In the shadowy alleys and bustling cities of Faerun, where intrigue and danger lurk around every corner, there exists a class of individuals who thrive on cunning, stealth, and quick wit: the rogues. Masters of deception and subterfuge, rogues are skilled operatives who excel in the arts of stealth, espionage, and opportunistic combat.
Rogues are not bound by the strictures of honor or tradition; instead, they embrace the chaos and uncertainty of the world around them, using their wits and agility to navigate the murky waters of intrigue and deception. They are experts at exploiting the weaknesses of their enemies and striking swiftly and decisively when the moment is right.
Though rogues are often viewed with suspicion by society at large, they are not without their virtues. Many rogues operate outside the law not out of malice or greed, but out of a desire to right wrongs and seek justice where none exists. They are champions of the downtrodden and defenders of the weak, using their skills to expose corruption and topple tyrants.
Rogues come in many shapes and sizes, from nimble thieves and cat burglars to suave con artists and deadly assassins. They are masters of disguise and infiltration, able to blend seamlessly into any environment and strike with deadly precision when the opportunity presents itself.
In the ever-shifting landscape of Faerun, where danger lurks in the shadows and betrayal is always just a whisper away, rogues stand as silent sentinels, ever vigilant and always ready to seize the moment and turn the tide in their favor. With their quick reflexes, sharp minds, and indomitable spirit, rogues are the true masters of the art of survival in a world where only the cunning and the resourceful can hope to thrive.

Level | Proficiency Bonus | Sneak Attack | Features |
---|---|---|---|
1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves’ Cant |
2nd | +2 | 1d6 | Cunning Action |
3rd | +2 | 2d6 | Roguish Archetype, Steady Aim (Optional) |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Uncanny Dodge |
6th | +3 | 3d6 | Expertise |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Roguish Archetype feature |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Reliable Talent |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Roguish Archetype feature |
14th | +5 | 7d6 | Blindsense |
15th | +5 | 8d6 | Slippery Mind |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Roguish Archetype feature |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |
Class Features
- Expertise
- Sneak Attack
- Thieves' Cant
- Cunning Action
- Steady Aim (Optional)
- Ability Score Improvement
- Uncanny Dodge
- Evasion
- Reliable Talent
- Blindsense
- Slippery Mind
- Elusive
- Stroke of Luck
Roguish Archetype
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.
- Arcane Trickster
- Assassin
- Buccaneer
- Bushwhacker
- Daughter of the Flame
- Inquisitive
- Mastermind
- Scout
- Shadowdancer
- Swashbuckler
- The Jester
- Thief
- Necrosurgeon
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Arcane Trickster Spellcasting | Spell Slots per Spell Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | ||||
3rd | Mage Hand + 2 | 3 | 2 | – | – | – | ||||
4th | Mage Hand + 2 | 4 | 3 | – | – | – | ||||
5th | Mage Hand + 2 | 4 | 3 | – | – | – | ||||
6th | Mage Hand + 2 | 4 | 3 | – | – | – | ||||
7th | Mage Hand + 2 | 5 | 4 | 2 | – | – | ||||
8th | Mage Hand + 2 | 6 | 4 | 2 | – | – | ||||
9th | Mage Hand + 2 | 6 | 4 | 2 | – | – | ||||
10th | Mage Hand + 3 | 7 | 4 | 3 | – | – | ||||
11th | Mage Hand + 3 | 8 | 4 | 3 | – | – | ||||
12th | Mage Hand + 3 | 8 | 4 | 3 | – | – | ||||
13th | Mage Hand + 3 | 9 | 4 | 3 | 2 | – | ||||
14th | Mage Hand + 3 | 10 | 4 | 3 | 2 | – | ||||
15th | Mage Hand + 3 | 10 | 4 | 3 | 2 | – | ||||
16th | Mage Hand + 3 | 11 | 4 | 3 | 3 | – | ||||
17th | Mage Hand + 3 | 11 | 4 | 3 | 3 | – | ||||
18th | Mage Hand + 3 | 11 | 4 | 3 | 3 | – | ||||
19th | Mage Hand + 3 | 12 | 4 | 3 | 3 | 1 | ||||
20th | Mage Hand + 3 | 13 | 4 | 3 | 3 | 1 |
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.Cantrips
You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.Spell Slots
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifierMage Hand Legerdemain
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:- 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.
