Sniper

Sniper

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus – not necessarily an indication of your chosen profession, but a description of your preferred techniques.

You discipline yourself in the art of tactical warfare. Skirmishers, nomads, and bushwackers make excellent snipers. Subterfuge and technical precision help you to eliminate threats at great distances, gather intelligence, and remain unseen in the thick of battle. Your effectiveness improves with range, patience, and martial aptitude.

Trained Accuracy

When you choose this archetype at 3rd level, you gain proficiency with martial ranged weapons. Additionally, when you roll Sneak Attack damage for a ranged weapon attack, you gain a + 1 bonus to damage for each d6 that you roll.

Zero Target

Starting at 3rd level, you learn to calmly aim your shots. Using a bonus action, you gain advantage on your next ranged weapon attack, which must come directly after your aim, and before you do anything else.

Fieldcraft

Starting at 9th level, you can use reconnaissance of an area and firing positions to better surprise your enemies. When you spend at least 8 hours researching, investigating, or observing details of a location up to 1 square mile in size, you gain advantage on Dexterity (Stealth), Wisdom (Perception) and (Survival) checks while in that area.

In addition, attacks you make with ranged weapons without the two handed property do not have disadvantage as a result of being prone.

Extreme Range

Beginning at 13th level, you master attacking at incredible distances by predicting your target’s movements. The normal and long ranges for attacks you make with ranged weapons double.

When you make a ranged weapon attack beyond 600 feet, announce your intended target and roll to attack. At the start of your next turn, if your target has moved more than 5 feet from the space it was in when you declared the attack it can make a Dexterity saving throw with the DC equaling 8 + your proficiency bonus + plus your Strength or Dexterity modifier (whichever you used for the attack roll). If the target succeeds its saving throw, the attack misses, even if it would normally hit. If the attack hits then you deal damage normally.

Tactical Advantage

At 17th level, you are a master of covert operations. You cannot be tracked while you are moving stealthily, and the noise you create when attacking with a ranged weapon does not exceed a 10 foot radius sphere centered on you.

In addition, you can determine the number and location of creatures moving through an area you have studied using your fieldcraft without needing to see them.

Time-Thief

Time-Thief

Whether through magic, divine intervention, or some other form of incident, you’ve gained the ability to manipulate time in an area around yourself. While it certainly isn’t to the extent that many mages accomplish, you find it is very valuable in your line of work.

Starting when you select this archetype at 3rd level, you gain the ability to accelerate your forward momentum, crossing short distances in an instant. As a bonus action on your turn, you can teleport up to 20 feet in any horizontal direction to an unoccupied space that you can see, as long as there are no obstacles between you and your destination; for example, you cannot teleport through a keyhole, iron bars, or a transparent surface.

Time Dilation

At 9th level, you learn to slow your perception of time when you are in danger. When your current hit points are at or below half your hit point maximum, you have advantage on Dexterity checks and saving throws, and your AC increases by 2.

Recall

Beginning at 13th level, either as an action on your turn or as a reaction when you take damage, you can leap backward in time, vanishing from your current position and reappearing where you were at the end of your previous turn. If this space is occupied, you appear in the nearest unoccupied space. All physical changes to yourself, such as hit point loss or gain, spell effects, status conditions, or consumed items return to the state they were in at the end of your last turn. This feature does not restore spell slots, the use of this or other features, or magic item charges.

Once you use this feature, you must finish a short or long rest before you can use it again.

Precognition

When you reach 17th level, you can occasionally catch glimpses of your immediate future. At the beginning of your turn, you can gain advantage on attack rolls, ability checks, and saving throws, you cannot be surprised, and other creatures have disadvantage on attack rolls against you until the beginning of your next turn.

Once you use this feature, you must finish a short or long rest before you can use it again.

Duelist

Duelist

An Intelligent Swashbuckler. This duelist rogue is, not surprisingly, closely based on the swashbuckler rogue released in the Waterborne Adventures Unearthed Arcana and later in the Sword Coast Adventurer’s Guide. The primary difference is that it is based around using intelligence, rather than charisma, to support its combat and social abilities.

You are an expert at the art of parry and riposte, at reading your opponent and exploiting their weaknesses to maximize your impact. While other combatants might fight in heavy armor and use brute force, when you fight you are constantly on the move.

Duelists excel in single combat, but can also work well with others by taking advantage of the distractions they provide to your enemies.

Fancy Footwork

Starting at 3rd level, you are a continuous blur of motion in battle as you dart in, attack, and slip away to safety. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.

Toujours l’Audace

Starting at 3rd level, your ability to quickly analyze your surroundings allows you to determine how others around you will behave and react to it quickly. You add your Intelligence modifier to your initiative rolls.

In addition, you can use Sneak Attack with a melee attack even without advantage, when there is no creature other than your target within 5 feet of you. All other prerequisites of Sneak Attack still apply.

Botta-in-tempo

At 9th level, your observation of your enemies’ moves allows you to react instantly to their preoccupation. As an action, you can make an Intelligence (Investigation) check contested by a creature’s Charisma (Deception) check.

