in this class, you can replace
one of the cleric spells you know with another spell of your
choice from the cleric spell list. The new spell must be of a
level for which you have spell slots, and it must be an
abjuration or divination spell, unless you're replacing the
spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability
Charisma is your spellcasting ability for your cleric spells,
since you learn your spells through the will of the divine.
You use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a cleric 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
Agent of the Divines
Starting at 3rd level, choose a domain from your chosen
deity’s list of eligible domains. You gain the 1st-level
benefits of that domain as if you were a 1st-level cleric.
However, you do not gain any proficiencies granted by
the domain.
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 sharp eye make you well equipped to expose and end hidden evils.

Ear for Deceit, Eye for Detail


When you choose this archetype at 3rd level, you develop a
keen ear for picking out lies, and keen eye to spot clues.
You gain proficiency, and expertise in the Insight skill.
Furthermore, you can add your Wisdom modifier to your
initiative rolls.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s
tactics and develop a counter to them. As a bonus action,
you make a Wisdom (Insight) check against a creature you
can see that isn’t incapacitated, contested by the target’s
Charisma (Deception) check. If you succeed, you can use
your Sneak Attack against that target even if you don't have
advantage on the attack roll, but not if you have
disadvantage on it.
This benefit lasts for 1 minute or until you successfully
use this feature against a different target.
Studious Eye
At 9th level, you gain proficiency with Investigation or
Perception skills, or expertise in either of those if you
already are proficent with both.
Unerring Eye
At 13th level, your senses are almost impossible to foil. As
an action, you sense the presence of illusions,
shapechangers not in their original form, and other magic
designed to deceive the senses within 30 feet of you,
provided you aren't blinded or deafened. You sense that an
effect is attempting to trick you, but you gain no insight into
what is hidden or into its true nature.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest.
Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses
by carefully studying its tactics and movement. While your
Insightful Fighting feature applies to a creature, your
Sneak Attack damage against that creature increases by
3d6.
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.
Master of Intrigue Soul of Deceit
When you choose this archetype at 3rd level, you gain Starting at 17th level, your thoughts can't be read by
proficiency with the disguise kit, the forgery kit, and one telepathy or other means, unless you allow it. You can
gaming set of your choice. Instead of tool profiency, you present false thoughts by making a Charisma (Deception)
may gain an expertise in one of the tools you are already check contested by the mind reader's Wisdom (Insight)
proficient with. You also learn two languages of your check.
choice. Additionally, no matter what you say, magic that would
Additionally, you can unerringly mimic the speech determine if you are telling the truth indicates you are
patterns and accent of a creature that you hear speak for at being truthful if you so choose, and you can't be compelled
least 1 minute, enabling you to pass yourself off as a native to tell the truth by magic.
speaker of a particular land, provided that you know the
language.
Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus
action. Additionally, when you use the Help action to aid an
ally in attacking a creature, the target of that attack can be
within 30 feet of you, rather than 5 feet of you, if the target
can see or hear you.
Furthermore, you can add your Intelligence modifier to
your initiative rolls.
Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute
observing or interacting with another creature outside
combat, you can learn certain information about its
capabilities compared to your own. The DM tells you if the
creature is your equal, superior, or inferior in regard to two
of the following characteristics of your choice:
Intelligence score
Wisdom score
Charisma score
Class levels (if any)
Current Hit Points
At the DM's option, you might also realize you know a
piece of the creature's history or one of its personality
traits, if it has any.
Misdirection
Beginning at 13th level, you can sometimes cause another
creature to suffer an attack meant for you. When you are
targeted by an attack while there is another creature within
5 feet, you can use your reaction to have the attack target
that creature instead of you. If that creature is unwilling, it
must first succeed on an Wisdom (Insight) check against
your Charisma (Deception) or fall your your feint.
Ninja
Ninjas are related to the powerful masters of martial arts, the monks, but while monks focus their knowledge of martial arts
on perfecting their own bodies, ninjas use their training to allow them to become masters of stealth and assassination. They
are enigmatic by trade, skilled, and every single one of them is exceedingly deadly in numerous ways.
