Rogue
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with {@item thieves' tools|phb}. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with {@item thieves' tools|phb}) to gain this benefit.
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 1d6} damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the {@action Dash}, {@action Disengage}, or {@action Hide} action.
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
{@i 3rd-level rogue {@variantrule optional class features|tce|optional feature}}
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
At 6th level, you can choose two more of your proficiencies (in skills or with {@item thieves' tools|phb}) to gain the benefit of Expertise.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an {@spell ice storm} spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 9th level, you gain a feature granted by your Roguish Archetype.
When you reach 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a {@dice d20} roll of 9 or lower as a 10.
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 13th level, you gain a feature granted by your Roguish Archetype.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or {@condition invisible} creature within 10 feet of you.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 17th level, you gain a feature granted by your Roguish Archetype.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't {@condition incapacitated}.
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the {@dice d20} roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
You gain {@variantrule Expertise|XPHB} in two of your skill proficiencies of your choice. {@skill Sleight of Hand|XPHB} and {@skill Stealth|XPHB} are recommended if you have proficiency in them.
At Rogue level 6, you gain {@variantrule Expertise|XPHB} in two more of your skill proficiencies of your choice.
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 1d6} damage to one creature you hit with an attack roll if you have {@variantrule Advantage|XPHB} on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need {@variantrule Advantage|XPHB} on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the {@condition Incapacitated|XPHB} condition, and you don't have {@variantrule Disadvantage|XPHB} 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.
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 {@book chapter 2|XPHB|2|Choose Languages}.
Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter weapons|items|type=simple weapon;martial weapon} of your choice with which you have proficiency, such as {@item Dagger|XPHB|Daggers} and {@item Shortbow|XPHB|Shortbows}.
Whenever you finish a {@variantrule Long Rest|XPHB}, you can change the kinds of weapons you chose. For example, you could switch to using the {@variantrule weapon mastery properties|XPHB|mastery properties} of {@item Scimitar|XPHB|Scimitars} and {@item Shortsword|XPHB|Shortswords}.
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 {@variantrule Bonus Action|XPHB}: {@action Dash|XPHB}, {@action Disengage|XPHB}, or {@action Hide|XPHB}.
You gain a Rogue subclass of your choice. 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.
As a {@variantrule Bonus Action|XPHB}, you give yourself {@variantrule Advantage|XPHB} on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your {@variantrule Speed|XPHB} is 0 until the end of the current turn.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove {@dice 1d6} from the Sneak Attack's damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}.
You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the {@condition Poisoned|XPHB} condition for 1 minute. At the end of each of its turns, the {@condition Poisoned|XPHB} target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a {@item Poisoner's Kit|XPHB} on your person.
If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the {@condition Prone|XPHB} condition.
When an attacker that you can see hits you with an attack roll, you can take a {@variantrule Reaction|XPHB} to halve the attack's damage against you (round down).
Immediately after the attack, you move up to half your {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}.
You gain {@variantrule Expertise|XPHB} in two of your Skill Proficiencies of your choice.
You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the {@condition Incapacitated|XPHB} condition.
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a {@dice d20} roll of 9 or lower as a 10.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
You gain a feature from your Rogue Subclass.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
You gain a feature from your Rogue Subclass.
The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a {@variantrule Bonus Action|XPHB}.
You've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.
The target must succeed on a Constitution saving throw, or it has the {@condition Unconscious|XPHB} condition for 1 minute or until it takes any damage. The {@condition Unconscious|XPHB} target repeats the save at the end of each of its turns, ending the effect on itself on a success.
The target must succeed on a Dexterity saving throw, or it has the {@condition Blinded|XPHB} condition until the end of its next turn.
Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.
You gain a feature from your Rogue Subclass.
You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have {@variantrule Advantage|XPHB} against you unless you have the {@condition Incapacitated|XPHB} condition.
You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of the Night Spirit|XPHB} is recommended.
You have a marvelous knack for succeeding when you need to. If you fail a {@variantrule D20 Test|XPHB}, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}.
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
Starting at 3rd level, when you cast {@spell mage hand}, you can make the spectral hand {@condition invisible}, and you can perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use {@item thieves' tools|phb} to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity ({@skill Sleight of Hand}) check contested by the creature's Wisdom ({@skill Perception}) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
When you reach 3rd level, you gain the ability to cast spells. See {@book chapter 10|PHB|10} for the general rules of spellcasting and {@book chapter 11|PHB|11} for the {@filter wizard spell list|spells|class=wizard}.
