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Roguish Archetypes

Roguish Archetypes
At 3rd level, a rogue gains the Roguish Archetype feature.
The following Roguish Archetypes are available to a rogue, in
addition to those offered in the Player's Handbook: Daredevil,
Duelist, Justicar, Ruffian, Saboteur, and Skinchanger.
Daredevil
Most people live their lives in safety, doing their best to avoid
risky situations. Even most rogues use their mastery of
stealth and slight of hand to avoid conflicts. However, there
are some who seek out dangerous situations, and leave for
the adrenaline rush that comes with a near-death experience.
Daredevil rogues will go out of their way to justify risky
situations. They would rather leap across rooftops then walk
the streets, swing from the trees instead of ride in a wagon,
and in turn, they develop a knack for avoiding certain death.
Daredevil Features
Rogue Level Feature
3rd Aerialist, Death from Above
9th Slow Fall
13th Defy Death
17th Airborne Strikes

Aerialist
When you leap through the air you appear to be flying to
all but the most potent observers. Starting at 3rd level, you
have a climbing speed equal to your movement speed.
In addition, you use your reflexes and acrobatic skill to
propel yourself through the air. When you make a running or
standing long or high jump, you use your Dexterity score, in
place of Strength, to calculate the distance of your jump.
Death From Above
When you adopt this archetype at 3rd level, you can use your
maneuverability and momentum to turn your airborne body
into a projectile. If you move at least 10 feet through the air,
and land within 5 feet of a Large or smaller creature, you can
use your action to force the creature to make a Strength
saving throw. The save DC is equal to 8 + your proficiency Slow Fall
bonus + your Dexterity modifier. On a failed save, it is Beginning at 9th level, your experience falling from heights
knocked prone and takes 2d6 bludgeoning damage. has made you an expert in landing without hurting yourself.
This special attack can apply your Sneak Attack damage, As a reaction while falling, you can reduce any falling damage
even if it doesn't meet the requirements for Sneak Attack. you take by an amount equal to five times your rogue level.
If you manage to land on something soft that breaks your
fall, like a wagon full of hay, you take no damage from the fall.
Jumping in 5th Edition Defy Death
As a Daredevil, your jump distance is determined Your Daredevil lifestyle has been cause for many near-death
by your Dexterity score. When making a long or experiences, any you've gained an unfortunate familiarity
high jump, you can jump a number of feet equal to with death. Starting at 13th level, you have advantage on
your Dexterity score, so long as you have a 10 foot
running start. The distance of the jump is deducted
death saving throws.
from your remaining movement speed. Airborne Strikes
If you do not have a 10 foot running start when
attempting a long or high jump, you can only jump
Starting at 17th level, you can maneuver yourself while
a number of feet equal to half your Dexterity score.
airborne to strike at your enemies in unexpected ways. You
have advantage on any attack roll you make while you are in
the air, and at least 5 feet off the ground.
Duelist
While most warriors focus on overcoming their foes through
strength of arms or brute force, the archetypal Duelist does Sharp
so through precise strikes and superior martial abilities. Reflexes
What they lack in overwhelming strength and stamina, they Your martial training has honed your reflexes to a fine point.
make up for with their finesse, skill, and technique. Starting when you reach 9th level in this class, you can add
Duelist Features your proficiency bonus to your initiative rolls.
Rogue Level Feature Counterattack
3rd Bonus Proficiencies, Duelist's Superiority Your skills as a duelist allow you to strike back at those who
dare to strike you. Beginning at 13th level, when a creature
9th Masterful Technique, Sharp Reflexes within 5 feet of you hits you with an attack, you can use your
13th Counterattack reaction to immediately make a melee weapon attack against
that creature, with advantage on your attack roll.
