Rogue Class Guide for D&D Players
Rogue Class Guide for D&D Players
After a lifetime of searching, a disheveled half-elf finally stood in front of the Count who had murdered
his father. For the past thirty years, the half-elf had done nothing but study swordplay, all for this
moment. He drew his rapier, whispered the name of his long-dead father, and lunged forward to cross
swords with the villainous Count who had ruined his life.
The three characters described above are examples of the exceptional experts known as Rogues. Using
nothing but their mastery of skill and subterfuge, they are able to achieve any goals, overcome any
challenges, and outwit any enemies.
Wondrous Skill
Despite their infamous reputation, the true mark of a Rogue is their finely honed skills. Whether
they be a master burglar, an exceptional swordsman, or a deadly assassin, a Rogue is relentless in
pursuit of perfection in their chosen field. What they lack in brute force or arcane talent they can
make up for with their near-supernatural skills and signature ingenuity.
When nobles, archmages, or guilds need a job completed without fail they turn to a Rogue with a
suitable set of skills. The right Rogue can open any lock, eliminate any target, and infiltrate any
tomb, no matter how many traps are in the way.
Deadly Precision
Where other warriors overwhelm their foes with brutal force or flurries of strikes, Rogues leverage
their cunning and exact aim to land single devastating blows on their foes. They will wait for the
right moment, a foe distracted by a powerful ally or a monster caught in the throes of a spell, and
when that opportunity arises, a Rogue can make a single strike count.
Some Rogues prefer to lurk in the shadows, stabbing their foes in the back while they are
unaware, and others work to draw their adversary into single combat, deftly avoiding its attacks
until a deadly opportunity presents itself to them.
This mindset of precision carries over into all facets of a Rogue's life. When using their thieves'
tools to disarm a trap
in an ancient dungeon, they will make only the most precise movements. When stalking a mark, a
Rogue will often follow them for days, learning their every routine before they make
their move, taking their target for all they are worth.
Creating
Your Rogue
When creating your Rogue, there are a few things to consider. What skills have they chosen to
master? Are they a criminal who can infiltrate even the most secure vault? Or, are they a master
manipulator with a silver tongue? Or, has your Rogue combined minor magics with their talents for
subterfuge?
You should also consider where your Rogue gained their exceptional skills. Were they an urchin
living on the streets, forced to steal food in order to survive? Were they taken in by a thieves' guild
and taught everything the guild knew? Or, are they the scion of a noble house, raised from birth as a
master of political intrigue, artful swordplay, and public speaking?
Multiclassing and the Rogue
If your group uses the optional multiclassing rule, here is what you need to know when you
choose to take your first level in the Rogue class.
Ability Score Minimum. As a multiclass character, you must have a minimum Dexterity
score of 13 to take your first level as a Rogue, or to take a level in another class if you are
already a Rogue.
Proficiencies. If Rogue isn't your initial class, here are the proficiencies you gain when you
take your first level as a Rogue: light armor, one skill from the Rogue class skill list, and one set
of tools.
Exploits. If you learn Exploits from more than one of your class, subclass, or other features,
follow the rules and table linked below to determine the total number and size of your Exploit
Dice, and the total number of Exploits Known from each feature that grants you
Exploits: Alternate Martial Multiclassing.
The Rogue
Sneak Exploits Exploit Exploit
Level PB Features Attack Known Die Dice
Class Features
Hit Points
Proficiencies
Quick Build
You can make a Rogue quickly by using these suggestions. First, make Dexterity your highest
ability score, followed by
Charisma. Second, choose the Charlatan background.
Expertise
You master a signature set of skills and abilities. At 1st level, choose any two skill proficiencies,
any two tool proficiencies, or one skill and one tool proficiency. If you were not already proficient,
you gain proficiency with the two chosen skills or tools. If you were already proficient in those
skills or tools, you can add double your proficiency bonus to any check you make with the chosen
skills or tools.
As you gain levels in this class, you are able to specialize with additional skills. Another skill or
tool proficiency of your choice gains this benefit at 6th, 11th, 15th, and 20th level.
If you already add double your proficiency bonus to a skill or tool, you cannot select it again for
this feature.
Sneak Attack
Beginning at 1st level, you learn to exploit the weak points of your enemies. Once per turn when
you hit a creature with an attack with a finesse or ranged weapon, you can deal a bonus 1d6
damage, so long as one of the conditions below are met:
You don't gain the benefits feature if you have disadvantage on your attack roll, even if the other
conditions are met.
The bonus damage of your Sneak Attack increases as you gain levels in this class, as shown in
the Sneak Attack column of the Rogue table above.
Thieves' Cant
Also at 1st level, you learn to speak, understand, and leave messages in Thieves' Cant, the secret
jargon of the criminal underworld. You can use this secret mix of doublespeak and code words to
hide messages in normal conversation which can only be understood by those who know Thieves'
Cant.
You can also use your knowledge of Thieves' Cant to write and understand secret signs and
symbols that convey short, simple messages. For example, you may use these symbols to mark an
area as the territory of your thieves' guild, or to mark an inn as a haven for outlaws or a place to sell
illegal wares.
Alternate Feature: Secret Ciphers
If your Rogue isn't a member of a thieves' guild or someone who associates with the criminal
elements of your society, consider replacing Thieves' Cant with the ability to create ciphers from
the Linguist Feat in the Player's Handbook.
Cunning Action
Your sharp reflexes allow you to move and adapt quicker than most. At 2nd level, choose two of the
following actions: Dash, Disengage, Hide, or Use an Object. You can use one of these chosen
actions as a bonus action on each of your turns.
When you reach 6th level in this class, you can use any of the four actions listed above as a bonus
action on each turn.
Devious Exploits
At 2nd level, you learn to utilize various tricks that enhance your particular set of skills, both on and
off the field of battle.
Exploit Dice
The Rogue table shows the number of Exploit Dice you have to perform any Exploits you know.
Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit
per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or
long rest.
Your Exploit Dice begin as d4s, and increase in size as you
gain levels in this class, as indicated in the Rogue table.