Cantrips.
You learn three cantrips: {@spell mage hand} and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots.
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your {@filter wizard spells|spells|class=wizard} 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 1st-level spell {@spell charm person} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell charm person} using either slot.
Spells Known of 1st-Level and Higher.
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability.
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
At 13th level, you gain the ability to distract targets with your {@spell mage hand}. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest.
You focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is {@status surprised} is a critical hit.
When you choose this archetype at 3rd level, you gain proficiency with the {@item disguise kit|phb} and the {@item poisoner's kit|phb}.
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma ({@skill Deception}) check you make to avoid detection.
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is {@status surprised}, it must make a Constitution saving throw ({@dc 8} + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity ({@skill Sleight of Hand}) check, use your {@item thieves' tools|phb} to disarm a trap or open a lock, or take the {@action Use an Object} action.
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Starting at 9th level, you have advantage on a Dexterity ({@skill Stealth}) check if you move no more than half your speed on the same turn.
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are {@status surprised}.
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?
{@i 3rd-level Phantom feature}
As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
{@i 3rd-level Phantom feature}
Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
{@i 9th-level Phantom feature}
When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the {@item Trinket|phb|Trinkets} table in the {@i Player's Handbook} to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.
You can use soul trinkets in the following ways:
- While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
- When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
- As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
{@i 13th-level Phantom feature}
You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were {@quickref difficult terrain||3}, but you take {@damage 1d10} force damage if you end your turn inside a creature or an object.
You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.
{@i 17th-level Phantom feature}
Your association with death has become so close that you gain the following benefits:
- When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.
- At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.
When your non-psionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.
Most assassins strike with physical weapons, and many burglars and spies use {@item thieves' tools|PHB} to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
{@i 3rd-level Soulknife feature}
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a {@dice d6}. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level ({@dice d8}), 11th level ({@dice d10}), and 17th level ({@dice d12}).
The powers below use your Psionic Energy dice.
{@i 3rd-level Soulknife feature}
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the {@action Attack} action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to {@damage 1d6} plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is {@damage 1d4}, instead of {@damage 1d6}.
If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
{@i 9th-level Soulknife feature}
Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
{@i 13th-level Soulknife feature}
You can weave a veil of psychic static to mask yourself. As an action, you can magically become {@condition invisible}, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
{@i 17th-level Soulknife feature}
You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is {@condition stunned} for 1 minute. The {@condition stunned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom ({@skill Insight}) check to determine whether a creature is lying, treat a roll of 7 or lower on the {@dice d20} as an 8.
Starting at 3rd level, you can use a bonus action to make a Wisdom ({@skill Perception}) check to spot a hidden creature or object or to make an Intelligence ({@skill Investigation}) check to uncover or decipher clues.
At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom ({@skill Insight}) check against a creature you can see that isn't {@condition incapacitated}, contested by the target's Charisma ({@skill Deception}) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Starting at 9th level, you have advantage on any Wisdom ({@skill Perception}) or Intelligence ({@skill Investigation}) check if you move no more than half your speed on the same turn.
Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't {@condition blinded} or {@condition deafened}. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by {@damage 3d6}.
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
When you choose this archetype at 3rd level, you gain proficiency with the {@item disguise kit|phb}, the {@item forgery kit|phb}, and one {@item gaming set|PHB} of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Starting at 3rd level, you can use the {@action Help} action as a bonus action. Additionally, when you use the {@action Help} action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
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 are 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.
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 succeeding on a Charisma ({@skill Deception}) check contested by the mind reader's Wisdom ({@skill 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.
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Scouts assume as they range the world.
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
When you choose this archetype at 3rd level, you gain proficiency in the {@skill Nature} and {@skill Survival} skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Starting at 13th level, you excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Starting at 17th level, you can strike with deadly speed. If you take the {@action Attack} action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are 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.
When you choose this archetype at 3rd level, you learn how to land a strike 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.
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma ({@skill Persuasion}) check contested by a creature's Wisdom ({@skill 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 {@condition charmed} by you for 1 minute. While {@condition charmed}, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity ({@skill Acrobatics}) or Strength ({@skill Athletics}) check you make during the same turn.
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.
When an enemy you can see within 30 feet of yourself takes damage and is {@status Bloodied|XPHB} after taking that damage but not killed outright, you can take a {@variantrule Reaction|XPHB} and {@variantrule Teleportation|XPHB|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 {@variantrule Long Rest|XPHB}.
