Rogue

Rogue Features

Level Proficiency Bonus Features Special 1 Special 2
1st +2
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6
Class features
Primary Ability
Hit Point Die
Saving Throw Proficiencies
Skill Proficiencies
Weapon Proficiencies
Armor Training
Starting Equipment

Subclasses

Archetype Source
Arcane Trickster Player's Handbook
Assassin Player's Handbook
Inquisitive Xanathar's Guide to Everything
Mastermind Xanathar's Guide to Everything
Phantom Tasha's Cauldron of Everything
Scout Xanathar's Guide to Everything
Soulknife Tasha's Cauldron of Everything
Swashbuckler Xanathar's Guide to Everything
Thief Player's Handbook

Runetagger

Dexterous fighters and brigands are full of surprises. Trained assassins, spies, and cutpurses are classic rogues, but where there are new dangers and rewards to be gained, so too are the kinds of people seeking to subvert and claim them. Whether they slink through shadows to avoid detection or walk harmlessly through danger, every rogue has trained to develop their own methods of handling life’s threats.

You concentrate your efforts on perfecting your art, developing special marks to claim and cripple your targets. Rebel leaders, artists, spies, and other members of the political underworld might belong to this archetype. Originally a tactic for subterfuge and assassination for denizens of the Festerwood, those who employ these powerful works of art are famously difficult to pin down. The magical marks left behind become a calling card for any runetagger, and as their strength and notoriety grow from the deeds that they commit (both good and evil), so too does the renown for their art.

Impressionist

3rd-level Runetagger Feature
Starting at 3rd level, you’re never without your brushes. You gain proficiency in calligrapher’s supplies and painter’s supplies. Your proficiency bonus is doubled whenever you make an ability check that uses either of these tools.

In addition, whenever you finish making a mark or rune with ink or paint, you can imbue it with the effects of the message spell. When you do, the mark is visibly magical and casts dim light in a 5-foot radius. A creature that touches  the glowing mark telepathically hears the message you  imbued in it. Once a message is heard, the magic fades  from the mark.

You always have at least one paint or calligraphy brush on your person and can either create or purchase inks and pigments as part of your downtime activities. You can improvise these tools over the course of 10 minutes, assembling them from objects in your environment.

Runes

3rd-level Runetagger Feature
When you choose this archetype at 3rd level, you gain four rune points to fuel various magical effects. When you hit a creature with a melee weapon attack, you can spend 1 rune point to mark that target with a magical rune in a flourish of paint and weaponry. These runes remain on a marked target for 1 minute, even if its magic has faded, or until a creature uses its action to wipe it off. You regain all spent rune points when you finish a short or long rest.

When you mark a creature with a rune, you can choose to leave one of the following runes:

Cryos. The creature can’t take reactions until the start of your next turn. The rune’s magic fades at the start of your next turn.

Hexxus. The creature is cursed with an enervating rune. While a creature is marked with this rune, you can use your reaction to activate it when the marked creature makes an attack roll or ability check, reducing the total of the attack roll or ability check by 1d6. You must be within 60 feet and be able to see the creature in order to activate the rune. You can choose to activate the rune after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails. Once the rune has been activated, its magic fades.

Locus. The next attack against the marked creature is made with advantage, and if that attack hits, it deals an extra 1d6 acid damage. Hit or miss, the rune’s magic fades after the next attack is made against the marked creature.

Escape Artist

9th-level Runetagger Feature
At 9th level you become slippery and evasive, capable of worming out of even the tightest holds. You have advantage on ability checks and saving throws made to escape from and resist being grappled or restrained, and when you are grappled or restrained, you can attempt to escape as a bonus action. In addition, you gain a new way to use your rune points. When you’re next to a wall or similar surface, you can use a bonus action to spend 1 rune point to place a rune on it using ink or paint. When you do, you become invisible until you move or take an action or a reaction.

Resourceful

13th-level Runetagger Feature
When you reach 13th level, your mastery over the arts is lauded by friends and feared by foes. When you have no rune points remaining, you gain 1 rune point when you score a critical hit against a creature and when you roll initiative.

Lead Paint

17th-level Runetagger Feature
By 17th level, you’re able to apply more ink or paint whenever you leave a rune and use it to expose weak points in a target’s defense and guide your strikes. You can use your Sneak Attack against any creature that has a rune on it. When you do, that creature takes an extra 2d6 damage from the attack.

