Base Class: Rogue
Hidden One Features
| Rogue Level | Feature |
|---|---|
| 3rd | Acrobatic Infiltration, Marked Prey |
| 9th | Silent Predator, Assassin’s Parry |
| 13th | Smoke and Steel |
| 17th | Master Assassin |
(3rd Level)
You are trained in the art of silent movement, precise elimination, and battlefield mobility.
Acrobatic Infiltration.
You gain a climbing speed equal to your walking speed. You ignore movement penalties caused by climbing or difficult terrain during chases. Additionally, you can long jump and high jump without a running start, and you can climb difficult surfaces (such as brick walls or tree trunks) without needing to make an ability check unless the surface is exceptionally smooth or hazardous (GM’s discretion).
Marked Prey.
You can mark a creature you can see within 60 feet as your prey as a bonus action. You can mark a 2 creatures per long rest. The mark lasts for 1 minute or until you mark a different creature.
While a creature is marked:
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You have advantage on Dexterity (Stealth) checks to hide from it.
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When you deal Sneak Attack damage to the marked target, you automatically maximize half of your Sneak Attack dice (rounded down).
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If you reduce the marked target to 0 hit points, you can immediately take the Hide action without spending a bonus action.
(9th Level)
You become a master of vanishing in plain sight and turning defense into offense.
Silent Predator.
When you are in a crowd or among at least three other creatures, you can use a bonus action to attempt to Hide, even if you lack cover or concealment. You cannot make an attack or cast a spell on the same turn you use this feature. Insight checks made to detect you in a crowd are made with disadvantage.
Assassin’s Parry.
When a creature you can see within 5 feet of you hits you with a melee attack, you can use your reaction to deflect the blow. Reduce the damage by 1d6 + your Dexterity modifier. If you reduce the damage to 0, you can immediately make a melee weapon attack against the attacker as part of the same reaction.
Smoke and Steel(13th Level)
Relentless Counter.
Your Assassin’s Parry now reduces damage by 3d8 + your Dexterity modifier instead of 2d8 + Dexterity modifier. If this reduction brings the damage below 0, the remainder becomes bonus damage added to your counterattack from Assassin’s Parry.
When you hit with a counterattack from Assassin’s Parry, you can make a second reaction during the same round to use Assassin’s Parry against a different attacking creature within 5 feet of you. You can only use this feature once per round.
Smokescreen Reflex.
As an alternative to making a counterattack, you can release a smoke bomb as part of your Assassin’s Parry reaction (no item required). You create a 10-foot radius sphere of heavy smoke centered on yourself, heavily obscuring the area until the end of your next turn. The attack that triggered this reaction must reroll the attack roll and use the lower result (disadvantage).
You can use this smoke bomb a number of times equal to your proficiency bonus per long rest.
Master Assassin (17th Level)
You embody the pinnacle of silent lethality, perfecting your ability to eliminate priority targets.
Your Marked Prey feature improves:
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When you deal Sneak Attack damage to your marked target, you automatically maximize all of your Sneak Attack dice.
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You have advantage on Dexterity (Stealth) checks to hide from your marked target.
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If you reduce the marked target to 0 hit points, you can immediately take the Hide action without spending a bonus action.
Acrobatic Infiltration
“Your training is not confined to the blade alone—it is etched into every muscle and tendon of your body. Scaling walls, vaulting across rooftops, and weaving through treacherous terrain comes as naturally to you as walking. Where others see obstacles, you see pathways; where others falter, you soar. Your limbs have been honed by relentless conditioning, turning the cityscape—or wilderness—into your personal hunting ground.” You gain a climbing speed equal to your walking speed. You ignore movement penalties caused by climbing or difficult terrain during chases. Additionally, you can long jump and high jump without a running start, and you can climb difficult surfaces (such as brick walls or tree trunks) without needing to make an ability check unless the surface is exceptionally smooth or hazardous (GM’s discretion)
Marked Prey.