Choose one of the Dead Three: {@deity Bane|Faerûnian|FRHoF}, {@deity Bhaal|Faerûnian|FRHoF}, or {@deity Myrkul|Faerûnian|FRHoF}. You gain {@variantrule Resistance|XPHB} 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 {@variantrule Long Rest|XPHB}, you can change your choice.
| God | Damage Resistance | Cantrip |
|---|---|---|
| {@deity Bane|Faerûnian|FRHoF} | Psychic | {@spell Minor Illusion|XPHB} |
| {@deity Bhaal|Faerûnian|FRHoF} | Poison | {@spell Blade Ward|XPHB} |
| {@deity Myrkul|Faerûnian|FRHoF} | Necrotic | {@spell Chill Touch|XPHB} |
{@i Become a Gruesome Agent of Malice}
A Scion of the Three draws power from a group of malevolent gods known as the Dead Three: {@deity Bane|Faerûnian|FRHoF}, deity of tyranny; {@deity Bhaal|Faerûnian|FRHoF}, deity of violence and murder; and {@deity Myrkul|Faerûnian|FRHoF}, deity of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others find themselves thrust on this path by a curse. Either way, a scion's power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.
Scions of the Three are most common in Baldur's Gate, where the Dead Three have long competed for influence over mortal hearts. Underground cults to {@deity Bane|Faerûnian|FRHoF}, {@deity Bhaal|Faerûnian|FRHoF}, and {@deity Myrkul|Faerûnian|FRHoF} often count Scions of the Three among their most useful agents. Outside Baldur's Gate, secular thieves' guilds such as the Shadow Thieves of Amn or Xanathar's guild in Waterdeep might cautiously call on a Scion of the Three to undertake an especially violent contract.
You gain the following {@classFeature Cunning Strike|Rogue|XPHB|5|XPHB} option.
Terrify (Cost: {@dice 1d6}).
The target must succeed on a Wisdom saving throw, or it has the {@condition Frightened|XPHB} condition for 1 minute. While the target is Frightened in this way, you have {@variantrule Advantage|XPHB} on attack rolls against the target.
The {@condition Frightened|XPHB} target repeats the save at the end of each of its turns, ending the effect on itself on a success.
You radiate malignant power associated with one of the Dead Three. When you use {@subclassFeature Bloodthirst|Rogue|XPHB|Scion of the Three|FRHoF|3|FRHoF} and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage {@variantrule Resistance|XPHB} granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores {@variantrule Resistance|XPHB}.
You gain the following benefits.
Cutthroat.
You regain one expended use of {@subclassFeature Bloodthirst|Rogue|XPHB|Scion of the Three|FRHoF|3|FRHoF} when you finish a {@variantrule Short Rest|XPHB}.
Murderous Intent.
When you roll for your {@classFeature Sneak Attack|Rogue|XPHB|1|XPHB} damage, you can treat a roll of a 1 or 2 on the die as a 3.
{@i Embrace Death and Wield Ghostly Power}
Some Rogues traverse the veil between life and death, shepherding opponents to the grave and slipping through the world as undetectable as a spirit. In these pursuits, a Rogue might discover a mystical connection to death itself. Such an individual becomes immersed in negative energy, infusing their strikes with deathly energy and stealing knowledge from souls who have passed on. Thieves' guilds value Rogues of this persuasion as highly effective information gatherers and spies.
Immediately after you deal Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack damage dice for your level (round up), and the second creature takes Necrotic damage equal to the roll's total as wails of the dead sound around it.
You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.
Whenever you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this benefit again to choose a different proficiency.
The spirits of the dead are drawn to you, and echoes of their past lives magically manifest as strange curios with resonant power.
You gain two soul trinkets. A soul trinket is a Tiny object (the DM determines the trinket's form or has you roll on the {@item Trinket|XPHB|Trinkets table} in the {@book Player's Handbook|XPHB} to generate it). If you move more than 30 feet from a trinket, the trinket immediately teleports to you, appearing somewhere on your person.
Using Soul Trinkets.
You can use soul trinkets in the following ways:
- [object Object]
- [object Object]
- [object Object]
Gaining Additional Soul Trinkets.
When a creature you can see within 30 feet of you dies, you can take a {@variantrule Reaction|XPHB} to gain another soul trinket, claiming a sliver of that creature's departing spirit. The new trinket appears somewhere on your person.
