People who are this class
Grimm, Brunhild
As a rogue, you gain the following class features.
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
Leather armor, two daggers, and thieves' tools
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a 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 incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Archetype. Source
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
Legendary Class
LV 21: Legendary Feat, Swift Aim, Unhanded Secrets (1), Trickery Dice
LV 22: Illicit Gadgets
LV 23: Invalid Credentials, Cunning Actions (2)
LV 24: Legendary ASI/Feat
LV 25: Unhanded Secrets (2)
LV 26: Unchainable
LV 27: Unerring Focus, Cunning Actions (3)
LV 28: Legendary ASI/Feat
LV 29: Unhanded Secrets (3)
LV 30: Ultimate Scoundrel
Trickery Dice
21: 1d6
22: 2d6
23: 3d6
24: 4d6
25: 5d8
26: 6d8
27: 7d8
28: 8d8
29: 9d8
30: 10d8
Swift Aim
As a cunning action, You expend any amount of movement you have remaining. For every 5-feet of movement expended, the next attack roll you make before the end of your current turn gains a +1 bonus to hit
Unhanded Secrets
You have started to make use of unfair secrets. You may choose a Combat Trait at levels 21, 25, and 29 at the bottom of the page
Dishonest Trickery
Gain trickery dice and can use it for Tricks that you find at the bottom
Illicit Gadgets
You have come into the possession of special gadgets to aid you in your exploits. You start owning 2 of these gadgets, and you earn more as you gain levels in this class, as shown in the Gadgets Owned column of the Rogue class table. Gadgets abide by their own rules as described in the gadgets description. No other creature can use your gadgets. If you lose one of your gadgets, you may rebuild it over the course of a long rest and by expending 10 gold pieces worth of materials. Whenever you gain a level in this class, you may swap one of the gadgets you possess for another.
Invalid Credentials
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, alignment and level requirements on the use of magic items.
Unchainable
No chains can hold you. Spells and other magical effects cannot reduce your speed nor cause you to be paralyzed or restrained. Additionally, you can expend 5-feet of movement on your turn to automatically escape nonmagical restraints (Such as manacles or a creature grappling you)
Unerring Focus
Nothing can break your focus in battle. You cannot have disadvantage on attack rolls made with weapons with which you are proficient in.
Ultimate Scoundrel
Finally at 30th level, you are a beacon of abilities for all Rogues to look up to. You gain the following features: When you would fail a saving throw, you can instead choose to succeed. Once you use this feature, you cannot do so again until 1 minute has passed. When you would roll a trickery die and the result would be less than 4, you can instead treat the die as if it had rolled a 4. Once per round after you expend any number of trickery dice, you can immediately use a Cunning Action to regain up to half the trickery dice expended (Rounded down, minimum of 0)
Always Prepared
You may add your choice of your Intelligence, Wisdom or Charisma modifier to your initiative rolls.
Colossus Toppler
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Dark Skills
Choose two skills. If you lack proficiency in a chosen skill, you gain proficiency in it. If you have proficiency in a chosen skill, you gain expertise in it. You may select this trait multiple times.
Dual Wielder
When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack. Additionally, you may add your ability modifier to your offhand attack if you were not already
Duelist
When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to that weapons damage rolls equal to half your proficiency bonus (Rounded up)
Fancy Footwork
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.
Forceful Shot
When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier. When attacking with a bow while using this feature, you have a -1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them.
Gadgeteer
You gain an additional Illicit Gadget of your choice, which does not count against your gadgets owned. Over the course of a long rest, you may exchange this gadget for another one. You must spend 10 gold pieces in order to do so. You may select this trait multiple times.
Improved Trickery
You gain 2 additional Trickery Dice to use on each of your turns. You may select this trait multiple times.
Mage Hand Legerdmain
You learn the Mage Hand spell, when you cast mage hand, you can make the hand invisible. You can control the hand by using a cunning action, and you can take the following additional actions using mage hand: You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a sleight of hand check contested by the creature's perception check. You use your spellcasting modifier for this sleight of hand check.