17th Masterful Technique Improvement
Duelist Maneuvers
Bonus Proficiencies The maneuvers listed below are available to Duelist rogues,
You have trained to utilize the armaments of war. At 3rd level, who focus on overcoming their foes with skill and technique.
you gain proficiency with medium armor and all martial Disarming Attack. When you hit a creature with a weapon
weapons that lack the heavy or two-handed properties. attack, you can expend one superiority die to attempt to
disarm the target, forcing it to drop one item of your choice
Duelist's Superiority that it is currently holding. You add the superiority die to the
You have studied and learned various advanced martial damage roll of your attack, and the target must make a
techniques. At 3rd level, you gain the following features: Strength saving throw. On a failed save, it drops the object
Maneuvers. You learn two maneuvers of your choice from you choose. The object lands at its feet.
the list at the end of this archetype description. You can use Evasive Footwork. When you move, you can expend one
only one maneuver per attack. When you gain a level, you can superiority die, rolling the die and adding the number rolled
replace one maneuver you know with another of your choice. to your Armor Class until the end of your current turn.
Superiority Dice. You have three superiority dice, which Feinting Attack. You can expend one superiority die and
are d6s for you. You must expend a superiority die to use use a bonus action on your turn to feint, choosing one
once of your maneuvers. You regain all of your expended creature within 5 feet of you as your target. You have
superiority dice when you finish a short or long rest. advantage on your next attack roll against that creature
Saving Throws. Some of your maneuvers require your before the end of your turn. If the attack hits, add the
target to make a saving throw to resist the maneuver's effects. superiority die to the attack's damage roll.
The saving throw DC is calculated as follows: Parry. As a reaction, when you are targeted by a melee
attack, you can expend one superiority die, adding the
Maneuver save DC = 8 + your proficiency bonus + your superiority die roll to your Armor Class against the attack.
Strength or Dexterity modifier (your choice). Precision Attack. When you make a melee weapon attack
Masterful Technique against a creature, you can expend one superiority die to add
At 9th level, you gain an additional superiority die, and all it to the attack roll. You can use this maneuver before or after
your superiority dice become d8s. You also learn two making the attack roll, but before you know if your attack hits.
additional maneuvers from the list of Duelist Maneuvers. Riposte. When a creature misses you with a melee attack,
At 17th level, your skills increase even further. You gain you can use your reaction and expend one superiority die to
another superiority die, and your superiority dice become make a melee weapon attack against the creature. If you hit,
d10s. You also learn two more maneuvers of your choice. you add the superiority die to the attack's damage roll.
Spellcasting
At 3rd level, your conviction allows you to cast spells the
same way a paladin does. See the Player's Handbook for the
general rules for spellcasting and the paladin spell list.
Spell Slots. The Justicar Spellcasting table shows how
many spell slots you have to cast your spells of 1st-level and
higher. To cast one of these spells, you must expend a slot of
the spell's level or higher. You regain all expended spell slots
when you finish a long rest. For example, if you know the
wrathful smite spell and have both a 1st and a 2nd-level spell
slot, you can cast wrathful smite using either spell slot.
Spells Known of 1st-Level and Higher. You know three
1st-level paladin spells of your choice. The Spells Known
column of the Justicar Spellcasting table shows when you
learn more paladin spells. Each spell must be of a level for
which you have spell slots. For instance, when you reach 5th
level, you can learn a spell of 1st or 2nd-level.
When you gain a level in this class, you can choose a
paladin spell you know and replace it with another paladin
spell, which must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability
for your paladin spells, as your power comes from your belief.
You use your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a paladin spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier
Spell attack modifier = your proficiency bonus
+ your Charisma modifier
Justicar Spellcasting
Rogue Spells 1st 2nd 3rd 4th
Level Known Level Level Level Level
3rd 3 2 — — —
4th 4 3 — — —
Justicar 5th 4 3 ─ — —
Most adventurers who serve the gods do so openly as priests, 6th 4 3 ─ — —
clerics, or paladins. However, some dark and ruthless gods
bestow divine power upon Justicars. These zealous servants 7th 5 4 2 — —
work tirelessly to impose the will of their deity, often willing 8th 6 4 2 — —
to resort to whatever means they deem necessary.