You can have a maximum of two soul trinkets at a time. If you try to gain a soul trinket while at your maximum, one of your existing trinkets is immediately destroyed and replaced by the new trinket. The maximum number of soul trinkets you can have increases when you reach Rogue levels 13 (three trinkets) and 17 (four trinkets).
Whenever you finish a {@variantrule Long Rest|XPHB} with fewer than two soul trinkets, you gain soul trinkets until you have two.
You can cast {@spell Speak with Dead|XPHB} once without a spell slot, requiring no spell components and using Dexterity as the spellcasting modifier. You regain the ability to cast it this way when you finish a Short or Long Rest.
When you cast the spell, you can target one of your soul trinkets from Tokens of the Departed instead of a corpse, allowing the spirit of the creature associated with the trinket to answer.
As a {@variantrule Bonus Action|XPHB}, you assume a spectral form, gaining the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you destroy one of your soul trinkets from Tokens of the Departed (no action required) to restore your use of it.
Flight.
You gain a {@variantrule Fly Speed|XPHB} of 10 feet and can hover.
Hazy Form.
Attack rolls have {@variantrule Disadvantage|XPHB} against you.
Incorporeal Movement.
You can move through creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, but you take {@damage 1d10} Force damage if you end your turn inside a creature or an object.
Your association with death has become so close that you gain the following benefits.
Death's Lament.
When you use Wails from the Grave, you can deal the feature's Necrotic damage to both the first and the second creature.
Draw of Death.
When you roll {@variantrule Initiative|XPHB}, you gain one soul trinket for your Tokens of the Departed if you have none remaining.
{@i Enhance Stealth with Arcane Spells}
Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.
When you cast {@spell Mage Hand|XPHB}, you can cast it as a {@variantrule Bonus Action|XPHB}, and you can make the spectral hand {@condition Invisible|XPHB}. You can control the hand as a {@variantrule Bonus Action|XPHB}, and through it, you can make Dexterity ({@skill Sleight of Hand|XPHB}) checks.
You have learned to cast spells. See {@book chapter 7|XPHB|7} for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.
Cantrips.
You know three cantrips: {@spell Mage Hand|XPHB} and two other cantrips of your choice from the {@filter Wizard spell list|spells|class=Wizard} (see that class's section for its list). {@spell Mind Sliver|XPHB} and {@spell Minor Illusion|XPHB} are recommended.
Whenever you gain a Rogue level, you can replace one of your cantrips, except {@spell Mage Hand|XPHB}, with another Wizard cantrip of your choice.
When you reach Rogue level 10, you learn another Wizard cantrip of your choice.
Spell Slots.
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a {@variantrule Long Rest|XPHB}.
Prepared Spells of 1st+ Level.
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. {@spell Charm Person|XPHB}, {@spell Disguise Self|XPHB}, and {@spell Fog Cloud|XPHB} are recommended.
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.
Changing Your Prepared Spells.
Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability.
Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus.
You can use an {@item Arcane Focus|XPHB} as a {@variantrule Spellcasting Focus|XPHB} for your Wizard spells.
If you have the {@condition Invisible|XPHB} condition when you cast a spell on a creature, it has {@variantrule Disadvantage|XPHB} on any saving throw it makes against the spell on the same turn.
You gain the ability to distract targets with your {@spell Mage Hand|XPHB}. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.
You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a {@variantrule Reaction|XPHB} to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn't need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can't cast it until the 8 hours have passed.
Once you steal a spell with this feature, you can't use this feature again until you finish a {@variantrule Long Rest|XPHB}.
{@i Practice the Grim Art of Death}
An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.
You gain a {@item Disguise Kit|XPHB} and a {@item Poisoner's Kit|XPHB}, and you have proficiency with them.
You're adept at ambushing a target, granting you the following benefits.
Initiative.
You have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls.
Surprising Strikes.
During the first round of each combat, you have {@variantrule Advantage|XPHB} on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.
You are expert at the following techniques that aid your infiltrations.
Masterful Mimicry.
You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.
Roving Aim.
Your {@variantrule Speed|XPHB} isn't reduced to 0 by using Steady Aim.
When you use the Poison option of your Cunning Strike, the target also takes {@damage 2d6} Poison damage whenever it fails the saving throw. This damage ignores {@variantrule Resistance|XPHB} to Poison damage.