If you succeed on the check and the creature is hostile to you, if it makes an attack against a creature other than you or moves at least 1 foot away from you, you may make an Opportunity Attack against it, even if it took the Disengage action. This effect lasts for 1 minute 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, your ability to read them is increased for 1 minute. During this time, you gain advantage on any Wisdom (Insight) checks on them, such as to determine their motives or whether they are lying.

Elegant Maneuver

Starting at 13th level, You complete difficult maneuvers with practiced ease. Starting at 13th level, you can use a bonus action to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make on that turn.

Riposte

Beginning at 17th level, your mastery of the blade lets you turn your opponents’ errors to your advantage. If an opponent misses you with a melee attack, you may make an opportunity attack against them with advantage. Once you use this feature, you may not use it again until you finish a short or long rest.

Detective

Detective

Where most rogues are out for themselves, you go out of your way to help everyone else: for a price of course. Those that choose this archetype aren’t killers or thieves; instead they are trained to talk the talk and walk the walk. Your words are your weapon, which you use to uncover the truth. But don’t think the detective can’t hold his own in battle, otherwise you’ll be in for a nasty surprise.

Insightful Inquirer

Starting at 3rd level, you are a natural at finding out the truth, whether it be hidden behind doors or behind lips. You gain advantage on Wisdom (Insight) checks. At your Dungeon Master’s discretion, they can choose to rescind this advantage in situations they deem inappropriate. By 9th level, clues rarely escape your observation, and you gain advantage on Intelligence (Investigation) checks. At your Dungeon Master’s discretion, they can choose to rescind this advantage in situations they deem inappropriate.

Cloak-and-Dagger

Starting at 3rd level, your line of work poses threats to your well-being, thus you have learned ways to protect yourself. You gain proficiency in firearms and all other weapons that do not have the two-handed or heavy property.

As a bonus action, you can attempt to conceal 1 weapon or object that weighs no more than 3 pounds by making a sleight of hand check if you are being observed. If you are not being observed, you automatically succeed this check regardless of your roll. The weapon counts as a finesse weapon for the first attack you make with it, and said attack is considered a sneak attack, so long as the enemy you use it on did not notice you conceal the weapon.

Unseen Sleuth

By 9th level, your drive to uncover the truth by any means has made you a master of remaining unseen. Whilst out of combat, you have the ability to cast the “Invisibility” spell on yourself. You can use this feature a number of times equal to your Charisma modifier (minimum 1). When you finish a long rest, you regain all expended uses. Further, when you are hit by a melee attack, you can use your reaction and one usage of this ability to cast invisibility on yourself, and as part of this reaction, move your movement speed away from your assailant without provoking opportunity attacks.

By the Throat

Starting at 13th level, you’ve learned how to read people so well that it is pretty much a science. As an action, you can make an Insight check against a creature you can see that isn’t incapacitated, opposed by the target’s Charisma (Deception) check. If you succeed, you pick up on their physical and emotional inconsistencies, thus you have advantage on Insight checks and all Charisma based ability checks against them, and you cannot be charmed or frightened by them by any means. If you attack this creature, your Sneak Attack damage against it increases by 2d6.

These benefits last until your next long rest, your target dies, or you use this ability against another creature.

Infallable Investigator

Starting at 17th level, your mastery of espionage is unparallelled. When you roll for initiative, you can roll an Investigation check and use your result as your initiative roll (this check benefits from the Alert feat, but not from your reliable talent class feature). If your initiative roll equals or exceeds the rolls of all enemies, the first round of combat becomes a surprise round for you.

Night Mask Deathbringer

Night Mask Deathbringer

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

You have undergone a dark ritual to gain some of the powers of a vampire while remaining alive and mortal. You are not truly undead, so you do not share their weakness to sunlight and divine magic, but neither are you fully alive. Your newfound powers are simply new tools to use in your deadly craft.

Hesitating Stare

Starting when you select this archetype at 3rd level, you gain the terrifying gaze of a vampire. As a bonus action on your turn, you can fix this gaze on one creature that you can see within 30 feet of you. The creature must succeed on a Charisma saving throw (save DC equals 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the beginning of your next turn. A creature that succeeds on this saving throw is immune to it for 24 hours.

Spider Climb

Starting at 3rd level, you can walk on walls and ceilings, unhampered by gravity. You learn the spell, spider climb, and can cast it once (targeting only yourself) as a 2nd level spell.

You must finish a short or long rest before you can use this ability again.

When you reach 9th level, you can use this feature 3 times between rests, and when you reach 13th level, you can use it at will.

Ghost Step

Starting at 9th level, as a bonus action, you can become invisible until the beginning of your next turn. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Dominating Stare

Starting at 13th level, you learn to use your unnerving gaze to hypnotize instead of frighten. You learn the spell, dominate person, and can cast it once as a 5th level spell. Charisma is your spellcasting ability for this spell.

You must finish a short or long rest before you can use this ability again.

Vampirism

Starting at 17th level, whenever you hit a creature with a melee weapon attack, you regain hit points equal to half the damage dealt, rounded down, as you siphon away the unfortunate victim’s strength.

Additionally, you gain the fangs of your undead kin. As an action on your turn, you can bite a creature that is willing, grappled, incapacitated, or restrained, dealing 1 piercing damage and 3d6 necrotic damage. You regain hit points equal to the amount of necrotic damage dealt.