Class Features
Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue Level 6, you gain Expertise in two more of your skill proficiencies of your Choice.
Sneak Attack
You know how to strike subtly and exploit a foe's distraction. Once per turn you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same was the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in Chapter 2.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
(Daggers, Shortbows)
Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Rogue Subclass
You gain a Rogue subclass of your choice. The Arcane Trickster, Assassin, Soulknife, and the Thief subclasses are detailed after this class's description. A Subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.
Scion of the Three
Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on your current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Bloodthirst
When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Dread Allegiance
Choose one of the Dead Three: Bane, Bhaal, or Myrkul. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.
Myrkul:
Damage Resistance: Necrotic
Cantrip: Chill Touch
Species Traits
Resourceful
You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful
You gain proficiency in one skill of your choice.
Versatility
You gain an Origin feat of your choice. Skilled is recommended.
Savage Attacker: You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
Background Features
Alert
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
Features & Traits