Sword Coast - Rogue - Archetypes

Sword Coast Roguish Archetypes
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  • MASTERMIND
    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.
    • MISDIRECTION
      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.
  • SWASHBUCKLER
    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
    an opponent.
    • 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.
    • PANACHE
      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.

Sword Coast - Rogue - Archetypes

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