Minor Luck
Whenever you make an ability check, attack roll or saving throw, you can choose to reroll the die immediately after seeing the result. You must use the new result. Once you use this feature, you cannot do so again until you complete a long rest. You may select this feature multiple times, gaining an additional usage between rests for each subsequent taking.
Poison Harvester
You gain proficiency in Poisoner Kits if you lack it, if you already have this proficiency, you instead gain expertise. Additionally, you learn one poison trick of your choice. This trick does not count against your tricks known.
Resilient Body
Your HP maximum increases by an amount equal to three times your level in this class. Every time you gain a Rogue level, your maximum HP increases by an additional 3 HP. You may select this trait multiple times.
Skirmisher
When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.
Trickster
You learn 2 Tricks of your choice, which do not count against your tricks known. Whenever you complete a long rest, you may exchange any tricks you have learned from this feature for other tricks that you meet the prerequisites for. If you unlearn a poison trick via this method, any existing poison made using that particular trick is immediately rendered impotent. You may select this trait multiple times, learning additional tricks for each subsequent taking.
Unarmed Assassin
The damage die for your unarmed strikes is 1d6 if it was not already higher. If you attack with two free hands, this die becomes 1d8. You can use your choice of Strength or Dexterity for your unarmed strikes. You can use Vital Attack on your unarmed strikes, and you can coat your limbs in poison to apply it via unarmed strikes without suffering any negative consequences.
Weapon Juggler
You can draw a weapon that has the thrown property as apart of the attack you make with the weapon. Additionally, if you hit an attack made with the thrown property of a weapon and the target is within your weapons short range, you may cause it to bounce off the target and return to your hand.
Evasion Improvement
Prerequisite: 23rd Level
Choose two saving throws, your Evasion feature now also applies to those two saving throws. You may select this feature twice, if you do so, your Evasion feature applies to all saving throws.
Poison Tolerance
Prerequisite: 23rd Level
You gain resistance to poison damage, and you have advantage on saving throws made against the poisoned condition. If you are at least 18th level in this class, you may select this trait a second time. If you do so, you are instead immune to poison damage and the poisoned condition.
Clot Venom
Poison
You may create this poison over the course of 1 minute, when you do so, you expend a number of trickery die up to your Intelligence modifier (Minimum of 1) You may coat this poison on a weapon or up to 10 pieces of ammunition as an action or a cunning action. So long as this poison is still potent, you do not regain the trickery dice expended in its creation. If coated on a weapon and the weapon hits a creature, the poison activates. For the next minute, that weapon deals 1d4 bonus poison damage on hit for every trickery die expended. If coated on ammunition and the ammunition hits a creature, the ammunition deals the same bonus damage before fading.
Dodge and Weave
No Prerequisites
When you would be hit by a ranged attack, you can use your reaction to expend any number of trickery die. For every trickery die expended, you increase your AC by 1 against the triggering attack, potentially turning it into a miss. Additionally, until the end of the current turn, all other ranged attacks made against you suffer a penalty to their attack roll equal to half the number of trickery die expended (Rounded down, minimum of 1)
Epic Landing
No Prerequisites
When you would suffer falling damage, you can use your reaction to expend any number of trickery die. You roll them and reduce the falling damage taken by an amount equal to the total rolled. Regardless of how many trickery die you expended, you land on your feet.
Escape Artist
No Prerequsites
When you would make a check or saving throw to avoid being grappled, escape a grapple or escape nonmagical restraints, you can expend any number of trickery die, rolling them. You gain a bonus to your check or saving throw equal to half of the result you rolled (Rounded up)
Field Surgery
No Prerequisites
As an action you may expend any number of trickery die to attempt to heal a willing creature within 5-feet of you (Which may be yourself) Make a Medicine check, with the DC being equal to 5 + 3 times the number of trickery die expended. On a successful check, you roll the trickery die and the creature regains hit points equal to the total rolled. On a failed check, the creature suffers 1 necrotic damage per trickery die expended, which cannot be reduced by any means. If a creature has already been healed by this feature since the end of their last long rest, the DC for your Medicine check on them is increased by 5 for each time the creature has been healed by this feature. This trick does not work on constructs or undead.