Exploits Known
At 2nd level, you know two
Exploits of your choice from the
list at the end of this class. The
Exploits Known column of the Rogue table shows when you learn more Exploits of your choice. In
order to learn an Exploit you must meet any prerequisites it may have.
When you gain a Rogue level, you can replace one Devious Exploit you know with another
Exploit of your choice.
Saving Throws
If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is
calculated as follows:
Exploit save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your
choice)
Roguish Archetype
At 3rd level, you choose the Archetype that best reflects your skills: Arcane Trickster, Assassin,
Swashbuckler, or Thief.
Also included at the end of this class description are Roguish Archetypes inspired by the official
Rogue options: Inquisitive, Mastermind, Phantom, Scout, and Soul Knife.
Your Archetype grants you features at 3rd level, and again when you reach 7th, 13th, and 17th
level in this class.
Archetype Exploits
Some Roguish Archetypes include a list of Exploits that all Rogues of the Archetype learn at the
levels in its description. These Exploits don't count against your number of Exploits Known, and
they can't be replaced when you gain a level. If you don't meet the prerequisites, you learn them
regardless.
Cunning Strike
You can exploit even the smallest weaknesses to great
effect. Beginning at 5th level, when you add your Sneak
Attack bonus to a damage roll, you can forgo some of
the bonus to use a Devious Exploit you know without
expending an Exploit Die, with the following rules:
Uncanny Dodge
Also starting at 5th level, your precisely honed reflexes
allow you to quickly dodge, deflect, or otherwise absorb
the damage of blows that would devastate others. When
a creature that you can see hits you with an attack, you
can use a reaction to halve the damage you would take.
Evasion
Starting at 9th level, your agility lets you dodge out of the
way of certain area effects, like a dragon's fire breath or
or a lightning bolt. When an effect allows you to make a
Dexterity saving throw to take only half damage, you take
no damage on a success, and half damage on a failure.
Reliable Talent
Your skills are beyond reproach. Starting at 10th level, when you make an ability check that uses a
skill or tool that you are proficient with, or an ability check that adds an Exploit Die to the result,
you treat a roll of 9 or lower on the d20 as a 10.
Ruthless
Beginning at 11th level, you can use Cunning Strike to reduce your Sneak Attack bonus damage by
an additional number of d6s equal to the degree of the Exploit you are using and force your target to
make its saving throw with disadvantage.
For example, if you used Cunning Strike to use dirty hit, you would reduce your Sneak Attack
bonus by an additional 2d6 to impose disadvantage on the Constitution saving throw.
Blindsense
Your senses have been honed to supernatural levels. Starting at 14th level, if you can hear, you are
aware of the location of any invisible or hidden creature within 10 feet of you.
At 20th level, the radius of this feature becomes 30 feet.
Slippery Mind
You have acquired immense mental strength. Beginning at 15th level, whenever you are forced to
make an Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to your
roll equal to one roll of your Exploit Die.
Elusive
It is nearly impossible for your foes to gain the upper hand. Beginning at 18th level, so long as you
are not incapacitated, no attack rolls against you can be made with advantage.
Stroke of Luck
You have a supernatural knack for finding success when you need it most. Upon reaching 20th
level, when you roll a d20 for an ability check, attack roll, or saving throw, you can treat the result
as a 20 on the d20. You can do so after you know the result of your roll and whether you succeed or
fail.
Once you use this feature you must finish a short or long rest before you can use it again.
Roguish Archetypes
Choose the Archetype that best reflects the skill set of your Rogue: Arcane Trickster, Assassin,
Swashbuckler, or Thief.
Arcane Trickster
Where most Rogues rely solely on their exquisite set of skills, you have chosen to compliment
yours with magic. Enhancing your skills and subterfuge with arcane spells, you are able to achieve
wondrous feats of trickery. Most Rogues who walk the path of the Arcane Trickster tend to become
pranksters, burglars, infiltrators, pickpockets, and even adventurers.
Spellcasting
3rd-level Arcane Trickster Archetype feature
When you adopt the Arcane Trickster Archetype you learn to enhance your skills and talents with
minor arcane spells:
Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the
Arcane Trickster spell list. You learn another cantrip of your choice at 10th level.
Spell Slots. The Arcane Trickster 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 of your expended spell slots each time you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level Arcane Trickster spells. The
Spells Known column of your Spellcasting table shows when you learn more spells of 1st-level or
higher, of a level for which you have spell slots.
When you gain a level, you can replace one of your Spells Known with a spell from the Arcane
Trickster spell list. The spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Arcane Trickster spells.
You use Intelligence whenever a spell refers to your spellcasting ability. You also use your
Intelligence modifier when setting the saving throw DC or making a spell attack roll for an Arcane
Trickster spell.
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Spell attack modifier = your proficiency bonus
+ your Intelligence modifier
Mage Hand Adept
3rd-level Arcane Trickster Archetype feature
You have mastered your limited knowledge of the arcane. When you cast mage hand, it gains the
following benefits:
3rd 3 2 — — —
4th 4 3 — — —
5th 5 3 ─ — —
6th 5 3 ─ — —
7th 6 4 2 — —
8th 6 4 2 — —
9th 7 4 2 — —
Rogue Spells 1st 2nd 3rd 4th
Level Known Level Level Level Level
10th 7 4 3 — —
11th 8 4 3 — —
12th 8 4 3 — —
13th 9 4 3 2 —
14th 9 4 3 2 —
15th 10 4 3 2 —
16th 10 4 3 3 —
17th 11 4 3 3 —
18th 11 4 3 3 —
19th 12 4 3 3 1
20th 12 4 3 3 1
Trickster's Ambush
7th-level Arcane Trickster Archetype feature
You can use subterfuge to enhance the power of your spells. If you target a creature with an Arcane
Trickster spell while you are hidden from it, that creature
has disadvantage on its
initial saving throw to
resist the effects of
that spell.
Arcane Distraction
13th-level Arcane Trickster Archetype feature
You use your magic to create openings in your foes' defenses. When you end your mage hand's
movement within 5 feet of a creature, you can cause it to distract that creature until you use it for
another purpose. While a creature is distracted by your mage hand, you have advantage on any
weapon or spell attack rolls you make against that creature.
