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S t r o k e   o f   L u c k                       second turn at your initiative minus  10. You can’t use
                                                             this feature when you are surprised.
           At 20th level, you have an uncanny knack for succeeding
           when you need to. If your attack m isses a target within
                                                            A s s a s s i n
           range, you can turn the m iss into a hit. Alternatively, if
                                                             You focus your training on the grim art of death. Those
           you fail an ability check, you can treat the d20 roll as a 20.
                                                             who adhere to this archetype are diverse: hired killers,
            Once you use this feature, you can’t use it again until
                                                             spies, bounty hunters, and even specially anointed
           you finish a short or long rest.
                                                             priests trained to exterminate the enem ies of their deity.
                                                             Stealth, poison, and disguise help you eliminate your
           R o g u is h  A r c h e t y p e s
                                                             foes with deadly efficiency.
           R ogues have many features in com m on, including their
           emphasis on perfecting their skills, their precise and   B o n u s   P r o f i c i e n c i e s
           deadly approach to combat, and their increasingly quick   W hen you choose this archetype at 3rd level, you gain
           reflexes. But different rogues steer those talents in   proficiency with the disguise kit and the poisoner’s kit.
          varying directions, em bodied by the rogue archetypes.
          Your choice of archetype is a reflection of your focus—   A s s a s s i n a t e
           not necessarily an indication of your chosen profession,   Starting at 3rd level, you are at your deadliest when you
           but a description of your preferred techniques.   get the drop on your enemies. You have advantage on
                                                             attack rolls against any creature that hasn’t taken a turn
          T h i e f                                          in the com bat yet. In addition, any hit you score against
                                                             a creature that is surprised is a critical hit.
          You hone your skills in the larcenous arts. Burglars,
          bandits, cutpurses, and other crim inals typically follow
                                                             I n f i l t r a t i o n   E x p e r t i s e
          this archetype, but so do rogues who prefer to think of
                                                             Starting at 9th level, you can unfailingly create false
          themselves as professional treasure seekers, explorers,
                                                             identities for yourself. You must spend seven days and
           delvers, and investigators. In addition to improving your
                                                             25 gp to establish the history, profession, and affiliations
          agility and stealth, you learn skills useful for delving into
                                                            for an identity. You can’t establish an identity that
          ancient ruins, reading unfamiliar languages, and using
                                                            belongs to som eone else. For example, you might acquire
          magic items you normally couldn’t employ.
                                                             appropriate clothing, letters of introduction, and official-
                                                            looking certification to establish yourself as a mem ber of
          Fa s t  H a n d s
                                                            a trading house from a remote city so you can insinuate
          Starting at 3rd level, you can use the bonus action
                                                            yourself into the company of other wealthy merchants.
          granted by your Cunning Action to make a Dexterity
                                                              Thereafter, if you adopt the new identity as a disguise,
          (Sleight of Hand) check, use your thieves’ tools to
                                                            other creatures believe you to be that person until given
          disarm a trap or open a lock, or take the Use an
                                                            an obvious reason not to.
          Object action.
                                                            I m p o s t o r
          S e c o n d - S t o r y  W o r k
                                                            At  13th level, you gain the ability to unerringly m imic
          W hen you choose this archetype at 3rd level, you gain
                                                            another person’s speech, writing, and behavior.
          the ability to climb faster than normal; climbing no
                                                            You must spend at least three hours studying
          longer costs you extra movement.
                                                            these three com ponents of the person’s behavior,
            In addition, when you make a running jump, the
                                                            listening to speech, examining handwriting, and
          distance you cover increases by a num ber of feet equal
                                                            observing mannerisms.
          to your Dexterity modifier.
                                                              Your ruse is indiscernible to the casual observer. If a
                                                            wary creature suspects som ething is amiss, you have
          Su p r e m e   S n e a k
                                                            advantage on any Charisma (Deception) check you make
          Starting at 9th level, you have advantage on a Dexterity
                                                            to avoid detection.
          (Stealth) check if you move no m ore than half your
          speed on the same turn.
                                                            D e a t h   St r i k e
          U se  M a g i c   D e v i c e                     Starting at  17th level, you becom e a master of instant
                                                            death. W hen you attack and hit a creature that is
          By 13th level, you have learned enough about the
                                                            surprised, it must make a Constitution saving throw
          workings of magic that you can improvise the use of
                                                            (DC 8 + your Dexterity modifier + your proficiency
          items even when they are not intended for you. You
                                                            bonus). On a failed save, double the damage of your
          ignore all class, race, and level requirements on the use
                                                            attack against the creature.
          of magic items.
                                                            A r c a n e   T r i c k s t e r
          T h i e f ’s  R e f l e x e s
          W hen you reach 17th level, you have becom e adept at   Som e rogues enhance their fine-honed skills of stealth
          laying am bushes and quickly escaping danger. You can   and agility with magic, learning tricks of enchantment
          take two turns during the first round of any combat. You   and illusion. These rogues include pickpockets and
          take your first turn at your normal initiative and your  burglars, but also pranksters, mischief-makers, and a
                                                            significant number of adventurers.
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