Foul Feeling
Poison
You may create this poison as an action or cunning action, and by expending at least 3 trickery die, you can apply it to your weapon or up to 5 pieces of ammunition as apart of the creation action. If a creature is struck with something coated in the poison, or if they ingest it, they must succeed on a Constitution saving throw. On a failed saving throw, they become Poisoned for 1 hour. At the end of each of their turns, they may repeat this saving throw, ending the effect on a successful one.
Narrow Dodge
No Prerequisites
When you would fail a Dexterity saving throw, you can use your reaction to expend any number of trickery die. For every trickery die expended, you add +1 to the result of your saving throw, potentially turning it into a success.
Rend Focus
No Prerequisites
When you damage a creature with a weapon attack and force them to make a Concentration check, you can expend any number of trickery die, rolling them. The creature has the DC of their Concentration check increased by an amount equal to half of the result you rolled (Rounded up)
Shank
No Prerequisite
When you miss with a weapon attack, you can expend any number of trickery die to force the target of the attack to make a Dexterity saving throw. Roll a number of trickery die equal to half the total number of trickery die expended (Rounded up) On a failed saving throw, the target suffers damage of the weapons type equal to the amount rolled. On a successful saving throw, they only suffer half of this damage.
Speed Blitz
No Prerequisites
At the start of your turn (No action required) you can expend a number of trickery die up to your proficiency bonus. For every trickery die expended, your movement speed increases by 5-feet until the end of the current turn. Once you use this trick, you cannot do so again until you go a full turn without expending any movement.
Unkillable
No Prerequisites
When you would be reduced to 0 HP but not killed outright, you can expend 1 trickery die to instead be reduced to 1 HP (No action required) For every time you have used this trick since the end of your last long rest, the number of trickery die you must expend to use it is increased by 1 (2 on 2nd use, 3 on 3rd use, ect) Trickery die expended for this trick are not recovered until you complete a long rest.
Weakpoint
No Prerequisites
Immediately before making an attack against a target, you can expend any number of trickery die (Up to a maximum of your proficiency bonus) For every trickery die expended, your critical hit range for that attack is increased by 1 (From 20 to 19-20 for example)
Health Harmer
Poison, Prerequisite: 25th Level
You may create this poison as an action or cunning action, when you do so you must expend at least one trickery die. If you spend at least 5 trickery die, you can apply it to your weapon or up to 3 pieces of ammunition as apart of the creation action. If a creature is struck with something coated in the poison, the next time they receive magical healing before the end of their next long rest, they roll the trickery die expended and reduce the healing received by the amount rolled (If the total rolled is greater than the healing received, they receive the excess amount as poison damage)
Improved Desperate Dash
Prerequisite: 25th Level
When you take the Desperate Dash cunning action, you can expend three trickery dice to cause your movement speed to be increased by your maximum movement speed this turn instead of only half.
Improved Emergency Escape
Prerequisite: 25th Level
When you would take the Emergency Escape cunning action, you can expend three trickery dice to cause your movement to not provoke attacks of opportunity for the entire turn, rather than just your next 10-feet of movement.
Improved Slip Away
Prerequisite: 25th Level
When you would take the Slip Away cunning action, you can expend three trickery dice to gain advantage on the roll. You can only use this trick if you are in initiative.
Improved Swift Aim
Prerequisite: 25th Level
When you would take the Swift Aim cunning action, you can expend a number of trickery die up to half your maximum (Rounded down) to gain advantage on the attack roll.
