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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.

