Sword Coast - Rogue - Archetypes
Sword Coast Roguish Archetypes
Your focus is on people and on the influence and secrets
they have. Many s pies, courtiers, and schemers follow
this archetype, leading lives of intr igue. Words are your
weapons as often as knives or poison, and secrets and
favo rs are some of your favo rite treasures.
- MASTER OF INTRIGUE
When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit, the fo rgery kit, and one
gaming set of your choice. You also learn two languages
of your choice.
Additiona lly, you can unerringly mimic the speech
patterns and accent of a creature that you hear speak
for at least 1 minute, allowing 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 a lly 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)
At the DM’s option, you might also realize you know
a piece of the creature’s history or one of its personality
traits, if it has any.
Beginning at 13th level, you can sometimes cause another
creature to suffer an attack meant for you. When
you a re 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.
- MASTER OF INTRIGUE
You focus your training on the art of the blade, relying
on speed, elegance, and charm in equal parts. While
some warriors a re brutes clad in heavy armor, your
method of fighting looks almost like a performance. Duelists
and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can
fight with two weapons while safely darting away from
- FANCY FOOTWORK
When you choose this archetype at 3rd level, you learn
how to land a s trike 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 unmistakable confidence propels
you into battle. You can add your Charisma modifier
to your initiative rolls.
In addition, you don’t need advantage on your attack
roll to use your Sneak Attack if no creature other than
your target is within 5 feet of you. All the other rules for
the Sneak Attack class feature still apply to you.
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.
- FANCY FOOTWORK