Debilitating Poison
Poison, Prerequisite: 27th Level
You may create this poison over the course of 10 minutes, when you do so, you expend a number of trickery die up to your Intelligence modifier (Minimum of 1) You may coat this poison on a weapon or a single piece of ammunition. So long as this poison is still potent, you do not regain the trickery dice expended in its creation. When you hit a creature with something coated in this poison, that creature must make a Constitution saving throw. On a failed saving throw, the creature is subjected to the following effects for 1 minute: They suffer a penalty to all ability checks and saving throws they make equal to the number of trickery die you expended in this poisons creation. At the end of each of its turns, you roll the trickery die expended in this poisons creation. The creature suffers damage equal to half the result rolled (Rounded down) and the creature may repeat its saving throw against this poison, ending it on a successful saving throw. If a creature ingests this poison, the effects last for 1 hour instead. However, they only suffer poison damage at the end of every minute (Meaning they can only repeat the saving throw at the end of every minute)
Arcane Bamboozle
Prerequisite: 27th Level
When a creature within 30-feet of you that you can see and hear casts a spell, you can use your reaction to expend a number of trickery die equal to the spells level to force the caster to make a saving throw using their casting score. On a failed saving throw, the effects of the spell are delayed, and do not take place until the start of that creatures next turn, exactly as they intended to do so now (For example, if a creature cast Fireball at 4th level and you expended 4 trickery die, their action and spell slot is used, but Fireball does not take place until the start of their next turn. The spell is cast in the location they intended to use it this turn)
Deprivation
Poison, Prerequisite: 27th Level
You may create this poison as an action or cunning action, and by expending 7 trickery die, you can apply it to your weapon or a single piece of ammunition as apart of the creation action. If a creature is struck with something coated in this poison or they ingest it, they must succeed on a Constitution saving throw. On a failed saving throw, they become Poisoned for 1 hour. While poisoned in this manner, they are also Blinded and Deafened. At the end of each of their turns, they may repeat this saving throw, ending the effect on a successful one. If the poison was ingested, they can instead only repeat this saving throw at the end of every minute.
All Alone
Poison, Prerequisite: 27th Level
You may create this poison over the course of 1 hour, when you do so, you must expend at least 2 trickery dice. You may coat this poison on a weapon or a single piece of ammunition as a cunning action. So long as this poison is still potent, you do not regain the trickery dice expended in its creation. If a creature is struck with something coated in this poison or they ingest it, they must succeed on a Constitution saving throw. On a failed saving throw, they become incapable of discerning friend from foe for 1 hour, believing every creature is hostile to them. At the end of each of their turns, they may repeat this saving throw, ending the effect on a successful one. If the poison was ingested, they can instead only repeat this saving throw at the end of every minute.
Power Steal
Prerequisite: 29th Level
As an action or by using 4 cunning actions, you can target a creature you can see within 30-feet of you and choose an ability score. You make a contested ability check using that ability score against the targeted creature. If the creature fails their ability check, the chosen ability score for them is decreased by 2, and yours is increased by 2. This stat adjustment ends for both you and the target once you use this feature again, if either of you fall unconscious, or if 24 hours have passed since you used this ability on them.
Blackjack
A weighted leather weapon that is unusable in regular combat, but great as a surprise attack.
As an action while holding this gadget, you may force a creature unaware of your presence within 5-feet of you to make a Constitution saving throw. On a failed saving throw, the creature is knocked unconscious, and they remain unconscious for 1d4 hours or until they suffer any damage. If the creatures CR/Level is higher than yours, they automatically succeed on this saving throw. They also automatically succeed on this saving throw if either of you are in initiative.
Garrote Wire
A special type of wire best geared for choking out its victims.
The garrote wire is a martial melee weapon you are proficient in, it deals 1d6 slashing damage on a hit and has the finesse property. When you hit a creature with this wire and had advantage on the attack roll, instead of dealing damage, you can grapple them. While grappled in this way, a creature cannot breathe nor speak, and is considered to be choking. All attacks made with the garrote wire against this creature automatically hit, however you cannot make attacks against any other creature while grappling them with the wire. Once per turn (No action required) the grappled creature can make a Dexterity saving throw to attempt to escape the grapple (DC is equal to 8 + Your Strength or Dexterity modifier (Your choice) + Your Proficiency bonus)
Hidden Needle
You hide a needle in a set of armbraces or even within your own skin.
As an action or cunning action, you may load the needle with a poison of your choice (Whether that be one created via one of your tricks, or an external poison) When you touch a creature or hit them with an unarmed strike, you can force them to make a saving throw against the poison, as if you had struck them with a weapon coated in it.
Pocket Sand
You always make sure to keep some material on you to blind your opponents.