Grim Surgeon

#TheGriffonsSaddlebag_BookTwo
Rogue - Grim Surgeon.webp
Dexterous fighters and brigands are full of surprises. Trained assassins, spies, and cutpurses are classic rogues, but where there are new dangers and rewards to be gained, so too are the kinds of people seeking to subvert and claim them. Whether they slink through shadows to avoid detection or walk harmlessly through danger, every rogue has trained to develop their own methods of handling life’s threats.

You’ve developed a unique familiarity with knives, bodies, and blood in your line of work. Like a tinkerer’s knowledge of clockwork and gears, you’ve come to an understanding of how bodies are put together instead. Medical experts in rough or war-torn cities and villages may follow this archetype, but so do rogues who take a particular interest in either clerical or necromantic magic. A grim surgeon uses medical knowledge and strange blood magic to dismantle foes, restore allies, and control bodies like puppets

MEDIC

3rd-level Grim Surgeon feature
When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses this skill.

In addition, your familiarity with blood has become magical, giving you some degree of control over it. As a result, you can use a bonus action to magically stabilize an unconscious creature within 5 feet of you.

You can use this same magic when you apply traditional healing techniques. You can use a bonus action to expend one use of a healer’s kit on a creature. When you do, that creature regains hit points equal 1d4 + your proficiency bonus. The creature can’t regain hit points from this feature again until it finishes a short or long rest.

TRANSFUSION

3rd-level Grim Surgeon feature
Starting at 3rd level, once on each of your turns when you deal Sneak Attack damage to a creature that isn’t a construct or an undead, you gain temporary hit points equal to your Wisdom modifier (minimum 1).
When you reach 13th level, you gain temporary hit points equal to twice your Wisdom modifier instead. These temporary hit points last until the start of your next turn.

FIELD SURGEON

9th-level Grim Surgeon feature
By 9th level, your medical expertise and blood magic allow you to painlessly mend an ally’s wounds using surgical techniques. You decide to use this feature at the start of a short rest, choosing a willing creature within your reach when you do. Roll your Sneak Attack dice and record the result. At the end of the short rest, that creature regains a number of hit points equal to the total of your Sneak Attack dice roll.
Once a creature regains hit points from this feature, it can't do so again until it finishes a long rest.

TOXIC SHOCK

13th-level Grim Surgeon feature
At 13th level, when you gain temporary hit points from your Transfusion feature, the target of the attack is overcome by a wave of sickness. Until the end of its next turn, the target’s speed is reduced by 10 feet, and it has disadvantage on the next attack roll or ability check that it makes before the end of its next turn.

BLOODBOUND

17th-level Grim Surgeon feature
By 17th level, you can command the blood inside certain creatures. Immediately after you deal Sneak Attack damage to a beast or humanoid, you can force that creature to make a Constitution saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failed save, that creature is under the effect of the dominate beast or dominate person spell, respectively, for 1 minute or until you choose to end the effect (no action required).
Once you use this feature, you can’t use it again until you finish a short or long rest.

Tamaya

#RyokosGuideToTheYokaiRealms
Rogue - Tamaya.webp
Optional Proficiencies.
Rogues can have proficiency with the following new weapons: chakram, sai, shuriken, tessen, and tonfa.

The secrets of hanabi, alchemical fabrications that explode in dazzling arrays of light and sound, are some of the most well-guarded of any of the artificing guilds. However, no ship is entirely without leaks, and well-kept secrets fetch a high price. Whether from a jaded pyrotechnician, stolen formulae, or enough coin in the right hands, some enterprising individuals learn these clandestine secrets. Known as Tamaya, such rogues use the pseudo-magic of fireworks as weapons to supplement their gunpowder-fuelled toolbox, sending enemies spiraling into disarray and chaos. Using artifice and ingenuity, these masters of thunder, fire, and smoke prove true the old adage: sufficiently advanced technology is indistinguishable from magic.