Spell Thief
17th-level Arcane Trickster Archetype feature
Rather than learn magic on your own, you can steal arcane power from others. When a creature
casts a spell that targets you or includes you in its area, you can use your reaction to force it to make
a saving throw against your Spell Save DC using its spellcasting ability. On a failed save, you
negate the spell's effects on you and cause one of the following effects:
You instantly regain a combined level of expended spell
slots equal to the level of the spell that you negated.
You gain the knowledge of that spell, so long as it is of a level that you can cast. You can cast that
spell using your spell slots until the end of your next long rest. As part of your next long rest, you
can permanently replace one of your Spells Known with the stolen spell.
Once you use this feature you must finish a long rest before you can use it again. If you have no
uses left, you can expend
a spell slot of 3rd-level or higher to use this feature again.
booming blade LL
dancing lights
fire bolt
friends
frostbite
green-flame blade LL
gust *
light
mage hand
magic stone*
message
minor illusion
poison spray LL
prestidigitation
ray of frost
shocking grasp
1st-Level
alarm
bane
catapult *
cause fear*
charm person
color spray
comprehend languages
detect magic
detect poison & disease
disguise self
dissonant whispers
faerie fire
feather fall
find familiar
floating disk
fog cloud
grease
hideous laughter
identify
illusory script
jump
longstrider
silent image
sleep
snare *
unseen servant
2nd-Level
blindness/deafness
blur
calm emotions
crown of madness
darkness
darkvision
enlarge/reduce
hold person
invisibility
levitate
lock/unlockLL
magic aura
magic mouth
mind whip **
mirror image
misty step
phantasmal force
rope trick
see invisibility
shadow blade *
silence
spider climb
suggestion
3rd-Level
blink
counterspellLL
dispel magic
enemies abound*
fear
hypnotic pattern LL
major image
nondetection
sending
tiny servant *
4th-Level
charm monster *
confusion
dimension door
freedom of movement
greater invisibility
hallucinatory terrain
phantasmal killer
Additional Arcane Trickster Spells?
If your table uses spells from other sourcebooks, like Fizban's Treasury of Dragons, you can add
any additional spells available to both the Wizard and Sorcerer to the Arcane Trickster spell list
above.
Assassin
You have chosen to specialize in the grim art of death. As an Assassin, you make use of stealth, poisons,
and disguises to attack your foe when they least expect it. Those who walk this path find work as killers,
spies, and bounty hunters.
Assassinate
3rd-level Assassin Archetype feature
As an assassin you are at your deadliest when your foes
don't see you coming. You gain the following benefits:
Assassin Exploits
3rd-level Assassin Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. They don't count against
your total number of Exploits Known and can't be switched upon gaining a level.
Rogue
Level Exploit
Infiltrator
3rd-level Assassin Archetype feature
You are adept at blending into places you don't belong. You gain proficiency with the disguise kit
and the poisoner's kit.
Over the course of 10 minutes, you can use your disguise kit to craft a disguise that resembles a
dead or unconscious humanoid as long as you have its body. A suspicious creature can make an
Intelligence (Investigation) check against your Exploit save DC to attempt to see through your
disguise.
Finally, you can unerringly mimic any humanoid's speech, so long as you spend at least 10
minutes observing them.
Deadly Blade
7th-level Assassin Archetype feature
You are exceptionally skilled at taking lives when conditions are right. When you score a critical hit
and roll a 1 on any of your damage dice for that attack, you can re-roll those dice.
Moreover, when you hit a creature with an attack that adds your Sneak Attack bonus, you can use
your Cunning Strike feature to reduce the bonus by 1d6 and force it to make a Constitution saving
throw against your Exploit save DC. On
a failed save, it is poisoned until the start of your next turn.
Impostor
13th-level Assassin Archetype feature
The skill with which you adopt other creatures' identities is nearly supernatural. You learn to speak,
read, and write three additional languages of your choice, and whenever you make a Charisma
(Deception) check to maintain your disguise you gain a bonus to your roll equal to one roll of your
Exploit Die.
In addition, creatures have disadvantage on Intelligence (Investigation) checks to see through any
disguise you make.
Master Poisoner
13th-level Assassin Archetype feature
Your skill with poisons exceeds that of all others who study the toxic arts. You can use any Devious
Exploit you know that allows you to craft a poison (such as craft minor poison), and apply that
poison to a weapon, as a bonus action.
You also learn craft advanced poison, but it does not count against your total number of Exploits
Known.
Death Strike
17th-level Assassin Archetype feature
You have become a master of instant death. Whenever you add your Sneak Attack bonus to a
weapon attack, you can choose for that attack to become an automatic critical hit.
Once you use this feature you must finish a short or long rest before you can use it again.
Swashbuckler
You have focused your training on the art of the blade. Where most Rogues strike from the
shadows, you prefer to face your enemies head-on, relying on your deadly skills and signature
charm. When put into action, your swordsmanship resembles an elegant performance that relies on
both speed and grace.
Fancy Footwork
3rd-level Swashbuckler Archetype feature
You dance about the field of battle, vexing your foes. If you make a melee attack against a creature,
it cannot target you with opportunity attacks for the rest of your current turn.
Relentless Swagger
3rd-level Swashbuckler Archetype feature
You fight with unyielding confidence in yourself and your skill with a blade. When you roll
initiative and are not surprised, you add your Charisma modifier to the result of your roll.
You also don't need advantage on your attack roll to use your Sneak Attack bonus against a
creature so long as you are within 5 feet of it, no other creatures are within 5 feet of you, and you
don't have disadvantage on your attack roll. All the other rules for using Sneak Attack still apply to
you.
Swashbuckler Exploits
3rd-level Swashbuckler Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against
your total number of Exploits Known and can't be switched upon gaining a level.
Rogue Level Exploit
Panache
7th-level Swashbuckler Archetype feature
You have learned to knock your foes off-balance with nothing but wit and cunning words. When
you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning
Strike feature to reduce the bonus by 1d6 to cause one of the following effects until the start of your
next turn:
Charm. One creature within 30 feet that can see you must succeed on a Wisdom saving throw
against your Exploit save DC or be charmed by you until the start of your next turn.