Ki Night Stalker
Prerequisite: 9th level
Beginning at 3rd level, you gain a reserve of spiritual Whenever you use the hide in action in dim light or
energy known a Ki, which you cultivate throughout your darkness you can spend 2 ki points to become invisible
exploits as a ninja. This energy is reprezented by ki points, until the start of your next turn.
and you have a number of ki points equal to two-thirds of
your rogue level (meaning 2 at 3rd level, 4 at 6th level, 6 at Spirit Focus
9th level, 8 at 12th level, 10 at 15th level, and 12 at 18th Prerequisite: 9th level
level). This pool replenishes after a short or long rest. As a bonus action, you can channel ki into a nonmagical
If an ability requires a saving throw, the DC is calculated weapon and expend 3 ki points. For the next hour, your
as follows: chosen weapon is considered magical and gains a bonus to
Ki save DC = 8 + your proficiency bonus + your Wisdom attack rolls and damage equal to half of your Wisdom
modifier modifier rounded down. This bonus is not cumulative.
Bonus Proficiencies Sense Aura
At 3rd level, you gain proficiency in Acrobatics, and with the Prerequisite: 9th level
poisoner's kit, or expertise instead, if you are already As a bonus action, you can focus your ki to sense nearby
proficient. creatures and spend 3 ki points. For the next minute, you
can sense the exact number and location of humanoids and
beasts in a radius equal to your Wisdom modfier times 10
Ninja Tricks feet. This sensory effect can penetrate most barriers, but it
As a ninja, you learn a handful of ki-based tricks as a part of is blocked by 1 foot of stone, 1 inch of common metal, a
your ongoing training. At 3rd, 9th and 13th level, you gain thin sheet of lead, or 3 feet of wood or dirt.
two tricks from the following list: Traditional Weapon's Master
Crane's Technique Whips, clubs, sickles, and throwing darts do additional die
You travel the heights without fear. You are resistant to fall of damage.
damage. Furthermore, you may expend 2 ki points Blinkstrike
whenever you jump to multiply the distance or height of
said jump by your Wisdom modifier. Prerequisite: 9th level
As a bonus action, you can expend 3 ki points and
Escape Artist teleport to a location you can see within distance equal to
Prerequisite: 13th level your Wisdom modifier times 10 feet. If you appear at a
You may expend 5ki points as a bonus action to apply the location adjacent to a creature, you can make a melee
secrets of unhindered movement. Until the end of your turn weapon attack as a part of this bonus action.
your movement cannot be reduced, and you are immune to
being grappled, restrained, or paralyzed. Shadow Clone
Everything is a Weapon At 17th level, as a bonus action on your turn you can spend
You become proficient with improvised weapons, and your 7 ki points to create a shadow duplicate of yourself.
unarmed strikes become natural weapons having the The clone appears in an unoccupied space within 30feet
finesse and light properties and dealing 1d6 bludgeoning of you that you can see, and has all your statistics, but
damamge. vanishes at the end of your turn. Whenever you attack on
your turn, when your clone is active, it mimics your attack if
Flawless Technique its possible, benefiting from Sneak Attack if possible, and
Prerequisite: 13th level counting as an ally for all purposes. If your clone reduces
Whenever you make an attack roll, after you see the an enemy to 0 hit points, you regain 2 ki points.
result, but before you know wheather you hit or missed, you
can spend 4 ki points to roll to attack again with advantage.
You must use the new roll.
Windwalk
Whenever you use a Dash action on your turn, you can
spend a ki point, to increase the movement it provides by a
number of feet equal to your Wisdom modifier times 5.
During Windwalk you can run on water or similar surfaces,
but you treat them like difficult terrain. Dangerous fluids
like acid or lava still cause damage as if you were
submerged in them. If you end your movement while
standing on a fluid you begin sinking.
Outlaw
Bonuns Proficiency Advanced Gunplay
When you choose this archetype at 3rd level, you gain At 9th level, your familiarity with firearms becomes even
proficiency with firearms, and Tinker's Tools. greater. You gain expertise with Tinker's Tools. Moreover,
You may use them to craft ammunition at half the cost, depending on the chosen Gunplay Style you gain the
repair damaged firearms, or even draft and create new following benefits:
ones (DM’s discretion). Some extremely experimental and
intricate firearms are only available through crafting. Pistolero: Deadeye Shot
Your firearms ranged attacks critically hit on a roll of 19 or
Gunplay Style a 20.
Starting at 3rd level, you can choose your Outlaw Gunplay Renegado: Sniper's Nest
Style. This choice influences what features you gain on You have advantage on Wisdom (Perception) checks.
later levels. Hitting a target while stealthed does not reveal your
Pistolero
position.