Pyrotechnician
3rd-Level Tamaya Feature
You are adept at crafting explosives and pyrotechnics from simple ingredients. You gain proficiency with magitech firearms*, as well as with two artisan’s tools of your choice.
*See Heliana’s Guide or L’Arsene’s Ledger

Spellbombs
3rd-Level Tamaya Feature
You have mastered the skill of crafting tiny orbs that, using natural chemicals and sophisticated mechanisms, can replicate magical effects: spellbombs. You have a unique resource you use to craft these bombs: hanabi points. You have a number of hanabi points equal to your rogue level, and you regain all expended points when you finish a long rest.
Over the course of 10 minutes, you can choose one spell from the Tamaya Spellbombs table and store its effects within an armed, nonmagical spellbomb. Constructing a spellbomb also expends hanabi points, as shown in the Tamaya Spellbombs table. Spellbombs weigh half a pound, and disintegrate harmlessly when their creator finishes a long rest.
A creature can use its bonus action to throw a spellbomb up to 60 feet. They are harmless unless detonated. You can use a reaction at any time to detonate a spellbomb that you created whenever it is within 60 feet of you. When a spellbomb detonates, the spell contained within comes into effect, centred on the point at which the spellbomb detonated. If that spell requires concentration, it lasts for the full duration or until it is dispelled.

Spellbomb Ability.
Intelligence is your ability for your spellbombs. You use your Intelligence whenever a spellbomb’s effect refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spellbomb you detonate.
Spellbomb save DC = 8 + your proficiency bonus + your Intelligence modifier

Tamaya Spellbombs

Rogue Level Hanabi Point Cost Spells
3rd 0 prestidigitation, smokescreen*, thaumaturgy
3rd 1 entangle, faerie fire, fog cloud, grease, sleep
5th 3 calm emotions, darkness, shatter, silence, spike growth, web
9th 5 hypnotic pattern, flashbang*, mireball*, stinking cloud
13th 7 blinding radiance*, confusion, ice storm, wall of fire**
17th 9 cloudkill, eruption*, insect plague, mass cure wounds

*See Chapter 13 - Spells **Ringed wall only

Gritty Realism & Gold
Optional Rule.
If you are playing in a campaign with more realism, consider including a gold cost for the creation of spellbombs. In a campaign with average gold rewards, you can require a cost in gold pieces equal to three times the number of hanabi points required for the spellbomb. Spellbombs with no hanabi point requirement cost 1 sp.

Initiative Shift
9th-Level Tamaya Feature
You are adept at using sound, light, and smoke to get the drop on your enemies. When you roll initiative, you can use your reaction to throw out a disorienting barrage of flashbangs and smoke at a point within 60 feet of you. Each creature of your choice within a 20-foot-radius sphere centered on that point must make a Wisdom saving throw against your spellbomb save DC. On a failed save, a creature takes a -10 penalty to its initiative roll.

Spellbomb Adept
13th-Level Tamaya Feature
Through extensive exposure to the raw, volatile components of spellbombs, you are inured to their worst effects. You are immune to damage from your own spellbombs and automatically succeed on saving throws to resist their effects.
In addition, you can use an action to detonate a spellbomb that you created that is within 1,000 feet of you.

Hanabi Primer
17th-Level Tamaya Feature
As an action, you can expend 3 hanabi points to set and conceal a special explosive spellbomb either upon a surface (such as a table, a section of floor, or a wall) or within an object that can be closed (such as a book or a chest).
The spellbomb is nearly invisible and requires a successful Intelligence (Investigation) check (DC equals 8 + your proficiency bonus + your Dexterity modifier) to be found. You decide what triggers the bomb to detonate when you create it. Typical triggers include touching or standing on the bomb, removing an object covering it, approaching within a certain distance of the bomb, or manipulating the object that holds the bomb.
You can further refine the trigger so the bomb detonates only under certain circumstances or according to physical characteristics (such as height or weight), creature type or kind (for example, the bomb could be set to detonate in the presence of Aberrations or drow), or alignment. You can designate a number of creatures equal to your proficiency bonus to not trigger the bomb under these circumstances when you set it.
When triggered, the spellbomb detonates with deafening force in a 20-foot-radius sphere. The sphere spreads around corners. Each creature in the sphere must make a Dexterity saving throw against your spellbomb save DC. A creature takes 6d6 thunder damage and 6d6 acid, fire, lightning, or poison damage (your choice when you set the spellbomb) on a failed save, or half as much damage on a successful one.
When you create a hanabi primer, any previous primers you have created using this feature disintegrate harmlessly. Once you use this feature, you can’t do so again until you finish a long rest.