Taunt. The creature must succeed on a Wisdom saving throw against your Exploit save DC or,
until the beginning of your next turn, it has disadvantage on attacks against targets other than you
and it cannot make opportunity attacks.
Elegant Warrior
13th-level Swashbuckler Archetype feature
You move about the battlefield with an unmistakable grace. When you take the Dash action on your
turn, including when you use it as part of your Cunning Action, opportunity attacks targeting you
are made with disadvantage.
In addition, whenever you make a Strength (Athletics), or
Dexterity (Acrobatics), or Charisma (Performance) check you gain a bonus to your roll equal to one
roll of your Exploit Die.
Master Duelist
17th-level Swashbuckler Archetype feature
Confidence in your skill with a blade lets you turn failure in combat into success. When you miss
with an attack roll, you can choose to add your Charisma modifier (minimum of +1) to your attack
roll, possibly turning a miss into a hit.
You can use this feature a number of times equal to your Charisma modifier (minimum of once),
and you regain all expended uses each time you finish a short or long rest.
Thief
You have honed your skills in the larcenous arts. While not all Thieves are criminals, most find
employ as burglars, bandits, cutpurses, and treasure hunters. Your set of skills grants you increased
agility and stealth, but also abilities that are helpful for delving into dangerous ruins and using
ancient artifacts.
Nimble
3rd-level Thief Archetype feature
You gain a climbing speed equal to your walking speed, and you are able to climb difficult and
sheer surfaces at half your normal speed without making an ability check.
You can also use your Dexterity score,
in place of your Strength, when you
calculate your long or high
jump distance.
Quick Fingers
3rd-level Thief Archetype feature
You are masterful at pilfering pockets, especially when your mark has its guard down. When you
add your Sneak Attack bonus to a melee attack, you can reduce the bonus damage by 1d6 to attempt
to steal an object from your target. Make a Dexterity (Sleight of Hand) check contested by the
target's Wisdom (Perception) check. On a success, you remove one object of your choice from the
target's pockets, bag, pouch, belt, or one object it has on its person that it is not holding.
Finally, you can use a bonus action on your turn to make
a Dexterity (Sleight of Hand) check or to use a set of tools.
Thief Exploits
3rd-level Thief Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against
your total number of Exploits Known and can't be switched upon gaining a level.
Rogue Level Exploit
Supreme Sneak
7th-level Thief Archetype feature
You have advantage on Dexterity (Stealth) checks while
moving at half your speed, and you can attempt to Hide
even when you are only lightly obscured.
Also, when you hit a target with an attack that adds
your Sneak Attack bonus, you can use Cunning Strike
to reduce the bonus by 1d6 to take the Hide action
before the end of your turn, no action required.
Treasure Lore
7th-level Thief Archetype feature
You have a knack for uncovering useful information
and lost lore. Whenever you make an ability check to
gather lore, investigate the inner workings, or assess
the value of a magic item, treasure, or trap, you gain a
bonus to the roll equal to one roll of your Exploit Die.
Finally, you can use the Use an Object action to
activate a magic item or use a spell scroll or potion.
Use Magic Device
13th-level Thief Archetype feature
You have learned enough about the inner workings of
magic objects that you can improvise the use of any
item even when it is not intended for you. You ignore
all alignment, class, race, and level requirements for
the use of magic items, spell scrolls, and potions.
Quick Reflexes
17th-level Thief Archetype feature
The time you've spent pilfering pockets and treasures
has honed your reflexes to near-supernatural heights.
You gain an additional bonus action that you can take
on each of your turns, though, it can only be used to
take one of the actions from your Cunning Action.
If you do not use this additional bonus action, you instead gain one additional reaction that you
can use before the start of your next turn. A single effect can only trigger one reaction.
Devious Exploits
Below are the Exploits available to Rogues. If an Exploit has a prerequisite, like a minimum Ability
Score or Rogue level, you can learn it at the same time you meet the prerequisites.
1st-Degree Exploits
Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon.
They can be learned by Rogues with modest training and have no level prerequisite.
Aerial Maneuver
Prerequisites: Dexterity of 11
When you fall, you can use a reaction to expend an Exploit Die to control your fall. You reduce any
falling damage that you would take by an amount equal to five times your level, and when you land,
you can choose to land on your feet.
Alchemical Adept
Prerequisites: Intelligence of 11
When you make an alchemist's supplies, herbalism kit, or poisoner's kit check you can expend one
Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but
before you know if you succeed or fail.
Arresting Strike
When you hit a target with a weapon attack, you can expend one Exploit Die and force it to make a
Dexterity saving throw. On a failure, it takes bonus damage equal to one roll of your Exploit Die
and its speed is 0 until the start of your next turn.
Commanding Presence
Prerequisites: Charisma or Strength of 11
When you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one
Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but
before you know if you succeed.
Also, whenever you would make a Charisma (Intimidation) check, you can make a Strength
(Intimidation) check instead.
Cunning Instinct
Prerequisites: Wisdom of 11
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one
Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but
before you know if you succeed or fail.
Disarm
When you hit a creature with a weapon attack, you can expend an Exploit Die to force it to make a
Strength saving throw. On a failed save, it takes additional damage equal to one roll of your Exploit
Die, and it drops one item of your choice that it is currently holding on the ground at its feet.
Eloquent Speech
Prerequisites: Intelligence of 11
Whenever you would normally make a Charisma (Deception) or Charisma (Persuasion) check, you
can choose to use your Intelligence in place of Charisma for that ability check.
Also, whenever you make an Intelligence (Deception) or Intelligence (Persuasion) check you can
expend one Exploit Die, roll it, and add the result to your check. You can do so after you roll the
d20, but before you know if you succeed.
Feint
As a bonus action, you can expend one Exploit Die to feint, forcing a creature that can see you
within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your
attacks against it until the end of your current turn.
First Aid
As an action, you can touch a creature that has at least 1 hit point and expend Exploit Dice (up to
your proficiency bonus), roll those dice, and that creature regains a number of hit points equal to the
total roll + its Constitution modifier.
Inquisitive Eye
Prerequisites: Intelligence or Wisdom of 11
When you make an Intelligence (Investigation) or a Wisdom (Insight) check you can expend one
Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but
before you know if you succeed or fail.
