Rogue
Base Class: Rogue

“Yeah, I can do that. And that. And that. Oh, and that, too.”
            --Shiva, gnome rogue

As long as the demand for skilled adventurers exists, there will always be someone who can infiltrate a cult and imitate their dark incantations with no one the wiser, jog a scholar’s memory in pursuing the answer to a forgotten riddle, assist an archer in targeting an enemy from afar, or even whip up a spell in a pitch when the situation is most dire.

While most rogues choose to specialize, few can claim even a fraction of the versatility factotums displayed every day. As a factotum, you are adept in nearly every art outside your line of work. With your cunning, you can master almost any ability before other pursuits draw your attention elsewhere.

Jack of All Trades

3rd-level Factotum feature

You gain the ability to add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Cunning Knowledge

3rd-level Factotum feature

You've sharpened your wits in addition to your reflexes. You have gained a set of abilities that are fueled by special points called cunning points, of which you have a number of them equal to your Intelligence modifier (minimum of one). A cunning point is spent when you use certain abilities, and you regain all your expended points when you finish a Short or Long Rest.

Using Cunning Points. You can expend a cunning point to use one of the following abilities:

  • When you make an ability check or a saving throw, you can add your Intelligence modifier, minimum of 1, to the roll. If the roll fails, the cunning point isn’t expended.
  • Whenever you take the Help action to aid a creature in an ability check, you can add your Intelligence modifier, minimum of 1, to their roll in addition to the advantage that they gain from the Help action. If the roll fails, the cunning point isn’t expended.

Swordplay

3rd-level Factotum feature

You know some tricks that few of your trade could pull off. You gain proficiency in all martial weapons. In addition, unarmed strikes and any melee weapon that lacks the Two-Handed property gain the Finesse property when used by you.

Imitation

9th-level Factotum feature

Your sharp mind and keen sense of your surroundings allow you to learn abilities that imitate features from other classes, fueled by your cunning points. Choose two abilities and each one costs one cunning point. Gain another ability at 13th level and another at 17th level in this class. When you gain a level in the rogue class, you can choose to replace one ability with another on the list.

Deflect Missiles

When you are hit by a ranged weapon attack, you use the deflecting techniques of a monk as a reaction, reducing the damage you take by 1d8 + your Dexterity modifier + your rogue level. If the damage is reduced to 0, you can make an attack (range 20/60 feet) to send the projectile back as part of the same reaction if it’s small enough for you to hold in one hand and you have at least one hand free. You must make this attack without proficiency, regardless of your weapon proficiency, using your Dexterity modifier to the attack roll, and the missile counts as having a d6 for rolling damage.

Favored Foe

When you hit a creature with an attack roll, you can call upon a ranger’s hunting instincts to mark the target as a favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). Each time you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

Rage

Channel the rage of a barbarian with a bonus action and you add a +3 bonus to your weapon melee and ranged damage rolls. This lasts for one minute and ends early if you are incapacitated, don medium or heavy armor, or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.

Second Wind

Imitate a fighter’s second wind with a bonus action, in which the number of hit points you regain is equal to 1d8 + your rogue level. Once you use this ability, you must finish a short or long rest before you can use it again.

Supernatural Senses

Use an action to imitate the divine senses of a paladin. You can select a type of creature you sense within 60 feet of you that lasts for one minute: celestials, fiends, and undead. This ability can only reveal an approximate location of the type of creature and a vague number of the selected type of creature in that distance, per the DM’s discretion. Alternatively, you can detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Turn Undead

As an action, you present a holy symbol you have on your person to censure the undead. Each undead that can see or hear you within 30 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or it is turned for 1 minute or until it takes any damage. A turned creature can’t willingly move to a space within 30 feet of you, can’t take any reactions, and can only take the Dash action or try to escape from the effect that prevents it from moving (or take the Dodge action if there’s nowhere to move).

Word of Inspiration

With the bardic way to inspire others through clever words, you use a bonus action to choose one creature other than yourself within 60 feet of you who can see or hear you. Once within the next 10 minutes, that creature can use a d8 and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the die but must decide before the DM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can have only one of these dice at a time.

Innate Features (Imitation)

In addition, you have refined your talents enough that you can learn innate features from other classes. Choose one feature and another one at 17th level. Whenever you gain a level in the rogue class that grants the Ability Score Improvement feature, you can replace one feature of your choice with another one from the list.

Extra Expertise

You specialize more in your skills. When you choose this feature, select two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Extra Proficiencies

You know many skills in your trade. Why not know more? When you choose this feature, you learn a language and two skill or tool proficiencies of your choice. Whenever you reach a level in the rogue class, you can replace one skill, language, or tool of your choice with another one that you don’t have.

Spellcasting

You dabble in the ways of magic, much like a wizard or a cleric. You learn one 1st-level spell and one 2nd-level spell of your choice, and you learn one 3rd-level spell at 13th level and one 4th-level spell at 17th level. You can cast the chosen spells without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Whenever you finish a long rest, you can replace one of the spells you know with another one that you don’t have. Intelligence is used as your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = proficiency bonus + your Intelligence modifier

Cunning Surge

13th-level Factotum feature

You’ve developed more ways to use your Sneak Attack. When you deal Sneak Attack damage, you can remove a number of dice up to half your Intelligence modifier (minimum of one) and regain a number of cunning points equal to that number. You can do this a number of times equal to your Intelligence modifier, minimum of once, and you regain all uses after finishing a long rest.

In addition, whenever you attack as part of your action, you can spend one cunning point to make one additional attack. If you have a feature that lets you make additional attacks, such as Extra Attack, this will still allow you to attack one additional time.

Spark of Brilliance

17th-level Factotum feature

You become the ultimate jack of all trades, granting you the following benefits:

  • Whenever you make an ability check with a skill or tool that lets you add half your proficiency bonus from the Jack of All Trades feature, you can treat a d20 roll of 7 or lower as an 8.
  • Whenever you roll initiative and have no cunning points remaining, you regain 1 point.
  • Whenever you spend a cunning point to add to your saving throw or ability check or to a creature you help when they make an ability check or attack roll, you can spend another point to double the bonus added to the roll by Cunning Knowledge, minimum of 2. If the roll you make for an ability check or a saving throw still fails, the cunning points aren’t expended.
  • You can spend a cunning point to roll a d10 and add it to the attack roll whenever you attack a creature. If the attack hits, you can use Sneak Attack against that creature even if you don’t have advantage on the attack roll, but not if you have disadvantage on the roll. If the attack misses, the cunning point isn’t expended. If Sneak Attack has already been used during your turn, it can be used again with this benefit.

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