As a bonus action or cunning action, you may force a creature within 10-feet of you to make a Dexterity saving throw (DC is equal to 8 + Your Strength or Dexterity modifier (Your choice) + Your Proficiency bonus) On a failed saving throw, the creature is Blinded until the start of your next turn. If a creature has made a saving throw against pocket sand in the past minute, they have advantage on the saving throw made against this ability.
Poisoners Pouch
You keep a stockpile of ingredients to make poison, and this stockpile never seems to permanently diminish.
Whenever you would use a trick that creates a poison, instead of expending a usage of a Poisoners Kit, you can expend a usage of this gadget instead. This gadget has a number of uses equal to your Intelligence modifier (Minimum of 1) and it regains all uses upon completing a long rest.
Rogues Lighter
A special lighter a rogue can use to cover their tracks.
As an action or cunning, you can use the lighter to ignite a flammable object within 5-feet of you. This could be a piece of tinder, a piece of cloth, or even flammable oil. Whenever you make a ranged weapon attack, immediately before the weapon attack, you can use the lighter to ignite the ammunition. If you do so, it converts all of the damage of the attack into fire damage.
Secret Compartment
You have a hidden compartment on your person, whether it be a secret pocket in your clothing, or a false patch of skin that can be pulled off.
Your secret compartment is capable of holding a single object of tiny size or smaller, your DM may rule that your compartment can hold a slightly larger object. While an object is in your compartment, it cannot be found during a frisk or casual search. If a creature is actively searching for a hidden compartment, they have disadvantage on all checks made to find this compartment.
Skeleton Key
A special key that can open virtually anything.
As an action, you may insert this key into a single lock within 5-feet of you (Such as the lock of a door, chest, or some other lock) The key adjusts itself and turns into the perfect key for that lock, capable of opening it as the normal key would be able to. Once you use this key to open a lock, you cannot do so again until you complete a long rest.
Smoke Bomb
You learn how to create smoke bombs, special devices that create obscuring smoke on detonation.
As a bonus action or cunning action, you may throw a smoke bomb to a point you can see within 30-feet of you. The area within 15-feet of that point becomes heavily obscured, the smoke also spreads around corners. The smoke remains for 1 minute or until a wind of moderate or greater speed (At least 10 miles per hour) disperses it. You can have a number of bombs made at a time equal to your Intelligence modifier (Minimum of 1) By spending 1 minute and 1 gold piece worth of materials, you can create a new smoke bomb.
Throwing Knives
You have a set of throwing knives that you can use quite effectively.
Whenever you take an action, bonus action, or a cunning action, you may throw a Throwing Knife towards a target within 15-feet of you as apart of that action. You must have a free hand in order to do so. You use your Dexterity modifier for the knifes attack roll. The throwing knife deals 1d4 piercing damage on a hit and you do not add any modifiers to the damage roll. The damage of a throwing knife cannot be increased in any way, whether it be via poison, magic, or anything of the sort. Critical hits still increase the damage as normal however. You have a total of 20 throwing knives on you at a time. By spending 1 minute and 5 copper pieces worth of materials, You can create a new throwing knife.
Wrist Blade
You have hidden a blade within your arm-brace or attach to the bottom of your wrist.
Your wrist blade can either be sheathed or unsheathed, while it is sheathed, you have a +10 bonus to all Sleight of Hands checks made to conceal the blade. As a bonus or cunning action, you may unsheathe your wrist blade, if the blade is poisoned, it does not take effect until it is unsheathed. When you make an unarmed attack, you can unsheathe your wrist blade as apart of the attack and attack with it instead. This blade has the finesse and light properties. Its damage die is 1d6 and it deals piercing damage.
Wrist Crossbow
You attach a miniature crossbow to one of your wrists.
You have a small crossbow hidden on one of your wrists. This crossbow is a martial weapon you are proficient in. This weapon does not require hand space to use, meaning you can use it even if both of your hands are already holding something. This still functions as a normal crossbow however, meaning you need a free hand to reload it after firing a bolt. This crossbow has ammunition, light and loading properties. It has a short range of 15-feet and a long range of 60-feet. Its damage die is 1d4 and it deals piercing damage.