You excell a single firearm gunplay. You are unmatched in Comanchero: Lucky Guess
shooting up empty liquoir bottles, and goblin heads. You You can use Charisma instead of Intelligence when rolling
gain the following features: checks regarding the crafting, using, or fixing firearms.
Your firearm ranged weapon attacks get a +2 to hit
bonus. Tough Son of a Gun
You can use your Cunning Action feature to reload or fix At 13th level, you can brace yourself in the heat of battle,
a jammed gun as a bonus action. even when gravely wounded. When you use your Uncanny
Dodge feature, your AC gains a bonus equal to your Con
modifier (a minimum of 1) and your movement speed
Renegado increases by 10 feet until the end of your next turn.
Silent and deadly, Renegados' weapon of choice is a rifle.
You gain the following features: Lucky Luke's Older Brother
When you roll a 1 or 2 on a damage die for an attack At 17th level, you become the most skilled gunman you
you make with a firearm that you are wielding with two have ever met. So far. Because you killed everyone else.
hands, you can reroll the die and must use the new roll, You gain the following benefit, based on your Gunplay
even if the new roll is a 1 or a 2. Style:
You do not suffer disadvantage when attacking with a Pistolero: Explosive Calm
firearm from a prone position. Your firearms ranged attacks explode in a 5ft radius for a
1d6 fire damage. As an action on your turn, you can light
Comanchero and throw a stick of dynamite, up to 60 feet away, and shoot
Stirring up shit in the saloons, or escaping the horsethief it mid-air, causing it to explode in a 15 ft radius. Each
catchers, comancheros preffer to cover their enemies creature caught in the blast takes damage equal to the
under a rain of bullets. You gain the following features: damage of the firearm attack that detonated the dynamite
stick. This always critically hits. You can use this action
When you engage in two-weapon fighting with one once per short rest.
handed light firearms, you can add your ability modifier
to the damage of the second attack. Renegado: High Noon
When you use the Attack action, and make a ranged
You gain proficiency with Land Vehicles or one gaming weapon attack with a firearm, can make another attack
set and one skill of your choice: Animal Handling, with the same firearm as a part of that action, provided its
Deception or Persuasion. loaded.
As a bonus action on your turn you can determine an
enemy you can see as your bounty. All of your attacks
against that target have Sneak Attack. You can determine a
bounty once per short rest.
Comanchero: Spray and Pray
Your firearms attacks ignore cover. As an action on your
turn you can empty both guns. Each creature in a 60 ft
cone must make a Dexterity saving throw, the DC equals 8
+ your attack bonus with said weapons (your choice which
one if they are different). On a failed save each creature
takes 1d10 piercing damage for each bullet that was fired,
halfed with a successfull save. Surprised creatures have
disadvantage on the saving throw. You can use this action
once per short rest.
Ruffian
When heads need crackin' and people beatin', Ruffians are those you turn towards. These brutes may not be
professional soldiers, but honor don't win you fights - violence does.
Right Tools for the Job
When you choose this archetype at 3rd level, you gain
proficiency with martial weapons, medium armors and
shields.
Mean Mug
Starting at 3rd level, you gain proficiency in Intimidation, or
expertise in Intimidation if you were already proficient.
Heavy Beating
Also at 3rd level, your attacks can benefit from Sneak
Attack even when using non-finesse melee weapons.
Menacing
At 9th level, an enemy hit by the Ruffian's Sneak Attack will
have disadvantage on their attack rolls against the Ruffian
until the start of the Ruffian's next turn.
Heavy Hits
Starting at 13th level, you excel at bullying enemies in a
fight.
The first time on your turn, whenever you hit a creature
no larger than one size larger than you with a melee attack,
you can choose to knock the enemy prone, or knock it back
10 feet.
Thick Hide
Starting at 17th level, years of hard beating hardened your
skin.
At the start of each of your turns, you regain hit points
equal to your Proficiency bonus + your Constitution
modifier if you have less than half of your hit points left.
You don't gain this benefit if you have 0 hit points, or are
unconcious.
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.
Skirmisher
Starting at 3rd level, you are difficult to pin down during a
fight. You can move up to half your speed as a reaction
when an enemy ends its turn within 5 feet of you. This
movement doesn’t provoke opportunity attacks.