“Through discipline and predatory focus, you can identify the weaknesses of your prey in a heartbeat. A subtle shift of weight, an opening in their stance, or a fleeting moment of vulnerability—your instincts sharpen around them. Once marked, every breath they take draws you closer, every misstep hastens their downfall. With time, your lethality reaches its peak; a marked foe becomes a foregone conclusion, doomed from the moment your eyes set upon them.”
Marked Prey.
You can mark a creature you can see within 60 feet as your prey as a bonus action. You can mark a number of creatures per long rest equal to your proficiency bonus. The mark lasts for 1 minute or until you mark a different creature.
While a creature is marked:
-
You have advantage on Dexterity (Stealth) checks to hide from it.
-
When you deal Sneak Attack damage to the marked target, you automatically maximize half of your Sneak Attack dice (rounded down).
-
If you reduce the marked target to 0 hit points, you can immediately take the Hide action without spending a bonus action.
Silent Predator
“You have mastered the art of vanishing in plain sight. Whether you slip into a bustling crowd or melt into the backdrop of a feast hall, you are a phantom among mortals. No disguise needed, no illusion required—only your supreme understanding of human patterns and herd behavior. Your steps grow softer, your profile fades, and even the most alert guards overlook you when you choose to disappear.” When you are in a crowd or among at least three other creatures, you can use a bonus action to attempt to Hide, even if you lack cover or concealment. You cannot make an attack or cast a spell on the same turn you use this feature. Insight checks made to detect you in a crowd are made with disadvantage.
Assassin's Parry
“Your blade is more than a tool of offense—it is an extension of your survival instinct. Every swing of your enemy becomes a mistake waiting to be punished. Your hands move with preternatural precision, deflecting blows effortlessly, and turning your foes’ aggression back upon them. To attack you is to risk a swift, unforgiving counter.”
When a creature you can see within 5 feet of you hits you with a melee attack, you can use your reaction to deflect the blow. Reduce the damage by 2d8 + your Dexterity modifier. If you reduce the damage to 0, you can immediately make a melee weapon attack against the attacker as part of the same reaction.
Smoke and Steel
“With a flick of the wrist, your blade finds purchase in the gaps of your enemies’ defenses—or with a sharp twist, you vanish in a cloud of choking smoke, turning sure strikes into flailing misses. Your training allows you to choose in the moment: steel or shadow, punishment or disappearance.”
Relentless Counter.
Your Assassin’s Parry now reduces damage by 3d8 + your Dexterity modifier instead of 2d8 + Dexterity modifier. If this reduction brings the damage below 0, the remainder becomes bonus damage added to your counterattack from Assassin’s Parry.
When you hit with a counterattack from Assassin’s Parry, you can make a second reaction during the same round to use Assassin’s Parry against a different attacking creature within 5 feet of you. You can only use this feature once per round.
Smokescreen Reflex.
As an alternative to making a counterattack, you can release a smoke bomb as part of your Assassin’s Parry reaction (no item required). You create a 10-foot radius sphere of heavy smoke centered on yourself, heavily obscuring the area until the end of your next turn. The attack that triggered this reaction must reroll the attack roll and use the lower result (disadvantage).
You can use this smoke bomb a number of times equal to your proficiency bonus per long rest.
Master Assassin
“At the pinnacle of your art, you are no longer merely an assassin—you are inevitability incarnate. When you choose a target, no force on the battlefield can shield them from your blade. Every strike lands true, every motion flows without hesitation, and death comes as swiftly as a falling shadow. You have become legend whispered among guards and nobles alike—a figure feared not just for your skill, but for your certainty.”
Your Marked Prey feature improves:
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When you deal Sneak Attack damage to your marked target, you automatically maximize all of your Sneak Attack dice.
-
You have advantage on Dexterity (Stealth) checks to hide from your marked target.
-
If you reduce the marked target to 0 hit points, you can immediately take the Hide action without spending a bonus action.
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