Lightstep
Prerequisites: Dexterity of 11
When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit
Die, roll it, and add the result to your ability check. You can do so after you
roll the d20, but before you know if you succeed or fail.
Mechanical Insight
Prerequisites: Intelligence of 11
Whenever you make an ability check with a set of thieves' tools or tinker's tools you can expend one
Exploit Die, roll it, and add the result to your ability check. You can do so after
you roll, but before you know if you succeed or fail.
Modify Device
Prerequisites: proficiency with tinker's or thieves' tools
As an action, you can expend one Exploit Die and use either tinker's or thieves' tools to make
adjustments to one trap or lock that you can touch. The DC of that trap or lock changes to equal
your Exploit save DC, or increases by 5 (your choice).
To use this Exploit, the trap or lock must be deactivated or unlocked, and you must have access
to its inner mechanisms. You cannot use this Exploit to modify a trap or lock that can't be reset, or
one that has been destroyed beyond repair.
Precision Strike
Prerequisites: Dexterity of 11
As part of a weapon attack you can expend one Exploit Die, roll it, and add the result to your attack
roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Quick Quip
Prerequisites: Intelligence or Charisma of 11
While speaking, you can expend an Exploit Die to tell a short joke, quip, or another humorous
anecdote. Creatures of your choice within 10 feet that can both hear and understand you forget
everything you said during the 10 seconds proceeding this Exploit, and instead only remember your
quip.
Creatures that are immune to being charmed are immune to this Exploit. Once you use this
Exploit on a creature, it is immune to the effects of this Exploit for the next 24 hours.
Reliable Skill
Whenever you make an ability check using a skill or tool that you are proficient in and roll a 7 or
lower on the d20, you can expend one Exploit Die to treat the d20 roll as an 8.
Roguish Charm
Prerequisites: Charisma of 11
As an action, you can expend an Exploit Die and force a creature within 10 feet that can hear and
understand you to make a Wisdom saving throw, and it does so with advantage if you or your allies
are fighting it. On a failure, it is charmed by you for 1 hour, and regards you as a friendly
acquaintance for the duration. Though, it will not risk its life for you.
This effect immediately ends if you or your companions do anything harmful to the creature, and
when the effect ends this way, the target realizes that it was deceived by you.
Once a creature succeeds on its saving throw against this Exploit it is immune to this Exploit for
the next 24 hours.
Rustic Intuition
Prerequisites: Wisdom of 11
When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine)
check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so
after you roll, but before you know the result.
Scholarly Recall
Prerequisites: Intelligence of 11
Whenever you make an Intelligence (Arcana),
Intelligence (History), or Intelligence (Religion)
check you can expend an Exploit Die, roll it,
and add the result to your check. You can
do so after you roll the d20, but before
you know if you succeed or fail.
Subtle Con
Prerequisite: Dexterity or
Charisma of 11 or higher
When you make a Dexterity
(Sleight of Hand), Charisma
(Deception), or Charisma
(Performance) check
you can expend an
Exploit Die, roll it and
add it to your check.
You can do so after
you roll the d20, but
before you know if
you succeed or fail.
Sweeping Strike
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to
make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your
Exploit Die and falls prone. A creature more than one size larger than you has advantage on its
saving throw.
2nd-Degree Exploits
Exploits of this degree represent the absolute peak of roguish skill that is achievable without
dedicated training. 2nd-degree Exploits can be learned by any Rogue of 5th level or higher.
Alchemical Oil
Prerequisites: 5th level, proficiency with alchemist's supplies
As an action, you can expend one Exploit Die and use your alchemist's supplies to craft a vial of
Alchemical Oil, which retains its potency until the end of your next long rest. Upon creation, you
choose either acid, cold, fire, or lightning as the damage type for that vial of oil. You cannot regain
the Exploit Die spent on this oil until you expend this Alchemical Oil.
A creature can take the Use an Object action to expend the vial and apply its contents to one
weapon it is holding. For the next 10 minutes, that weapon deals the damage type chosen for that
Alchemical Oil in place of its normal damage.
A creature can use an action to remove the Alchemical Oil.
Blinding Debris
Prerequisites: 5th level, Dexterity of 13
As a bonus action, you can expend an Exploit Die to attempt to blind a creature with debris. A
creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing
damage equal to one roll of your Exploit Die and be
blinded until the start of your next turn.
Craft Minor Poison
Prerequisites: 5th level, proficiency with poisoner's kit
As an action, you can expend one Exploit Die and use your poisoner's kit to craft one vial of Minor
Poison, which retains its potency until the end of your next long rest. However, you cannot regain
this Exploit Die until you expend this poison.
A creature can take the Use an Object action to expend the vial and apply it to one weapon or a
piece of ammunition it is holding. On its next hit, the weapon deals poison damage in place of its
normal damage, and the target must succeed on
a Constitution saving throw or it is poisoned for 1 minute.
The poisoned creature can repeat this saving throw at the end of each of its turns, ending the
effect on a success.
Crippling Strike
Prerequisites: 5th level
When you hit a target with a weapon attack, you can expend an Exploit Die to cripple one of its
senses. It must succeed
on a Constitution saving throw or it takes additional damage equal to one roll of your Exploit Die
and is blinded, deafened, or cannot speak (your choice) until the start of your next turn.
Dirty Hit
Prerequisites: 5th level, Dexterity of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a
vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal
to a roll of your Exploit Die, it falls prone, and
it cannot take reactions until the start of your next turn.
Exposing Strike
Prerequisites: 5th level
When you hit a creature with a weapon attack, you can
expend an Exploit Die to temporarily weaken it. The first
attack made against that creature before the beginning of
your next turn has advantage, and on hit, that attack deals
additional damage equal to one
roll of your Exploit Die.
Glancing Blow
Prerequisites: 5th level
When you make a melee weapon
attack and miss, you can expend one
Exploit Die to instantly repeat your
attack against another target within
the reach of your weapon.
Grasp of Night
Prerequisite: 5th level, Wisdom of 13
In place of an attack, you can expend
Exploit Dice (up to your proficiency bonus)
to touch a creature, attempting to knock it
out. For each Exploit Die that you spent
you roll three Exploit Dice, adding your
Wisdom modifier to the total of all the dice.
