Rogue

Rogue
Official Class – Player's Handbook

Signalling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.

A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target – a notorious slaver – passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.

Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Skill and Precision
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, rogues prioritise cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

A Shady Living
Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organised into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats – and wererats – haunt the sewers.

As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

Creating a Rogue
As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past – or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?

What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend – another member of your adventuring party – who showed you new possibilities for earning a living and employing your particular talents.

Quick Build
You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasise deception and social interaction. Second, choose the charlatan background.

Hit Points

 * Hit Dice:  1d8 per rogue level
 * Hit Points at 1st Level:  8 + your Constitution modifier
 * Hit Points at Higher Levels:  1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies

 * Armour:  Light armour
 * Weapons:  Simple weapons, hand crossbows, longswords, rapiers, shortswords
 * Tools:  Thieves’ tools
 * Saving Throws:  Dexterity, Intelligence
 * Skills:  Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
 * (a) a rapier or (b) a shortsword
 * (a) a shortbow and quiver of 20 arrows or (b) a shortsword
 * (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
 * Leather armour, two daggers, and thieves’ tools

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. 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 thieves' tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, 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 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 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.

Thieves' Cant
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.

Cunning Action
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 Dash, Disengage, or Hide action.

Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
 * Arcane Trickster
 * Assassin
 * Black Courier (Homebrew Subclass – Project Tandenovis)
 * Inquisitive (Xanathar's Guide to Everything)
 * Maid (Homebrew Subclass – Abellán's Anecdotes from the Scarlet World)
 * Mastermind (Xanathar's Guide to Everything)
 * Revived (Unearthed Arcana)
 * Scout (Xanathar's Guide to Everything)
 * Swashbuckler (Xanathar's Guide to Everything)
 * Thief
 * Watch Maker (Homebrew Subclass – Stories for Eeve)

Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 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.

Uncanny Dodge
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.

Evasion
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 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.

Reliable Talent
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 d20 roll of 9 or lower as a 10.

Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive Mind
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 incapacitated.

Stroke of Luck
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 d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Roguish Archetypes
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Arcane Trickster
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.

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
You learn three cantrips: 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 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 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level or 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 memorisation. 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.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Mage Hand Legerdemain
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
 * 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 thieves' tools to pick locks and disarm traps at range.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush
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.

Versatile Trickster
At 13th level, you gain the ability to distract targets with your 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.

Spell Thief
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.

Assassin
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.

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Assassinate
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 surprised is a critical hit.

Infiltration Expertise
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.

Impostor
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 mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is 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.

Black Courier
Homebrew Subclass – Project Tandenovis

The guild of the Black Couriers is not your typical rogues' guild, prefering to deal in the delivery of goods and information rather than the stealing of such assets.

Such rogues are guided under the banner of the Messenger, seeking to aid others with their skills – even if such requests may not be of legal nature.

Guided Footsteps
Starting when you choose this archetype at 3rd level, your training and the guidance of Hymn has granted you increased agility. You have advantage on initiative rolls.

Additionally, your speed increases by 10 feet while you are not wearing armour or wielding a shield. This bonus increases to 20 feet at 13th level and 30 feet at 17th level.

Stained Escape
At 9th level, your ties to the Messenger have granted you slight magical abilities, granting you the following benefits:
 * When you use your bonus action granted by your Cunning Action to take the Dash action, you create a sphere of shadow, causing all opportunity attacks made against you to have disadvantage until the start of your next turn.
 * When you use your bonus action granted by your Cunning Action to take the Disengage action, you can move through allied and enemy creatures as if they were normal terrain until the start of your next turn. You may not end your turn in another creature's square.

Courier's Endurance
Starting at 13th level, your endurance has greatly increased to keep up with the amount of time you spend moving from place to place.

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Additionally, you recover 1 level of exhaustion when you finish a short rest, and 2 levels of exhaustion on a long rest.

Guided Flight
At 17th level, the guidance of Hymn has granted you unstoppable speed and agility.

Your movement is unaffected by difficult terrain, and spells and magical effects can't reduce your speed or cause you to be paralysed or restrained.

Additionally, you can spend 5 feet of movement to automatically escape from nonmagical restraints, and being underwater imposes no penalties on your movement or attacks.

Inquisitive
Xanathar's Guide to Everything

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 sharp eye make you well equipped to expose and end hidden evils.

Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (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.

Steady Eye
At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Unerring Eye
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 blinded or 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.

Eye for Weakness
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 3d6.

Maid
Homebrew Subclass – Abellán's Anecdotes from the Scarlet World

Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and cook's utensils.

Maiden's Loyalty
Also at 3rd level, you learn manoeuvres that are fuelled by special dice called loyalty dice.

Manoeuvres. You learn three manoeuvres of your choice. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack. You learn two additional manoeuvres of your choice at 9th, 13th, and 17th level. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one.

