Page 98 - Dungeons and Dragons - Players Handbook
P. 98

STROKE OF LUCK                                    second turn at your initiative minus 10. Vou can't use
                                                              this feature when you are surprised.
            At 20th leveI, you have an uncanny knack for succeeding
            when you need to. If your attack misses a target within  ASSASSIN
            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.  Vou focus your training on the grim art of death. Those
             .Once you use this feature, you can't use it again until  who adhere to this archetype are diverse: hired killers,
            you finish a short or long resto                  spies, bounty hunters, and even specially anointed
                                                              priests trained to exterminate the enemies of their deity.
            ROGUISH ARCHETYPES                                Stealth, poison, and disguise help you eliminate your
                                                              foes with deadly efficiency.
            Rogues have many features in common, including their
            emphasis on perfecting their skills, their precise and  BONUS PROFICIENCIES
            deadly approach to combat, and their increasingly quick  When you choose this archetype at 3rd levei, you gain
            reflexes. But different rogues steer those talents in  proficiency with the disguise kit and the poisoner's kit.
            varying directions, embodied by the rogue archetypes.
            Vour choice of archetype is a reflection of your focus-  ASSASSINATE
            not necessarily an indication of your chosen profession,  Starting at 3rd levei, you are at your deadliest when you
            but a description of your preferred techniques.   get the drop on your enemies. Vou have advantage on
                                                              attack rolls against any creature that hasn't taken a turn
            THIEF                                             in the combat yet. In addition, any hit you score against
                                                              a creature that is surprised is a criticai hit.
            Vou hone your skills in the larcenous arts. Burglars,
            bandits, cutpurses, and other criminais typically follow  INFILTRATION  EXPERTISE
            this archetype, but so do rogues who prefer to think of  Starting at 9th leveI, you can unfailingly create false
            themselves as professional treasure seekers, explorers,  identities for yourself. Vou 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. Vou can't establish an identity that
            ancient ruins, reading unfamiliar languages, and using  belongs to someone 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 member of
            FAST HANDS
            Starting at 3rd leveI, you can use the bonus action  a trading house from a remote city so you can insinuate
            granted by your Cunning Action to make a Dexterity  yourself into the company of other wealthy merchants.
            (Sleight of Hand) check, use your thieves' tools to  Thereafter, if you adopt the new identity as a disguise,
            disarm a trap or open a lock, or take the Use an  other creatures believe you to be that person until given
            Object action.                                    an obvious reason not to.
                                                              IMPOSTOR
            SECOND-STORY    WORK
            When you choose this archetype at 3rd levei, you gain  At 13th leveI, you gain the ability to unerringly mimic
            the ability to climb faster than normal; climbing no  another person's speech, writing, and behavior.
            longer costs you extra movement.                  Vou must spend at least three hours studying
             In addition, when you make a runningjump,  the   these three components of the person's behavior,
            distance you cover increases by a number of feet equal  listening to speech, examining handwriting, and
            to your Dexterity modifier.                       observing mannerisms.
                                                               Vour ruse is indiscernible to the casual observer. Ir a
            SUPREME SNEAK                                     wary creature suspects something is amiss, you have
            Starting at 9th levei, you have advantage on a Dexterity  advantage on any Charisma (Deception) check you make
            (Stealth) check if you move no more than half your  to avoid detection.
            speed on the same turn.
                                                              DEATH STRIKE
            USE MAGIC DEVICE                                  Starting at 17th leveI, you become a master of instant
            By 13th leveI, you have learned enough about the  death. When you attack and hit a creature that is
            workings of magic that you can improvise the use of  surprised, it must make a Constitution saving throw
            items even when they are not intended for YOU. Vou  (DC 8 + your Dexterity modifier + your proficiency
            ignore ali class, race, and levei requirements  on the use  bonus). On a failed save, double the damage of your
            of magic items.                                   attack against the creature.
            THIEF'S  REFLEXES                                 ARCANE TRICKSTER
            When you reach 17th levei, you have become adept at  Some rogues enhance their fine-honed skills of stealth
            laying ambushes and quickly escaping danger. Vou can  and agility with magic, learning tricks of enchantment
            take two turns during the first round of any combat. Vou  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.


                                                                                              PART 1  CLASSES
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