When you hit with your Sneak Attack on the first round of a combat, the target must succeed on a Constitution saving throw ({@dc 8} plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}), or the attack's damage is doubled against the target.
{@i Strike Foes with Psionic Blades}
A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.
You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel certain powers you have from this subclass. The Soulknife Energy Dice table shows the number of these dice you have when you reach certain Rogue levels, and the table shows the die size.
| Rogue Level | Die Size | Number |
|---|---|---|
| 3 | {@dice D6} | 4 |
| 5 | {@dice D8} | 6 |
| 9 | {@dice D8} | 8 |
| 11 | {@dice D10} | 8 |
| 13 | {@dice D10} | 10 |
| 17 | {@dice D12} | 12 |
Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend a Psionic Energy Die, as specified in a power's description, and you can't use a power if it requires you to use a die when your Psionic Energy Dice are all expended.
You regain one of your expended Psionic Energy Dice when you finish a {@variantrule Short Rest|XPHB}, and you regain all of them when you finish a {@variantrule Long Rest|XPHB}.
The first time you use this power after each {@variantrule Long Rest|XPHB}, you don't expend the Psionic Energy Die. All other times you use the power, you expend the die.
You can manifest shimmering blades of psychic energy. Whenever you take the {@action Attack|XPHB} action or make an {@action Opportunity Attack|XPHB}, you can manifest a {@item Psychic Blade|XPHB} in your free hand and make the attack with that blade. The magic blade has the following traits:
The blade vanishes immediately after it hits or misses its target, and it leaves no mark if it deals damage.
After you attack with the blade on your turn, you can make a melee or ranged attack with a second psychic blade as a {@variantrule Bonus Action|XPHB} on the same turn if your other hand is free to create it. The damage die of this bonus attack is {@damage 1d4} instead of {@damage 1d6}.
If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. The die is expended only if the roll then succeeds.
You can establish telepathic communication between yourself and others. As a {@action Magic|XPHB} action, choose one or more creatures you can see, up to a number of creatures equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}, and then roll one Psionic Energy Die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can end the telepathic connection at any time (no action required).
If you make an attack roll with your {@item Psychic Blade|XPHB} and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, the die is expended.
As a {@variantrule Bonus Action|XPHB}, you manifest a {@item Psychic Blade|XPHB}, expend one Psionic Energy Die and roll it, and throw the blade at an unoccupied space you can see up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
You can now use the following powers with your Psychic Blades.
You can weave a veil of psychic static to mask yourself. As a {@action Magic|XPHB} action, you gain the {@condition Invisible|XPHB} condition for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you expend a Psionic Energy Die (no action required) to restore your use of it.
You can sweep your Psychic Blades through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw ({@dc 8} plus your Dexterity modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). If the save fails, the target has the {@condition Stunned|XPHB} condition for 1 minute. The {@condition Stunned|XPHB} target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB} unless you expend three Psionic Energy Dice (no action required) to restore your use of it.
As a {@variantrule Bonus Action|XPHB}, you can do one of the following.
Sleight of Hand.
Make a Dexterity ({@skill Sleight of Hand|XPHB}) check to pick a lock or disarm a trap with {@item Thieves' Tools|XPHB} or to pick a pocket.
Use an Object.
Take the {@action Utilize|XPHB} action, or take the {@action Magic|XPHB} action to use a magic item that requires that action.
You've trained to get into especially hard-to-reach places, granting you these benefits.
Climber.
You gain a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}.
Jumper.
You can determine your jump distance using your Dexterity rather than your Strength.
{@i Hunt for Treasure as a Classic Adventurer}
A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
You gain the following Cunning Strike option.
Stealth Attack (Cost: 1d6).
If you have the {@action Hide|XPHB} action's {@condition Invisible|XPHB} condition, this attack doesn't end that condition on you if you end the turn behind {@variantrule Cover|XPHB|Three-Quarters Cover} or {@variantrule Cover|XPHB|Total Cover}.
You've learned how to maximize use of magic items, granting you the following benefits.
Attunement.
You can attune to up to four magic items at once.
Charges.
Whenever you use a magic item property that expends charges, roll {@dice 1d6}. On a roll of 6, you use the property without expending the charges.
Scrolls.
You can use any {@item Spell Scroll|XDMG}, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence ({@skill Arcana|XPHB}) check ({@dc 10} plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal {@variantrule Initiative|XPHB} and your second turn at your {@variantrule Initiative|XPHB} minus 10.