Survivalist
When you choose this archetype at 3rd level, you gain
proficiency in the Nature and Survival skills if you don't
already have it. Your proficiency bonus is doubled for any
ability check you make that uses either of those
proficiencies.
Superior Mobility
At 9th level, your walking speed increases by 15 feet. If you
have a climbing or swimming speed, this increase applies
to that speed as well.
Ambush Master
Starting at 13th level, you excel at leading ambushes and
acting first in a fight.
You have advantage on initiative rolls. In addition, the
first creature you hit during the first round of a combat
becomes easier for you and others to strike; attack rolls
against that target have advantage until the start of your
next turn.
Sudden Strike
Starting at 17th level, 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 can't use your Sneak Attack against the
same target more than once in a turn.
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.
Fancy Footwork
When you choose this archetype at 3rd level, you learn how
to land a strike and then slip away without reprisal. During
your turn, if you make a melee attack against a creature,
that creature can't make opportunity attacks against you for
the rest of your turn.
Rakish Audacity
Starting at 3rd level, your confidence propels you into
battle. You can give yourself a bonus to your initiative rolls
equal to your Charisma modifier.
You also gain an additional way to use your Sneak
Attack; you don't need advantage on the attack roll to use
your Sneak Attack against a creature if you are within 5
feet of it, no other creatures are within 5 feet of you, and
you don't have disadvantage on the attack roll. All the other
rules for Sneak Attack still apply to you.
Panache
At 9th level, your charm becomes extraordinarily beguiling.
As an action, you can make a Charisma (Persuasion) check
contested by a creature's Wisdom (Insight) check. The
creature must be able to hear you, and the two of you must
share a language.
If you succeed on the check and the creature is hostile to
you, it has disadvantage on attack rolls against targets
other than you and can't make opportunity attacks against
targets other than you. This effect lasts for 1 minute, until
one of your companions attacks the target or affects it with
a spell, or until you and the target are more than 60 feet
apart.
If you succeed on the check and the creature isn't hostile
to you, it is charmed by you for 1 minute. While charmed, it
regards you as a friendly acquaintance. This effect ends
immediately if you or your companions do anything
harmful to it.
Elegant Maneuver
Starting at 13th level, you can use a bonus action on your
turn to gain advantage on the next Dexterity (Acrobatics) or
Strength (Athletics) check you make during the same turn.
Master Duelist
Beginning at 17th level, 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. Once you
do so, you can't use this feature again until you finish a
short or long rest.
Thief
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this
archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and
investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins,
reading unfamiliar languages, and using magic items you normally couldn't employ.
Fast Hands Supreme Sneak
Starting at 3rd level, you become proficient with Sleight of Starting at 9th level, you have advantage on a Dexterity
Hand, alternatively you gain expertise in Sleight of Hand if (Stealth) checks.
you are already proficient. You can use the bonus action
granted by your Cunning Action to make a Dexterity Use Magic Device
(Sleight of Hand) check, use your thieves' tools to disarm a By 13th level, you have learned enough about the workings
trap or open a lock, or take the Use an Object action.
of magic that you can improvise the use of items even when
Second-Story Work they are not intended for you. You ignore all class, race, and
level requirements on the use of magic items.
When you choose this archetype at 3rd level, you gain the
ability to climb faster than normal; climbing no longer costs Thief's Reflexes
you extra movement. When you reach 17th level, you have become adept at
In addition, when you make a running jump you can use laying ambushes and quickly escaping danger. You can take
Dexterity to determine the distance you cover, instead of two turns during the first round of any combat. You take
Strength. your first turn at your normal initiative and your second
turn at your initiative minus 10. You can't use this feature
when you are surprised.
Wild Card
Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you’ve always gotten
a kick out of leaving things up to chance.
Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning
cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the
hand fate deals them.
Tricks Up the Sleeve Playing Cards
You have developed a fighting style based around the
Your penchant for games has afforded you the ability to cartomancy of the Serpent Isles.
subtly manipulate fortune to your favor. When you choose You have your own deck of enchanted cards, and can
this archetype at 3rd level, you learn the guidance cantrip. make their edges razor-sharp with a flick of your wrist. If
Starting at 9th level, it has a range of 30 feet for you, and you have not yet used your Sneak Attack this turn, you can
you can cast it as a bonus action. use your action to take one of these cards and attack a
creature within 30 feet with it.
