Rogue
Base Class: Rogue

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 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.

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.

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

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

 

 

 

 

 

 

1st

2nd

3rd

4th

3rd

2

—

—

—

—

—

4th

2

1

1

—

—

—

5th

2

1

1

—

—

—

6th

2

1

1

—

—

—

7th

3

2

2

—

—

—

8th

3

3

2

—

—

—

9th

3

3

2

—

—

—

10th

4

4

2

—

—

—

11th

4

5

2

1

—

—

12th

4

5

2

1

—

—

13th

4

6

2

1

—

—

14th

4

7

2

1

—

—

15th

4

7

2

1

—

—

16th

4

8

2

1

1

—

17th

4

8

2

1

1

—

18th

4

8

2

1

1

—

19th

4

9

2

1

1

—

20th

4

10

2

1

1

—

 

Level 3: Toxic Mixology: You gain proficiency with Poisoners Kit. Can mix tasty drinks that make poisons undetectable, or coat a weapon/projectile using a bonus action.

Level 9: High Tolerance: You gain resistance to Poison Damage, advantage on saving throws against poisons, Proficiencies with CON saves.

Level 13: Potent Poisons: Critical hit with a weapon attack, target takes additional 4d6 poison damage. Coated weapons potency lasts 1 min even if attack hits. 

Level 17: Deadly Draught: You have advantage on attacks with poison against any enemy who hasn't taken a turn in combat yet. Any hit on a creature who is surprised is a critical hit.

Poisons

 

 

 

 

 

 

Rogue Level

Crafting

Poison Dmg

Con Save DC

Effect Lasts

Coating Lasts

Crit Bonus

3rd

1d4+Prof

1d6

8+Int+Prof

1 turn

1 min/hit

—

9th

1d6+Prof

2d6

8+Int+Prof

1 turn

1 min/hit

—

13th

1d6+Prof

4d6

8+Int+Prof

1 min

1 min

4d6

17th

1d6+Prof

4d8

8+Int+Prof

1 min

1 min

4d6

 

Toxic Mixology

Toxic Mixology: You gain proficiency with Poisoners Kit. Can mix tasty drinks that make poisons undetectable, or coat a weapon/projectile using a bonus action.

High Tolerance

You gain resistance to poison damage, advantage on saving throws against poison and proficiency with Con saving throws.

Potent Poisons

Critical hit with a weapon attack target takes additional 4d6 poison damage, coated weapons last 1 min regardless of hit.

Deadly Draught

You have advantage on attacks with poison against any enemy who hasn't taken a turn in combat. Any hit on a creature who is surprised is a critical hit.

Extra Hands

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 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.

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.

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

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