If the total meets or exceeds the creature's
remaining hit points, it instantly falls asleep,
and is unconscious for 10 minutes.
The creature instantly wakes up if it takes
damage or another creature uses an action on its turn
to shake or slap the sleeping creature awake.
Improvised Skill
Prerequisites: 5th level
When you make an ability check that doesn't include your proficiency bonus, you can expend an
Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if
you succeed or fail.
Soothing Speech
Prerequisites: 5th level, Charisma of 13
As an action, you can expend an Exploit Die and speak to all creatures that can hear and understand
you within 20 feet, and force them to make a Charisma saving throw. On a failed save, creatures
become indifferent toward creatures of your choice that they are currently hostile toward for 10
minutes.
This indifference ends if a creature takes damage, is forced to make a saving throw, or it
witnesses an ally being harmed. When the effect ends, the creature becomes hostile again.
Survey Dungeon
Prerequisite: 5th level, Dexterity or Intelligence of 13
You can expend an Exploit Die to spend 10 minutes carefully examining a room you currently
occupy. At the end of the 10 minutes, you gain knowledge about three of the following:
One trap in the area. This includes any mechanical or natural effect that was intended to harm an
intruder.
One active spell in the area that was cast at a level
equal to your Intelligence modifier or lower.
One secret compartment, door, or passageway.
Once you use this Exploit to survey a room you must finish a long rest before you can use it in
that location again.
Trick Shot
Prerequisites: 5th level, Dexterity or Intelligence of 13
As a bonus action, you can expend an Exploit Die to make
a special ranged weapon attack with a weapon that has both the finesse and thrown properties.
This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target
in range. If this attack would normally have disadvantage, it does not, and on hit, it deals additional
damage equal to one roll of your Exploit Die.
3rd-Degree Exploits
These Exploits are masterful acts of subterfuge and skill, and can only be learned by Rogues of 9th
level or higher. Each of these Exploits can only be used once per short or long rest.
Craft Greater Poison
Prerequisites: 9th level, proficiency with poisoner's kit
As an action on your turn, you can expend Exploit Dice (up
to your proficiency bonus) and use a poisoner's kit to craft a vial of Greater Poison, which retains its
potency until the end of your next long rest. However, you can't regain the Exploit Dice you spent
in its creation until you expend this poison.
A creature can take the Use an Object action to expend the vial and apply it to one weapon or a
piece of ammunition it is holding. On its next hit, the weapon deals additional poison damage equal
to one roll of your Exploit Die for each Exploit Die you spent, and the target must succeed on a
Constitution saving throw or suffer the following effects for 1 minute:
The poisoned creature can repeat this saving throw at the end of each of its turns, ending these
effects on a success.
Forgotten Knowledge
Prerequisite: 9th level, Intelligence or Wisdom of 15
You can expend an Exploit Die to spend 10 minutes focused on a person, object, or location you
can see, after which, you remember a piece of lore about the thing you focused on.
This lore might consist of current tales, forgotten stories, or even secret lore that has never been
widely known. The more information you have about the thing, the more precise and detailed the
information you seem to remember about it.
Recruit Informant
Prerequisite: 9th level, Charisma or Intelligence of 15
You can expend an Exploit Die and spend 1 hour to recruit a humanoid Informant from a settlement
you currently occupy. For this Exploit to work, there must be a willing humanoid, such as an
urchin, criminal, thief, spy, or other rapscallions in a settlement of significant size, as determined by
the DM.
They won't aid you in combat or risk their life for you, but they will gather information, rumors,
news, and secrets in that settlement. During each long rest, they will seek you out and deliver this
information if you are in the same settlement.
Your Informant remains in your service until you dismiss them or they die. However, you do not
regain the Exploit Die spent on this Exploit until they leave your service.
Having more than one Informant in a settlement increases
the accuracy and secrecy of information they can gather.
Survey Settlement
Prerequisite: 9th level, Dexterity or Charisma of 15
You can expend an Exploit Die and spend 1-hour gathering information on up to 1 square mile of a
settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the
following as they relate to the area:
4th-Degree Exploits
Exploits of this degree are masterful skills that can only be learned by Rogues of 13th level or
higher, and each of these Exploits can only be used once per short or long rest.
Agonizing Strike
Prerequisites: 13th level, Dexterity of 17
When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with
precision to inflict pain instead of dealing damage. It must succeed on a Constitution saving throw
or suffer the following effects for 1 minute:
It can make a Constitution saving throw at the end of each of its turns, ending this crippling pain
on a successful save.
Craft Advanced Poison
Prerequisites: 13th level, proficiency with poisoner's kit
As an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to
craft a vial of Advanced Poison, which retains its potency until the end of your next long rest.
However, you can't regain the Exploit Dice you spent in its creation until you expend this poison.
A creature can take the Use an Object action to expend the vial and apply it to one weapon or
piece of ammunition it is holding. On its next hit, it deals additional acid damage equal to one roll
of your Exploit Die for each Exploit Die you spent, and the target must succeed on a Constitution
saving throw, or have disadvantage on all attack rolls and ability checks for 1 hour. If it fails by 5 or
more, it is blinded for the duration.
As an action, the creature can repeat this saving throw. On a successful save, the effects end, but
on a failed save, it takes additional acid damage equal to one roll of your Exploit Die.
Expert Determination
Prerequisites: 13th level
As an action, you can expend one Exploit Die to focus your mind and temporarily sharpen one of
your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add one roll
of your Exploit Die to any check you make that uses that skill, without expending an Exploit Die.
Fluid Movements
Prerequisites: 13th level, Dexterity of 17
As a bonus action, you can expend one Exploit Die to enter a heightened state of movement which
you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose
concentration, you gain the following benefits:
5th-Degree Exploits
Exploits of the 5th-degree are devious feats that rival deeds of the most cunning tricksters and
archfey. These Exploits can only be learned by Rogues of 17th level or higher, and each 5th-degree
Exploit you know can be used once per long rest.