Magical Ambush
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.Versatile Trickster
At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. Once you use this feature, you can’t use it again until you finish a long rest.![]() |
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.Impostor
At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.THE BUCKING DECK
By 3rd level, you have trained and fought on ships for so long that you are skilled at adapting to the movements of any surface you’re standing on. You have advantage on saving throws to avoid being knocked prone or moved against your will.SWASHBUCKLING
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called swashbuckling dice.- Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 9th, 13th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
- Swashbuckling Dice. You have four swashbuckling dice, which are d8s. A swashbuckling die is expended when you use it. You regain all of your expended swashbuckling dice when you finish a short or long rest. You gain another swashbuckling die at 9th level and one more at 17th level.
- Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
WILD WINDS
Starting at 9th level, when you engage in two-weapon fighting, you can make your second attack without using a bonus action. After using this feature, you can’t use it again until you finish a short or long rest. In addition, when you engage in two-weapon fighting, you can wield any two weapons as long as both have the light or versatile property, and you can draw or sheathe either weapon without taking the Use an Object action.SWAGGER
At 13th level, your swashbuckling dice turn into d10s. At 17th level, they turn into d12s.BLOW THE MAN DOWN
Starting at 17th level, if you hit with a melee weapon attack, you can make another attack as a bonus action and have advantage on the attack roll. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.MANEUVERS
The maneuvers are presented in alphabetical order.- All Hands on Deck. On your turn, you can use a bonus action and expend one swashbuckling die to boost the performance of your companions. When you do so, the next friendly creature to act after you in initiative order who can see you can add the swashbuckling die to one ability check, attack roll, or saving throw it makes during its turn.
- Any Port in a Storm. You can expend one swashbuckling die and use a bonus action on your turn to make an attack with an improvised weapon and add the swashbuckling die to the attack’s damage roll.
- Belay. When you miss a creature with a melee attack, you can use your reaction and expend one swashbuckling die to trip and entangle your opponent instead. Your target is knocked prone and takes bludgeoning damage equal to the number you roll on your swashbuckling die.
- Fire in the Rigging. When you take the Attack action on your turn and a ship is within range of one of your weapons, you can forgo one of your attacks and use a bonus action to sabotage the ship’s infrastructure by cutting lines, smashing instruments, and so on. When you do so, choose one of your weapons that deals bludgeoning or slashing damage and expend one swashbuckling die. The ship takes damage equal to the number you roll on your swashbuckling die. This damage ignores damage thresholds and is of the same type dealt by your weapon.
- First on Deck. During the first round of any combat, you can use a bonus action and expend one swashbuckling die to make an attack. If you hit, you add the swashbuckling die to the attack’s damage roll.
- Heave Ho. When you shove a creature your size or smaller, you can expend one swashbuckling die to lean into your foe. You add the swashbuckling die to the number of feet the target is pushed, and the target must succeed on a Strength saving throw or be knocked prone.
- Offhand Shot. On your turn, you can use your reaction and expend one swashbuckling die to make a ranged attack with a pistol that has the light property. If you hit, you add the swashbuckling die to the attack’s damage roll.
- Press. On your turn, you can expend one swashbuckling die to close in on a foe and press your advantage as you look for an opening. Choose one creature within 5 feet of you as your target. You move straight toward the target for a number of feet equal to the number you roll on your swashbuckling die, and if the target is Medium or smaller, it must succeed on a Strength saving throw or be pushed back an equal number of feet. If the target is pressed against a wall or another obstruction or otherwise can’t move, you can make an opportunity attack against it. You do not provoke opportunity attacks during this maneuver.