Charlatan

#LArsenesLedger
Fraudster, cheat, scammer, shyster… to be a confidence trickster is to alienate yourself from society one gullible mark at a time. However, as the saying goes, “you can’t cheat an honest man”, so they probably deserved it, right? Plus, pulling off a perfectly planned scam can be so fun.

Charlatans are masters of planned deceit and misdirection. A Charlatan might prepare several disguises and waltz into a jewelry store, wait for a perfectly timed explosion to distract the proprietor, then replace a priceless tiara with a poorly-forged replica. Hot-footing it out the door, the Charlatan might switch outfits quicker than the proprietor can say “Oh my word, where’s that priceless tiara I tricked a down-on-her luck noble into selling for a pittance?”. The Charlatan might then direct the pursuing, nonplussed guards into a side alley, before fencing the heirloom and heading to a bar to celebrate a job well done.

In combat, Charlatans appear as harmless bystanders before using concealed weapons to surprise foes, striking with devastating consequences.

Premeditation
3rd-Level Charlatan Feature
Conning is like cooking, and a trickster’s tools are the ingredients with which they cook up a plot, creating delectable morsels that the gullible are all too keen to consume. You gain proficiency with the disguise kit and your choice of the forgery kit or any artisan’s tools. When you reach 9th, 13th, and 17th level in this class, choose another tool from this list with which to gain proficiency. In addition, you have advantage on any ability checks made to find a willing buyer for your purloined or otherwise misappropriated goods.

Hidden Weapons
3rd-Level Charlatan Feature
Long sleeves and concealed pockets turn a Charlatan into a walking inventory of hidden paraphernalia. When you have a free hand and take the Attack action, you can turn one attack against a creature into a special hidden weapon attack using a weapon concealed upon your person. To do so, the weapon must have the Thrown and Finesse properties. When you do so, make a Dexterity (Sleight of Hand) check against your target’s passive Perception score. On a success, you make the attack roll with advantage.

Teamwork Makes the Scheme Work.
A Charlatan can achieve much more as part of a team. Starting at 9th level, if you succeed on this Dexterity (Sleight of Hand) check by 10 or more, the target becomes confused and the next attack roll against it by a creature other than you before the start of your next turn has advantage. At 17th level, any number of attacks you make can be turned into a hidden weapon attack, instead of only one when you take the Attack action, provided the weapon has the Thrown and Finesse properties.

Costume Change
9th-Level Charlatan Feature
The ability to play multiple roles, and switch between them on the fly, expands the repertoire of scams a Charlatan can undertake. When you finish a long rest and you have a disguise kit, you can prepare a number of personas equal to your Charisma modifier (minimum 1). These personas are replete with mannerisms, accents, quick-change costumes, and even different smells. They can have different clothing and other belongings, they can seem 1 foot shorter or taller than you, and they can appear thin, fat, or in between.

Quick Change.
As an action, you can change into one of your personas. So long as a creature can’t see you when you take this action (for example, if you are hidden or behind opaque total cover), the creature doesn’t recognise you as the same person when it sees you in your new persona. If a hostile creature can’t fathom how you might have escaped, it is likely to be suspicious of you, even in your new persona. A creature can use its action to inspect your appearance, discerning your disguise if it succeeds on an Intelligence (Investigation) check (DC equals 8 + your proficiency bonus + your Charisma modifier). A very suspicious creature may detain you anyway (GM’s discretion), and a creature inclined to violence (such as a hunting owlbear) will likely continue to attack despite any apparent difference in appearance.

Surprise!
13th-Level Charlatan Feature
You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. In addition, when you succeed on your Hidden Weapons ability check, you score a critical hit on a roll of 19 or 20 on the d20.

Harmless
17th-Level Charlatan Feature
You are a master of appearing harmless. When you roll initiative, until an enemy observes you making an attack, dealing damage to another creature, or casting a spell that affects a creature other than you, it considers you harmless. While it views you this way and it can see at least one other creature that it is hostile towards, it must first succeed on a Wisdom saving throw before it can target you with an attack or other effect (DC equals 8 + your proficiency bonus + your Charisma modifier).

Rogue Archetype

Rogue Archetype

Rogue Archetype

Rogue Archetype

Rogue Archetype

Rogue Archetype

Rogue Archetype