Craft Masterwork Poison
Prerequisites: 17th level, proficiency with poisoner's kit
As an action, you can expend Exploit Dice (up to your proficiency bonus) and use a poisoner's kit to
craft a vial of Masterwork Poison, which retains its potency until the end
of your next long rest. However, you can't regain the Exploit Dice you spent in its creation until you
expend this poison.
A creature can take the Use an Object action to expend the vial and apply it to one weapon or
piece of ammunition it is holding. On its next hit, it deals additional necrotic damage equal to two
rolls of your Exploit Die for each Exploit Die you spent, and the target must make a Constitution
saving throw. On a failure, it has disadvantage on all ability checks, attack rolls, and saving throws
until a spell of 5th-level or higher is used to neutralize the poison (such as greater restoration).
If the creature fails by 5 or more, it is incapacitated, and it cannot move or speak until it is cured
of this poison.
Inconceivable Dodge
Prerequisites: 17th level, Dexterity of 19
When you take damage, you can use your reaction to expend one Exploit Die and move with
supernatural agility and speed to an unoccupied space within 10 feet, somehow avoiding the
triggering damaging effect as if it never affected you at all.
Mortal Blow
Prerequisites: 17th level
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with
supernatural accuracy at its most vulnerable point. It must succeed on a Constitution saving throw
or it is considered vulnerable to the damage of this attack. If you had advantage on your attack roll,
it makes this Constitution save with disadvantage.
Regardless if the creature succeeds or fails on this saving throw, it takes additional damage of
your weapon's type equal to four rolls of your Exploit Die. Finally, if the damage of this attack
reduces the creature to 50 hit points or fewer, it falls prone and is stunned until the beginning of its
next turn. A creature can use a Legendary Resistance to avoid this effect.
Trickster's Blessing
Prerequisites: 17th level, Dexterity of 19
When you take the Hide action, you can expend one Exploit Die to hide with inconceivable and
supernatural skill. So long as there is a place to hide within 60 feet, you instantly appear in one such
hidden location of your choice within 60 feet, and are automatically considered to be hidden from
all spells and creatures, no matter what senses or magic they might have.
Additional Devious Exploits?
Looking for more Exploits for your Rogue? Check out the Alternate Rogue: Expanded for a
multitude of additional Exploits, including options that are more fantastical in nature and mimic
spell effects. Also included are eight additional Archetypes!
Additional Archetypes
Also included here are alternate Roguish Archetypes based on the official Archetypes for Rogues found
in Xanathar's Guide to Everything and in Tasha's Cauldron of Everything:
Inquisitive Scout
Mastermind Soulknife
Phantom ─
Inquisitive
When there are secrets to be uncovered or a mystery to be solved, there are none more adept than
the Rogues known
as Inquisitives. These experts hone their skills
of observation and deduction to heights
that rival the most potent of divination
spells. For an Inquisitive, the only thing
that stands between them and the truth is time.
Eye for Detail
3rd-level Inquisitive Archetype feature
Your perceptive abilities are a finely honed tool. When
you make a Wisdom (Insight) or a Wisdom (Perception)
check you can use your Intelligence in place of Wisdom.
In addition, you can use your Cunning Action to take
the Search action as a bonus action on your turn.
Whenever you take the Search action, you gain
information as if you spent 10 minutes searching.
Inquisitive Exploits
3rd-level Inquisitive Archetype feature
You learn certain Exploits at the Rogue levels noted in
the table below. They don't count against your number of Exploits Known and can't be switched
upon gaining a level.
Rogue Level Exploit
Mastermind
You have put your considerable skill to work in mastering the art of manipulation. With a whisper and
suggestion, you have a way of getting others to do what you want, even if it may not be in their best
interest. Whether directing political gambits or allies in combat, you move others like pieces in a game.
Mastermind Exploits
3rd-level Mastermind Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against
your total number of Exploits Known and can't be switched upon gaining a level.
Rogue Level Exploit
Master of Machinations
3rd-level Mastermind Archetype feature
You have gathered a set of skills to aid in your machinations. You learn to speak, read, and write
two additional languages, and you gain proficiency with the disguise and forgery kits.
You wield allies as others wield a weapon. You can use the Help action as a bonus action. 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, so long as the ally you
are helping can see or hear you.
Manipulative Intuition
7th-level Mastermind Archetype feature
You are adept at reading the motivations of others. When you spend at least 1 minute talking with
or observing a creature outside of combat, you learn one of the following facts:
Once you use this feature on a creature you cannot use it on that creature again until you finish a
long rest. Creatures with Legendary Resistances are immune to this feature.
Potent Insight
7th-level Mastermind Archetype feature
When you use the Help action to aid an ally in attacking a creature, and their attack hits, you can
use your reaction to add your Sneak Attack bonus to its damage roll. However, if you do so, you
cannot use Sneak Attack on your next turn.
Devious Tactics
13th-level Mastermind Archetype feature
You have no qualms about leaving others in danger. When a creature you can see targets you with
an attack, you can use your reaction to force a creature within 5 feet of you to make a Dexterity
saving throw against your Exploit Save DC. On a failure, you switch places with the creature and it
becomes the target of the attack. A creature can willingly fail this save.
Inscrutable Mind
17th-level Mastermind Archetype feature
Your thoughts and dreams can't be read by magical means,
unless you allow it. When a creature attempts to read your
mind you can present false thoughts and motivations by
making a Charisma (Deception) check. Finally, you gain
immunity to both the charmed and frightened conditions.
Phantom
You have formed a mystical connection with the border
between life and death, and serve as a gateway to the
afterlife. You have learned to draw upon this special
connection to gain knowledge from the dead, and by
immersing yourself in the mystical power of death you
gain strange abilities normally associated with spirits.
Phantom Exploits
3rd-level Phantom Archetype feature
You learn certain Exploits at the Rogue levels noted in the
table below. These don't count against your total number of
Exploits Known and can't be switched upon gaining a level.
Rogue Level Exploit
While one is on your person, you have advantage on both death saving throws and Constitution
saving throws.
When you hit with an attack that adds your Sneak Attack bonus, you can destroy a Soul Trinket to
cause that attack to deal necrotic damage in place of its normal damage.