Wild Card’s Gambit The attack roll for this feature uses your Dexterity
Also at 3rd level, you gain proficiency with one of the modifier, and on a hit, it deals slashing damage equal 1d4 +
following gaming sets: dice set, dragonchess set, or playing your Dexterity modifier. When you roll for damage, look at
card set. the number rolled on the d4. The attack gains a random
The gaming set you choose grants you a Wild Card’s effect based on the number rolled, as detailed in the Wild
Gambit, as detailed below. If you are proficient in multiple Card Suit table below.
types of gaming sets, you must choose which gambit to use You can attack using a card in this manner a number of
when you gain this feature. You can change your choice of times equal to your Charisma modifier (minimum of once),
gambit whenever you gain a level in this class. and regain all uses after a long rest.
Wild Card Suit Table
Loaded Dice
You gain a pool of d6s equal to the number of d6s you roll Damage
die (d4) Suit
for your Sneak Attack damage. (Your pool starts with 2d6
at 3rd level, and increases to 3d6 at 5th level, and so on.) 1 Blade. Roll your Sneak Attack damage and add it
When a creature targets you with an attack, you can use to your razor card’s damage. At the start of its
your reaction to spend one die from the pool and subtract next turn, the target takes additional damage
equal to half the Sneak Attack damage rolled.
the number rolled from the attack. You can choose to use
this feature after the creature makes its roll, but before the 2 Shackle. Until the start of your next turn, the
DM determines whether the attack roll hits or misses. target’s speed is halved. It can’t make more
Starting at 9th level you can spend up to two dice from the than one attack on its turn while its speed is
reduced in this way.
pool at once, and starting at 17th level you can spend up to
three dice at once. You regain all expended dice from your 3 Heart. Roll your Sneak Attack damage and add it
loaded dice pool when you complete a long rest. to your razor card’s damage. You also
immediately regain a number of hit points
equal to the half the damage dealt. Any excess
Dragonchess hit points regains become temporary hit
Your prowess of the chessboard has made you a skilled points.
tactician on the battlefield. As a bonus action on your turn,
you can execute one of the following chess maneuvers. You 4 Wild Ace. This card morphs suits depending on
can use a bonus action in this way a number of times equal the dealer’s wishes. Choose Blade, Shackle, or
Heart. The card then immediately gains the
to your Charisma modifier (minimum of once), and regain suit’s respective effect.
all uses after a long rest.
• Dragon. Choose a creature you can see within 30 feet
of you. The first time that creature makes a successful Shifting the Odds
attack roll before the start of your next turn, they deal extra Starting at 9th level, you are acutely aware of how to quit
damage equal to your level in this class. when you’re ahead, vanishing in a flash when the odds
• Griffon. Your movement speed increases by 10 feet, begin to turn against you.
and your movement does not provoke opportunity attacks. As a bonus action, you can disappear with a dramatic
These benefits last until the start of your next turn. flourish. Each creature within 10 feet of you must make a
• Sylph. You and all friendly creatures within 5 feet of Dexterity saving throw (DC 8 + your proficiency bonus +
you have advantage on Dexterity saving throws until the your Charisma modifier), taking 4d10 force damage on a
start of your next turn. failed save or half as much on a successful one.
You then teleport yourself to an unoccupied space that
you can see within 120 feet of your original location. Once
you have used this ability, you cannot use it again until you
have finished a short or long rest.
Twist of Fate
At 13th level, your mastery over the game table hones your
speed and cunning in combat.
After rolling initiative but before the first turn of combat,
you can choose to swap places in the initiative order with
one creature you can see. If the creature is one of your
allies, that ally must agree to swapping initiative with you.
Joker Wild
At 17th level, your mastery over chance encompasses even
your own form, allowing you to exist between potential
realities. As a bonus action on your turn, you can take on an
incorporeal form, during which you gain the following
benefits:
• You regain all expended power for your Wild Card’s
Gambit feature.
• Your movement speed is doubled.
• You gain resistance to all damage, and are immune to
the grappled, paralyzed, stunned, and restrained conditions.
• You can move through objects and creatures as if they
were difficult terrain. If you end your turn inside a creature,
the creature takes 1d10 force damage and is shunted into
an adjacent space within 5 feet of their original location.
This incorporeal state lasts for one minute, or until you
are incapacitated. Once you use this feature, you cannot
use it again until you complete a long rest.

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