- Press Gang. When a creature damages you with a melee attack and another creature is within your opponent’s melee range, you can expend one swashbuckling die to reduce the damage by the number you roll on your swashbuckling die and deal that amount of damage to the second creature instead. The damage is of the same type dealt by the original attack.
- Swing from the Rigging. When you take the Dash or Disengage action while aboard a ship, you can expend one swashbuckling die to use the ship’s ropes and rigging to land in the perfect position for your next attack. When you do so, you gain a climbing speed equal to your walking speed for the duration of that action. If you already have a climbing speed, your climbing speed is doubled instead. The next weapon attack you make before the end of your next turn deals additional weapon damage equal to the roll of your swashbuckling die.
CRACKSHOT
Starting at 3rd level, you are skilled at lining up the perfect shot against a target. If you move no more than half your movement speed, you can use a bonus action to aim a ranged weapon attack. If you do so, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll but not if you have disadvantage on it. Once you use this feature, you can’t use it again until you finish a short or long rest.SILENT SURVIVOR
Starting at 3rd level when you choose this archetype, you gain proficiency in the Survival skill. You also gain proficiency with your choice of an exotic ranged weapon. Additionally, you learn a signal language of coded gestures that allows you to communicate silently with others. You can instruct other intelligent creatures to interpret your signal language with 1 minute of instruction. Any creature you instruct can understand your signal language but can’t communicate with it.GO TO GROUND
Starting at 9th level, you make the most of any cover available to you. When you use your Cunning Action to hide, you gain the benefit of three-quarters cover if you don’t already have it. This cover lasts until you move from your hiding spot. This cover is not effective against creatures within 10 feet of you.SLIP AWAY
At 13th level, you can move up to your speed immediately after you use your Uncanny Dodge. You must finish a short or long rest before you can use this feature again.SHOOTIST
Starting at 17th level, the attacks you make from hiding reliably put down your targets. When you use your Crackshot feature on a creature, you can reroll any Sneak Attack damage dice but must use the new roll.![]() |
Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.Steady Eye
At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.Unerring Eye
At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.![]() |
Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:- Intelligence score
- Wisdom score
- Charisma score
- Class levels (if any)
Misdirection
Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.Soul of Deceit
Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.![]() |
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.Ambush Master
Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.![]() |
Shadow Dance
Learning how to carefully weave the partial substance of shadow into your very essence, you have truly become one with the dark.
Starting when you choose this roguish archetype at 3rd level, while in dim light or darkness, you can take two actions with your Cunning Action feature as part of the same bonus action, though you can’t take the same action twice as part of the same bonus action.
You can use this feature once. You regain all expended uses when you finish a long rest.
When you reach certain levels in this class, you can use this feature more often between rests: twice at 5th level, three times at 11th level, four times at 17th level.
Shadow Vision
Also starting at 3rd level, you gain darkvision out to a range of 60 feet and you can discern color in darkness. If you already have darkvision from your race, its range increases by 30 feet. In addition, you can’t be blinded while in dim light or darkness. If you are already blinded when entering an area of dim light or darkness, the effect is suppressed while you’re there.
Umbral Camouflage
Accustomed to the dark, you become more adept than others at blending in with it as the shadows stretch around you to obscure you. Beginning at 9th level, you can take the Hide action even while being observed, so long as you are in dim light or darkness, or there is a source of dim light or darkness within 10 feet of you.
Shadow Magic
You learn to shape the raw essence of shadow into powerful illusions and effects. At 13th level, you learn the investiture of shadow* and silent image spells. You can cast these spells at their lowest level without expending spell slots or components, and only while in dim light or darkness. An illusion hit by bright light disappears in a flash of black smoke.