When a creature fails its saving throw against Grave Bolt you can destroy a Soul Trinket and cause
the creature to be frightened of you until the beginning of your next turn.
As an action, you can destroy a Soul Trinket to ask the soul within one question as if you'd
cast speak with dead.
Ghastly Walk
13th-level Phantom Archetype feature
You can temporarily step into the realm of the dead. When you take the Dash action you can
become incorporeal until the end of your current turn. While incorporeal you can move through
creatures and objects as if they were difficult terrain, and you gain a temporary flying speed of 15
feet.
If you end your turn inside a solid object or creature you are instantly shunted to the nearest
unoccupied space taking 1d10 force damage for every 5 feet you were forced to travel.
Death Knell
17th-level Phantom Archetype feature
You have become so acquainted with death that you can
draw upon its power with ease. When you use Grave Bolt, you can force all creatures of your
choice within 30 feet to make the Wisdom saving throw, and on a failed save, they take necrotic
damage equal to your Sneak Attack bonus.
Once you use this feature you must finish a short or long rest before you can empower Grave
Bolt in this way again.
Scout
Unlike most Rogues, your skills have been honed in the wild. You are adept at remaining unseen,
scouting ahead of allies, stalking your prey, or hunting bounties. While you are most skilled in the
wilderness, you can still hold your own in the back alleys of cities and deadly dungeons like most
Rogues.
Scout Exploits
3rd-level Scout Archetype feature
You learn certain Exploits at the Rogue levels noted in the table below. These don't count against
your total number of Exploits Known and can't be switched upon gaining a level.
Rogue Level Exploit
Skirmisher
3rd-level Scout Archetype feature
You are always on the move, never to be caught flat-footed by your foes. When a creature ends its
turn within 5 feet of you, you can use your reaction to move up to half your movement speed
without provoking opportunity attacks.
Survivalist
3rd-level Scout Archetype feature
You have learned to survive, and thrive, in the wild places of the world. You gain proficiency in
both Nature and Survival if you do not have it already, and whenever you make a Wisdom
(Survival) or an Intelligence (Nature) check you add double your proficiency bonus to your roll.
Wilderness Adept
7th-level Scout Archetype feature
Your walking speed increases by 10 feet, and you gain both a climbing and swimming speed equal
to your walking speed.
Ambush Master
13th-level Scout Archetype feature
You can add your proficiency bonus to your initiative rolls, and when you roll for initiative you can
expend an Exploit Die, roll it, and add the result to your initiative roll.
Also, the first creature you hit during the first round of a combat is marked for death. Attack rolls
against this target have advantage until the beginning of your next turn.
Sudden Strike
17th-level Scout Archetype feature
You strike with quiet, deadly speed. When you take the Attack action on your turn you can make
one additional attack as a bonus action. You can add Sneak Attack bonus to this attack even if you
have already used Sneak Attack, but you can't use Sneak Attack against the same target more than
once a turn.
Soulknife
Rare amongst those who practice the roguish arts is one who has true psionic potential. When
trained to unlock the psionic power within themselves, these Rogues can train to become
Soulknives. Using their wondrous abilities they can manifest blades of pure mental power,
communicate telepathically, and augment their considerable skills with psionic enhancement.
Psionic Awakening
3rd-level Soulknife Archetype feature
You have unlocked the wondrous potential of your mind and gained psionic abilities. Your psionic
power is represented by a pool of Psi Points. You have a number of Psi Points equal to 1 + your
Intelligence modifier (minimum of 2), and you regain all expended Psi Points when you finish a
short or long rest. You also unlock the following wondrous psionic abilities:
Mystical Skill. When you fail an ability check you can expend 1 Psi Point to add one roll of
your Exploit Die
to your roll, possibly turning a failure into a success.
Telepathic Link. As an action, you can expend 1
Psi Point to form a telepathic link with a number
of creatures equal to your Intelligence modifier
(minimum of 1) that you can see for 1 hour.
Creatures don't need to share a language, but
they must be able to speak one language to
communicate telepathically. At the end of the
hour, you can spend 1 Psi Point to extend the
duration of your telepathic link by 1 hour.
Psionic Blade
3rd-level Soulknife Archetype feature
You can manifest Psionic Blades of pure mental energy in a free hand (no action required). Your
Psionic Blades use the statistics of a dagger, but they deal psychic damage in place
of piercing. You can cause your Psionic Blades to vanish at will, and when thrown, they vanish
after they hit or miss. When they deal damage, Psionic Blades leave no marks.
As you gain Rogue levels, the damage die of your Psionic Blades increases to match the size of
your Exploit Die.
Metaphysical Shift
7th-level Soulknife Archetype feature
You can shift your place in reality with the mystic power of your mind. As a bonus action on your
turn, you can expend Psi Points to teleport 20 feet per Psi Point you expended to an unoccupied
space that you can see within range.
Soul Strike
7th-level Soulknife Archetype feature
Your mind guides your blades. Whenever you make an attack with a Psionic Blade and miss, you
can expend 1 Psi Point to add one roll of your Exploit Die to your attack roll.
Moreover, when you hit a creature with a Psionic Blade attack that adds your Sneak Attack
bonus, you can use your Cunning Strike feature to reduce the bonus by 3d6 and force the creature to
make an Intelligence saving throw. On a failed save, it cannot take reactions until the start of its
next turn, and can only do one of the following on its next turn: move up to its full speed, use one
action, or use one bonus action.
Shimmer
13th-level Soulknife Archetype feature
You can erase your presence from the minds of others. As an action, you can veil yourself with
psionic energy as if you had cast the invisibility spell on yourself. However, unlike the spell, this
feature does not require your concentration.
Once you use this feature to turn invisible, you can't do so again until you finish a long rest.
When you have no uses left you can expend 1 Psi Point to use this feature again.
Mental Scourge
17th-level Soulknife Archetype feature
You can focus the power of your Psionic Blade to strike
directly at your foe's mind. When you use Soul Strike
to force a creature to make an Intelligence saving
throw, you can reduce your Sneak Attack bonus by
an additional 3d6 (for a total of 6d6) to empower
the strike further. On a failed save, the creature is
stunned until the beginning of your next turn.