Loyalty Dice. You have four loyalty dice, which are d8s. A loyalty die is expended when you use it. You regain all of your expended loyalty dice when you finish a short or long rest. You gain another loyalty die at 9th level and one more at 17th level.

Saving Throws. Some of your manoeuvres require your target to make a saving throw to resist the manoeuvres's effects. The saving throw DC is calculated as follows:

Manoeuvre Save DC = 8 + your proficiency bonus + your Dexterity modifier

Quick and Tidy
At 9th level, when you use your cunning action feature on your turn, you can make an attack with a weapon that has the thrown property as part of that action.

Improved Loyalty
At 13th level, your loyalty dice turn into d10s. At 17th level, they turn into d12s.

Relentless
Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Mastermind
Xanathar's Guide to Everything

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 favours are some of your favourite treasures.

Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set 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.

Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Insightful Manipulator
Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: At the DM's option, you might also realise you know a piece of the creature's history or one of its personality traits, if it has any.
 * Intelligence score
 * Wisdom score
 * Charisma score
 * Class levels (if any)

Misdirection
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.

Soul of Deceit
Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Scout
Xanathar's Guide to Everything

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.

Skirmisher
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.

Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and 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.

Superior Mobility
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.

Ambush Master
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.

Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the 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.

Swashbuckler
Xanathar's Guide to Everything

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 armour, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a 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.

Rakish Audacity
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 the attack roll to use your 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.

Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Manoeuvre
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

Thief
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.

Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work
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.

Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device
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.

Thief's Reflexes
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 surprised.

Watch Maker
Homebrew Subclass – Stories for Eeve

Bonus Proficiency
Starting at 3rd, level you gain proficiency in tinkerer's tools. If you are already proficient in it, your proficiency bonus is doubled for checks made with tinkerer's tools.

Gizmos
Also at 3rd level, you are able to fashion traps and gadgets to utilise on unsuspecting victims. These take bonus actions to set up or use. For a creature to spot them they must succeed against a DC equal to 8 + your proficiency bonus + your intelligence modifier, taking half damage if they spot it.

You can prepare up to 2 traps or gadgets from the list below and can have 1 active at a time. The number of traps you can create and deploy increases by 1 at 9th, 13th and 17th level. You can change the traps and gadgets you have prepared at the end of a short or long rest.

Each gadget, unless stated otherwise, deals an amount of damage equal to your sneak attack dice and in the damage type stated. All traps are placed within 5 feet of you unless thrown as an action to a maximum range of 30 feet, and are activated by a creature entering its space.
 * Arc Trap. When activated, this trap is not destroyed and can continue functioning for 1 minute, dealing damage equal to half your sneak attack dice if a creature enters within 10 feet of it for the first time on their turn or starts their turn in its area. Knowledge of its existence does not reduce the damage dice.
 * Mr. Lockpick. This contraption possesses 10 feet movement and has 1 hit point. It however is silent and indistinguishable from a normal toy when not moving. You can send it to unlock one lock using your thieves tools proficiency without requiring thieves tools. It does not deal damage.
 * Glue Trap. Deals piercing damage. A 10 foot cube is filled with strong glue and sharpened nails becoming difficult terrain and forces a creature to make a Strength check or lose all movement. The creature while stuck receives no additional damage if it does not move and must repeat the Strength check at the start of their turn if it wishes to move.
 * Steam Cover. Creates a cloud of steam that obscures a 20 foot sphere. Any strong light within this cloud is amplified and forces a creature within it to make a Constitution saving throw (at advantage if they were expecting it). On a failed save they are blinded and take radiant damage equal to half your sneak attack dice.
 * Flash Bomb. Deals thunder damage. Select a 5 foot by 10 foot space. A creature moving into that space is the trigger condition for this trap, which explodes disorientating creatures. They must make a Wisdom saving throw or be stunned until the start of their next turn.
 * Poison Smoke. Deals poison damage. A 10 foot cube is filled with poison smoke. Creatures in this area must make a Constitution saving throw or be poisoned for 1 minute.
 * Disruptor. Deals force damage. The target must make a Constitution saving throw or be incapacitated until the start of your next turn. Constructs make this throw with disadvantage.
 * Spring Board. Target must succeed a Strength saving throw or be thrown 10 feet in a direction you chose. Does not deal damage aside from fall damage.

Remote Detonation
Starting at 9th level, you are able to activate your traps as a reaction. Doing so adds half of your sneak attack dice to the damage dice. You can use this feature 3 times per long rest.

Improved Traps
You begin to make your gadgets more compact and can, at 13th level, switch out traps you have already placed with another you have prepared as a single bonus action. You can use this feature 3 times per long rest.

Contingency
You've installed a safety mechanism in your traps and, at 17th level, when an attack is made against you, you can exchange positions with an active trap you have placed as a reaction, which activates and forces a creature within 5 feet to make a Dexterity saving throw, taling a quarter of the amount of damage they would on a success and half on a fail.