Justicars often operate in the shadows, working to stamp 9th 6 4 2 — —
out heresy and dissent amongst the faithful. Most temples 10th 7 4 3 — —
and priests formally condemn the work of these zealots,
some going to far as to deny their existence. However, denial 11th 8 4 3 — —
and condemnation are no cause for a true Justicar to waver. 12th 8 4 3 — —
Driven by fanatical belief, they believe that any action they
take is justified. They answer to no man, only to their god. 13th 9 4 3 2 —
14th 10 4 3 2 —
Justicar Features
Rogue Level Feature 15th 10 4 3 2 —

Spellcasting, Channel Divinity, 16th 11 4 3 3 —


3rd
Divine Sense 17th 11 4 3 3 —
9th Consecrated Strike 18th 11 4 3 3 —
13th Divine Judgment 19th 12 4 3 3 1
17th Anointed Inquisitor 20th 13 4 3 3 1
Channel Divinity Consecrated Strike
At 3rd level, you gain the ability to channel divine energy Your god has blessed your weapon strikes. Beginning at 9th
directly from your deity, using that energy to fuel magical level, when you hit a creature with a weapon attack that
effects. You start with one such effect, detailed below: includes your bonus Sneak Attack damage, you can expend
Shroud of Faith. As an action, you grip your holy symbol a spell slot of 1st-level or higher to empower your strike.
and invoke the protection of your god. You, and anything you The additional damage from your Sneak Attack becomes
are wearing or carrying, becomes invisible for up to 1 minute. radiant damage, and if you roll a 1 or 2 on any of damage dice
This effect ends early if you attack or cast a spell. for this attack, you can re-roll the die and must use the new
Once you use your Channel Divinity, you must finish a roll, even if the new roll is a 1 or a 2.
short or long rest before you can use it again. Starting at 13th
level, you can use it twice between short or long rest. Divine Judgment
You pour out divine wrath on those you mark as blasphemers
Divine Sense or heretics. Starting at 13th level, you can use a bonus action
The presence of strong evil registers on your senses like a to mark a creature you can see within 30 feet as a foe of your
noxious odor, and powerful good rings like music in your god. While marked in this way, your attacks targeting this
ears. Starting when you adopt this archetype at 3rd level, you creature score a critical hit on a roll of 19 or 20 on the d20.
can use a bonus action on your turn to open your awareness This feature lasts for 1 minute, and ends early if you are
to detect such forces. Until the end of your next turn, you incapacitated. Once you use this feature you must finish a
know the location of any celestial, fiend, or undead within 60 short or long rest before you can use it again, unless you
feet of you that is not shielded from divination magic. You expend a spell slot of 3rd-level or higher to use it again.
know the creature type of any being whose presence you
sense, but not its specific identity. Within the same radius, Anointed Inquisitor
you also detect the presence of any place or object that has Starting at 17th level, the power of your belief grants you a
been consecrated or desecrated, as with the hallow spell. boon of protection against any magic that would hinder you
Once you use this feature you must finish a short or long from carrying the will of your god. Whenever you are forced
rest before you can use it again, unless you expend a spell to make a saving throw, you gain a bonus to the saving throw
slot of 1st-level or higher to use this feature again. equal to your Charisma modifier (minimum of 1).
Ruffian Imposing Glance
Not all rogues rely on stealth and deception to overcome their You can strike fear into the hearts of the weak willed. Starting
foes. Some, often called Ruffians, prefer to face their enemies at 9th level, you can use a bonus action to make a Charisma
directly, and look to defeat their foes with devastating blows (Intimidation) check against a target within 30 feet of you,
and intimidating combat techniques. Often employed as hired contested by the target's Wisdom (Insight) check. If you
muscle for thieves' guilds, criminal syndicates, and other succeed, the target is frightened of you until the start of your
organizations that don't shy away from force, Ruffians can be next turn, and you have advantage on the first attack roll you
found in almost any village, city, or town where crime exists. make against that target before the start of your next turn.