Once you use this feature to cast a spell, you can’t use it again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
Umbral Defense
Beginning at 17th level, while in dim light or darkness, you can take the Dodge action as a bonus action with your Cunning Action feature; if you do so, the effect ends early if you are touched by bright light.
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Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.Elegant Maneuver
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.Master Duelist
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.![]() |
Jester Ability
Your save DC is 8 + your proficiency bonus + your Charisma modifier.
Every Joke Needs A Butt
When you choose this archetype at 3rd level, you learn to follow the golden rule of humor: it’s only funny if someone doesn’t think so.
You gain proficiency in the Charisma (Performance) skill. If you are already proficient, you gain expertise.
Set ‘Em Up
Also at 3rd level, you gain the ability to set up targets. As a Bonus Action, you choose a creature that you can see within 30 feet of you. The creature must have an Intelligence score of 6 or higher, but you do not need to share a language with the creature as physical humor is universal. You begin a particularly clever insult at their expense.
The target makes an Intelligence saving throw against your Jester DC. On a failed save, the creature is considered set up until the end of your next turn. If you attempt to set up the same creature on your next turn, they have disadvantage on the save.
A creature that is set up has disadvantage on weapon attack rolls made against any creature other than you.
Punchline
Starting at 3rd level, as an Action, you can drop the punchline to a joke at your target’s expense.
You may cast the vicious mockery spell twice per day.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
If the creature is set up, you add your sneak attack bonus as psychic damage if the creature meets the requirements for sneak attack. This does not end the set up condition.
Knock ‘Em Down
When you choose this archetype at 3rd level, you learn to goad your enemies into unbalanced attacks. As an Action, you make an intentionally clumsy melee attack against a target to goad them into exposing themselves. You roll a melee attack against a target that you can see within range subtracting 10 from the result. If the attack hits, resolve damage normally. If the attack misses, the target must use its action on its next turn to make a melee attack against you. If it is set up, it makes the attack with disadvantage. If the creature misses this attack, it falls prone and its movement is reduced to 0 until the start of its next turn Regardless of the result, this ends the set up condition.
You cannot use this ability again until you finish a short or long rest.
Dark Comedy
Starting at 9th level, you find humor in even the grimmest moments. You see death as the greatest joke of all and are not afraid to laugh in its face. If any member of the party is reduced to 0 hit points, you may use your Reaction to make a bleak joke about the party’s chances. All allies within a 30-foot-radius of you gain temporary hit points equal to twice your Jester level and may add the Jester’s proficiency bonus to their next spell or weapon attack in addition to their own.
You cannot use this ability again until you finish a long rest.
Joke’s on You!
Starting at 13th level, your skill at goading enemies into attacks and your combat experience allow you to manipulate enemies into inadvertently attacking each other. As a Reaction, when a creature misses a melee attack against you, you can deflect that attack at another creature you can see within 5 feet. If the original attack roll would hit the new target, damage is resolved normally.
If the new target is set up, both creatures are knocked prone, regardless of the result of the attack. This ends the set up condition.
Last laugh
A Jester always gets the last laugh. At 17th level, when you critically strike a creature that is set up and Sneak Attack is available, you may immediately make an additional attack. If the attack hits, you may use your Sneak Attack dice again. This ends the set up condition.
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Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.Use Magic Device
By 13th level, 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, and level requirements on the use of magic items.Thief’s Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.The necrosurgeon workshops are more like abattoirs than laboratories. There, in the heart of the Nightmare Isle, necrosurgeons are free to gather their gruesome resources openly. The meat markets and slave stalls of Blackwater and Dreggsmouth provide them with an ample supply of parts, and great harvests of bodies are delivered to them daily from battlefields near and far, either claimed by the Dark Lord’s own forces as fresh kills or scavenged from the sites of recent conflicts. With each wagonload of parts that makes its way to these shapers of dead flesh, the Unholy Covenant’s army grows as its enemies’ forces diminish.
