Rogue
Base Class: Rogue

You are skilled in stealth, survival and the art of the subtle knife, allowing you to scout ahead of your companions during expeditions. You rely on your sharp eye for detail and you excel at defeating creatures that hide among and prey upon ordinary folk, aided by your training in the grim art of death. Scout, assassin, investigator, spy - you are all of these, and more.

Bonus Proficiencies

When you select this archetype at 3rd level, you gain proficiency in the use of the Alchemist's Supplies, Disguise Kit, Poisoner's Kit and the Scimitar.

Swift Assassin

Starting at 3rd level, you are difficult to pin down during a fight and 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. Additionally, 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. 

Insightful Fighting

At 9th 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 (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.

Unerring Eye

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 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.

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.

Previous Versions

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