Ruffian Features You can use this feature a number of times equal to your
Charisma modifier (minimum of once), and you regain all
Rogue Level Feature expended uses when you finish a short or long rest.
3rd Enforcer, Shake Down
Nerves of Steel
9th Imposing Glance, Nerves of Steel Fear is a weapon to be used against cowards and the weak
13th Dodge and Counter willed, and you are not so easily intimidated. Beginning at 9th
level, you are immune to the frightened condition.
17th Critical Strike
Dodge and Counter
Enforcer You can twist the force of your enemies' blows against them.
You have adopted tricks not often employed by rogues. Starting at 13th level, when a Large or smaller creature
Starting at 3rd level, you gain the following features: within your reach misses you with a melee attack, you can
You can use your Sneak Attack with any weapon in which use your reaction to force them to make a Dexterity saving
you are proficient, including unarmed strikes, so long as it throw. The save DC is equal to 8 + your proficiency bonus +
does not have the heavy or two-handed properties. your Strength or Dexterity modifier (your choice).
You can use your Cunning Action to make a grapple attack On a failed save, you choose weather the creature is
or an unarmed strike as a bonus action on your turn. knocked prone or grappled by you. You must have at least one
You don't need advantage on your attack roll to use your free hand in order to grapple a creature with this feature.
Sneak Attack if you are targeting a creature that is
currently grappled or restrained by you. Ruthless Strike
You can draw upon a creature's fear of you to strike with
Shake Down ruthless efficiency. Beginning at 17th level, when you hit a
Your work requires certain skills, skills that you have become creature that is frightened of you with a weapon attack, you
particularly reliable in employing. Starting at 3rd level, when can choose to treat the attack as an automatic critical hit.
you make a Charisma (Intimidation) check, or a Strength You can use this feature a number of times equal to your
(Athletics) check to grapple, maintain a grapple, or shove a Charisma modifier (minimum of once), and you regain all
creature, you treat a roll of 7 or lower on the d20 as an 8. expended uses when you finish a short or long rest.
Saboteur
Some rogues choose to combine their various skills with
their interest in alchemy to produce explosive effects. Known
as Saboteurs, these strange alchemists can specialize in
many things; demolition, siege warfare, entertainment. No
matter their focus, they all delight in violent destruction. Due
to the rarity of their talents, Saboteurs can be invaluable
allies or dangerous foes.
Saboteur Features
Rogue Level Feature
3rd Destructive Strikes, Explosives
9th Advanced Alchemy
13th Sabotage
17th Hair Trigger

Destructive Strikes
Your work has given you a knack for identifying structural
weak points. Starting at 3rd level, when you hit a non-magical
structure with a weapon attack or one of your explosives, it is
considered an automatic critical hit. Also, when you attack a
construct, you score a critical hit on an attack roll of 19 or 20.
Explosives Sabotage
Whether through happenstance or study, you have discovered You have mastered the art of traps and hidden explosive
the formula for the creation of explosive black powder. When devices. Starting at 13th level, enemy creatures have
you adopt this archetype at 3rd level, you gain proficiency disadvantage on saving throws against your Explosives
with alchemist's tools, along with the following features: if they are surprised or cannot see the explosive.
Black Powder Charges. At the end of each long rest, so Hair Trigger
long as you have access to your alchemist's supplies, you You have learned to detonate your Explosives from afar.
produce a number of Black Powder Charges equal to your Beginning at 17th level, when you craft an Explosive, you can
Intelligence modifier + your proficiency bonus. These create a rudimentary arcane remote to trigger the Explosive
Charges are used to craft explosives, and expire and become from afar. As an action, you can trigger the Explosive as long
inert if not used by the end of your next long rest. as you are within 100 feet.
Explosives Known. You learn how to make three types of
explosives; a hand bomb, and two other explosives of your Saboteur Explosives
choice from the list at the end of this archetype description. The following Explosives are available for a Saboteur rogue
When you gain a level, you can replace one explosive you to learn. As an action, you can craft an explosive, using the
know with another explosive of your choice. amount of Black Powder Charges detailed in the description.