GUT SPLITTER
At 3rd level, you learn how to study your foes’ anatomy to identify physical vulnerabilities. As a bonus action, you can make an Intelligence (Medicine) check against a humanoid you can see that isn’t incapacitated. The DC of the check is equal to 8 + the creature’s challenge rating (minimum 1). If you succeed, you can use your Sneak Attack feature against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This effect lasts for 1 minute or until you successfully use this feature against a different target.NECROSURGERY
When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill if you don’t already have it, and your proficiency bonus is doubled for any ability check you make that uses this skill. Additionally, you gain proficiency with a necrosurgeon’s kit.RESURRECTIONIST
At 9th level, you are capable of rapidly stitching together disparate pieces of corpses into simple thralls that act as your assistants on the battlefield—and as mindless meat shields against attacks.If you have a necrosurgeon’s kit in hand, you can use an action and expend 5 corpse tokens to create a stitch thrall.
Stitch Thrall |
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Small undead> | |||||
Armor Class: 8 + your proficiency bonus Hit Points: 2 + your PB + your INT modifier Speed: 30 ft. |
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STR | DEX | CON | INT | WIS | CHA |
10 | 10 | 10 | 6 | 10 | 3 |
Damage Immunities poison Condition Immunities blinded, poisoned Senses blindsight 60 feet (blind beyond this distance), Passive Perception 10 Languages Understands your languages but cannot speak Proficiency bonus equal to your bonus |
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Undead Fortitude If damage reduces the thrall to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the thrall drops to 1 hit point instead. |
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Reactions |
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Sacrificial Pawn. When a creature the thrall can see attacks a target within 5 feet of it, it can use its reaction to become the target of the attack instead. Corpse Picker. When a humanoid drops to 0 hit points within 30 feet of the thrall, it can use its reaction to move up to its speed toward the creature. If it ends its movement within 5 feet of the creature, it can carve off a piece of it as a corpse token. A thrall can have a single corpse token at a time and can give the token to a friendly creature within 5 feet as a bonus action. |
BODY SNATCHER
At 13th level, you are adept at plucking useful bits of fallen creatures from the battlefield. When a humanoid within 30 feet of you or one of your stitch thralls drops to 0 hit points, you can use your reaction to move up to your speed toward the creature. If you end your movement within 5 feet of the creature, you can carve off a piece of it as a corpse token. You can have a number of corpse tokens equal to your proficiency bonus + your Intelligence modifier (minimum of 1). In addition, if you have a necrosurgeon’s kit in hand, you can use a bonus action and expend 1 or more corpse tokens to heal a friendly undead within 5 feet of you. The chosen creature regains 1d6 hit points for each expended corpse token.PREP FOR SURGERY
At 17th level, your stitch thrall assistants aid you in combat against your foes. When you use your Gut Splitter feature to use your Sneak Attack, your Sneak Attack damage increases by 2d6 for each friendly stitch thrall within 5 feet of your target.Restrictions
- There are no special restrictions for this class, unless noted elsewhere.
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 and medium armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, arming sword, bastard sword, estoc, garotte wire, longsword, parrying dagger, rondel, sabre
Shields: Buckler
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 150 gp to spend on equipment. The following equipment is a suggested shopping list:
- (a) any martial finesse weapon, or (b) an arming sword
- (a) a simple ranged weapon and 20 pieces of ammunition or (b) a shortsword
- Leather armor, two daggers, and thieves’ tools
Multiclassing and the Rogue
- Ability Score Minimum: As a multiclass character, you must have a Dexterity score of at least 13 to take a level in this class or to take a level in another class if you are already a rogue.
- Proficiencies. If rogue isn’t your initial class, you gain proficiency with light armor, one skill from the class’s skill list, and thieves’ tools when you gain your first level as a rogue.
- Spell Slots. Add one third your levels in the rogue class to the appropriate levels from other classes to determine your available spell slots.