Base Class: Rogue
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. The following is available for you to choose in addition to those archetypes listed elsewhere.
Invisible Blade
Invisible Blades are known from their unrivaled mastery of dagger combat. Pinpoint strikes, nimble fingers, and eagle-eyed throwing skills allow them to be deadly opponents for those who underestimate their weapon of choice both in melee and within range of their throwing arms. Blades know that they will often be taken for granted in combat situations; in fact, they count on it.
Master Thrower
The Invisible Blade can throw daggers with precision and agility, granting you the following benefits starting at 3rd level when you choose this archetype:
- Deadeye Range: Your throwing range with the dagger increases by 10 feet. This applies to both aspects of the range listed on the Weapons Table. Apply this bonus before any others that might increase the range of your weapons. This bonus to range increases to 20 feet at 9th level.
- Agile Throwing: When throwing a dagger at a target within 5ft. of you, you ignore the disadvantage penalty typically given when making ranged attacks with enemies within 5 feet of you.
- Trick Shots: Your accuracy with throwing daggers allows you to perform incredible feats of skill. You learn three of the Trick Shots detailed at the end of this Invisible Blade description, and you learn two additional Trick Shots at 9th, 13th, and 17th levels. You may activate your Trick Shot ability once per turn, a number of times per day equal to your Proficiency Bonus plus Dexterity Modifier. When you finish a long rest, you regain your expended uses.
Shadow Dagger
Your blades are called invisible for a reason. Starting at 3rd level when you choose this archetype, you gain the following benefits:
- Hidden Blades: During a short or long rest, you may make a Dexterity (Sleight of Hand) check with advantage to conceal on your person a number of daggers equal to your rogue level. These daggers cannot be detected or otherwise found through non-magical means absent a Wisdom (Perception) check against your attempt to conceal them, but they can be accessed by you any time you would normally draw a dagger.
- Twin Blades Fighting: When engaging in two-weapon fighting with two daggers, you can add your ability modifier to the damage of the second weapon.
Cut to the Quick
Your daggers move with such speed that your strikes are nearly impossible to anticipate, reducing the ability of your opponents to defend themselves. Starting at 9th level, you 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 making an attack with a dagger, no other creatures are within 5 feet of your target, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Supreme Thrower
Your skill with the thrown blade is beyond question. Starting at 13th level, the uses your Trick Shot ability also return to you when completing a short rest. Additionally, your thrown daggers have a critical range of 19-20, and the damage dealt by a dagger when using a Trick Shot increases to 2d4.
Stiletto Maestro
As a true master of the dagger, you have obtained the highest rank of skill recognized by Invisible Blades. Beginning at 17th level, you gain the following benefits:
- Dagger Mastery: You now treat the damage of a dagger as being calculated using a d6 rather than d4; this change applies to all damage you deal with this weapon type. Additionally, you cannot be disarmed of any dagger you are holding in your hands.
- Ranged Opportunist: You can use your reaction to make an ranged opportunity attack whenever an enemy makes an attack against your allies within the throwing range of your dagger.
- Lightning Reflexes: You can no longer be surprised.
Trick Shots
The following are the list of Trick Shots available to the Invisible Blade:
Ballistic Toss
Use gravity to your advantage and toss your dagger high, raining attacks on your opponents from above. You can toss a dagger high into the air, targeted on a 5-foot space that you could normally throw a dagger into without disadvantage. At the start of your next turn, this dagger lands, and any creature occupying the space must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be struck by the attack, taking damage as normal. There must be at least 15 feet of vertical clearance between you and the space you are targeting to use this trick.
Bank Shot
Bouncing your blades off objects keeps your enemies within reach. You may throw a dagger at a target behind full cover or otherwise out of your line of sight by bouncing the dagger off of an object within 10ft. of your target, provided a clear path exists between the object and the target of the attack. Any penalties for attacking unseen targets still apply.
Disarming Throw
Taking aim at your opponent's equipment, you attempt to bring their gear clattering to the ground. When you hit with a thrown dagger, the target is disarmed unless they succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity Modifier). Alternatively, you may choose to forgo dealing damage to the target to attempt to slash and cut any straps, belts, or strings keeping items like backpacks and sacks on the target's person. If the target fails the save, you may choose one such item to be severed from its bonds and drop to the ground.
Disrupting Throw
Your daggers can prove to be quite an annoying distraction. When you hit with a thrown dagger, you can choose to impose disadvantage made on any Concentration checks made as a result of the attack.
Doubletoss
Nimble fingers and a palmed blade allow you to throw two daggers at once at the same target. Both daggers use the same attack roll.
Gouging Throw
Throwing for the eyes has been a staple of the Invisible Blades for a long time, and with good reason. When you hit with a ranged dagger attack, you can choose to impose disadvantage on all attacks the target makes against you until the start of your next turn.
Insult to Injury
Showing off your skills to taunt your opponents can grab someone's attention at just the right moment. When you hit with a ranged dagger attack, you can choose to impose disadvantage on all attacks the target makes on anyone other than you until the start of your next turn.
Powerful Toss
Putting your full force behind a toss, you can choose when throwing a dagger to have the attack inflict an additional 1d4 damage and push the target 5 feet away from you.
Rebounding Toss
Like a boomerang, you can bounce your daggers back to your hand. When you hit with a ranged attack with a dagger, you can choose to have the dagger bounce back to you or one of your allies as long as the person you choose has an open hand and is within 10ft. of your target.
Ricochet
Skillful angles and precise throws allows you bounce your blades from one target to the next, striking multiple enemies in one throw. When you hit a target with a thrown dagger, you may make another attack roll with the same dagger at another target within 10 feet of the first.
Sidearm Toss
Your foes will find that you are fully capable of striking them even when they try to make themselves into smaller targets. You can choose to have your next ranged attack ignore all defensive bonuses to ranged attacks granted to a prone target.
Tripping Throw
You attempt to stop your opponent dead in their tracks by bringing them to the ground with a well-placed throw at the legs. When you hit with a thrown dagger, your target is knocked prone unless they succeed on a contested Strength (Athletics) or Dexterity (Acrobatics) check (their choice) made against your Dexterity (Sleight of Hand) check.
Unbalancing Throw
Your daggers can knock your opponents off balance, creating windows for your allies to strike. You can choose to have a successful ranged attack allow the next two attacks made against the target by your allies to have advantage until the start of your next turn.
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