You learn to craft two additional explosives of your choice Any explosives become inert at the end of your next long rest.
when you reach 9th, 13th, and 17th in this class. Hand Bomb (1 Charge). As an action you can ignite the
Explosive Save DC. Some of your explosives require your explosive and throw it at a creature you can see within 60
target to make a saving throw to resist the explosives's feet. They must make a Dexterity saving throw. On a failed
effects. Your Explosive Save DC is calculated as follows: save, they take 2d6 fire damage, and half as much on a
success. You can add your Sneak Attack bonus to the fire
Explosive Save DC = 8 + your proficiency bonus damage even if you don't meet the normal requirements.
+ your Intelligence modifier Arcane Explosives. The Arcane Explosives table below
Advanced Alchemy details additional spell effects you can create with your
Upon reaching 9th level, your mastery of alchemical Explosives. Each time you learn a new Explosive, you can
explosives allows you to alter them in the following ways: choose one spell effect from the list below to learn.
Appearance. You alter the outward appearance of an Arcane Explosives
explosive. When unlit, a creature must succeed on a Charges Spell Effects
successful Intelligence (Investigation) against your Explosive
Save DC in order to recognize the object as an explosive. 1 earth tremor, fog cloud, grease
Color. You alter the color of both explosive itself, the color 3 blindness/deafness, pyrotechnics, web
of the explosion, and the color of the smoke it produces.
Damage Type. You alter the damage type of any explosive 5 erupting earth, fireball, stinking cloud
you craft to bludgeoning, piercing, fire, thunder, or lightning. 7 banishment, sickening radiance, vitriolic sphere
Skinchanger
The ancient traditions and abilities of druidic circles are
some of the most closely guarded secrets in mortal relms, You can stay
only passed on to a select few. However, even the most well in your Wild Shape
guarded secrets can be stolen by the right thief. Known as for up to one hour, at
Skinchangers, some rogues are able to acquire these secret which point you revert to your normal
druidic magics through illicit or untraditional means. form. You can revert to your normal form earlier as a
While most Skinchangers are infamous for acquiring their bonus action. You automatically revert back to your normal
abilities through less than savory means, some are selected form if you fall unconscious, drop to 0 hit points, or die.
by druidic circles to carry out specialized missions. How did While you are Wild Shaped, the following rules apply:
you come to wield the ancient magic of the druids? Are you Your statistics are replaced by those of the beast, but you
an agent of a circle, only given the power you need? Or were retain your alignment, personality, and Intelligence,
you trained by a renegade druid looking for vengeance? Wisdom, and Charisma scores. You also retain all of your
Skinchanger Features skill and saving throw proficiencies, in addition to gaining
Rogue Level Feature
those of the creature. If the creature has the same
proficiency as you and the bonus in its stat block is higher
3rd Limited Wild Shape, Spellcasting than yours, use the creature's bonus instead of yours.
9th Instinctual Strike When you transform, you assume the beast's hit points.
When you revert to your normal form, you return to the
13th Circle Secrets number of hit points you had before you transformed. If
17th Thousand Forms you revert as a result of dropping to 0 hit points, any
excess damage carries over to your normal form.
Limited Wild Shape You can't cast spells, and your ability to speak or take any
The druidic magic you have acquired allows you to steal the action that requires hands is limited to the capabilities of
forms of natural creatures familiar to you. Starting at 3rd your beast form. Transforming doesn't break your
level, you can use bonus action on your turn to magically concentration on a spell you've already cast, however, or
assume the form of a beast that you have physically touched prevent you from taking actions that are part of a spell,
before. Your rogue level determines the beasts you can such as moonbeam that you've already cast.
transform into, as shown in the Beast Shapes table below. You retain the benefit of any features from your class,
race, or other source and can use them if the new form is
Beast Shapes physically capable of doing so. However, you can't use any
of your special senses, such as darkvision, unless your
Level Max CR Limitations Example new form also has that sense.
No Flying or You choose whether your equipment falls to the ground or
3rd 0
Swimming Speed
Badger merges into your new form. Equipment that merges with
9th 1/4 No Flying Speed Octopus
the form has no effect until you leave the form.
13th 1/2 — Hawk Once you use your Wild Shape you must complete a short
or long rest before you can use it again, unless you expend a
17th 1 — Giant Eagle Skinchanger spell slot of 1st-level or higher to use it again.
Spellcasting
At 3rd level, you gain the ability to cast spells that draw upon
and manipulate the natural world, much as druids do.
See chapter 10 of the Player's Handbook for the general
rules of spellcasting, and chapter 11 for the druid spell list.
Spell Slots. The Skinchanger Spellcasting table shows
how many spell slots you have to cast your spells of 1st-level
and higher. To cast one of the druid spells you know, you must
expend a slot equal to the spell's level or higher. You regain all
expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three
1st-level spells of your choice from the druid spell list. The
Spells Known column of the Skinchanger Spellcasting table
shows when you learn more druid spells of your choice. Each
of these spells must be of a level for which you have spell
slots. For instance, when you reach 5th level in this class, you
can learn one new spell of 1st or 2nd-level.
Additionally, when you gain a level, you can choose one of
the spells you know and replace it with druid spell of your
choice of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability
for your druid spells, since your acquired magic relies on you
connection to nature. You use your Wisdom whenever a spell
refers to your spellcasting ability. You use your Wisdom
modifier when setting the saving throw DC for a druid spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus Instinctual Strike
+ your Wisdom modifier Druidic magic suffuses your body when you Wild Shape.
Spell attack modifier = your proficiency bonus Starting at 9th level, your attacks while you are Wild Shaped
+ your Wisdom modifier count as magical for the purposes of overcoming resistances
and immunity to non-magical damage.
Skinchanger Spellcasting In addition, your familiarity with both druidic magic and
the animal shapes you employ grants you an additional way
Rogue Spells 1st 2nd 3rd 4th to use your Sneak Attack. Your natural weapon attacks while
Level Known Level Level Level Level you are transformed with Wild Shape can apply your Sneak
3rd 3 2 — — — Attack, even if you don't have advantage on your attack roll.
4th 4 3 — — — Circle Secrets
5th 4 3 ─ — — The magic of nature has altered your being, granting you
additional insights into secretive druidc arts. At 13th level,
6th 4 3 ─ — — you learn to speak, read, and write Druidic, the secret
7th 5 4 2 — — language of druids. You can use this language to leave hidden
messages, and you and others who know this language
8th 6 4 2 — — always notice such messages. You also count as a druid for
9th 6 4 2 — — the purposes of attuning to magic items.
10th 7 4 3 — —
In addition, your time spent in the shape of other animals
has enhanced the senses of your normal form. You have
11th 8 4 3 — — advantage on any Wisdom (Perception) or Wisdom (Survival)
12th 8 4 3 — — checks that rely on your sense of hearing or smell.
13th 9 4 3 2 — Thousand Forms
14th 10 4 3 2 —
Upon reaching 17th level, your mastery over the use of nature
magic allows you to alter your original physical form in subtle
15th 10 4 3 2 — ways. You learn the alter self spell if you do not know it
16th 11 4 3 3 — already. It counts as a druid spell for you, but doesn't count
against your number of Spells Known. You can cast it at will,
17th 11 4 3 3 — targeting only yourself, without expending a spell slot.
18th 11 4 3 3 —
19th 12 4 3 3 1 Inspired by u/An-Immortals-Acolyte's Magpie
20th 13 4 3 3 1
Roguish
Archetypes
Hone your niche abilities and wield your
impressive skills with these six new roguish
archetypes for the rogue class in 5e.

Daredevil - Duelist
Justicar - Ruffian
Saboteur - Skinchanger

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