Rogue
Base Class: Rogue

Not every rogue relies on a hidden dagger or a silent bow. Trickshots perfect the art of the thrown weapon, transforming knives, darts, and other light arms into instruments of impossible precision. To them, walls become opportunities, obstacles become weapons, and every battlefield is a puzzle waiting to be solved.

Years of relentless practice allow a Trickshot to calculate angles in an instant, sending blades skipping off stone, timber, and steel to reach enemies who believe themselves safely behind cover. Whether fighting in cramped alleyways, dense forests, or sprawling ruins, they always seem to find the perfect line for a throw.

As their mastery grows, Trickshots weave movement and attacks into a seamless dance, striking from unexpected positions before vanishing again. To onlookers, their throws border on supernatural—a dagger curving around a corner, a blade rebounding between foes, or a single well-placed strike that fells an enemy no one else could even see.

For a Trickshot, every surface is another chance to turn the battlefield against their enemies, proving thato target is ever truly out of reach.

Level 3: Trick Arrows

Trick Arrows

You learn to modify your ammunition to produce specialized effects.

When you deal Sneak Attack damage with a ranged weapon that uses ammunition, you can forgo one or more Sneak Attack dice to apply a Trick Arrow effect you know.

If a Trick Arrow requires a saving throw, the DC equals:

8 + your Dexterity modifier + your Proficiency Bonus

You learn 4 Trick Arrows of your choice from the Trick Arrow list. You learn additional Trick Arrows as you gain levels in this subclass.

Level 3: Trick Arrow List

Trick Arrow List

1d6 Sneak Attack Cost (Basic Effects)

Bodkin Shot

The arrow strikes weak points in armour. The next attack roll against the target before the start of your next turn has advantage if the target is wearing medium or heavy armor or using a shield.

Hamstring Shot

The target’s speed is reduced by 10 feet until the start of your next turn.

Distracting Shot

The next attack roll against the target before the start of your next turn has advantage.

Blunt Shot

The target must succeed on a Strength saving throw or be pushed 10 feet. Large or smaller creatures may be knocked prone instead.

Whistling Shot

The arrow emits a piercing whistle. Choose one creature that can hear it; that creature has disadvantage on its next Perception check before the start of its next turn.

2d6 Sneak Attack Cost (Advanced Effects)

Rapid Shot

After you resolve your Sneak Attack, you can use your bonus action to make one additional ranged weapon attack with a weapon you are holding that uses ammunition.

This attack:

  • Does not add your ability modifier to damage
  • Cannot apply Sneak Attack
  • Can only be used once per turn

Barbed Shot

The target must succeed on a Constitution saving throw or begin bleeding. While bleeding, it takes 1d6 piercing damage at the start of each of its turns. The effect ends if a creature uses an action to stop the bleeding.

Pinning Shot

If the target is adjacent to a solid surface, it must succeed on a Strength saving throw or have its speed reduced to 0 until the start of your next turn.

Disarming Shot

The target must succeed on a Strength saving throw or drop one object it is holding.

Fire Shot

The arrow ignites flammable objects it strikes. It deals no additional damage unless flammable material is present.

3d6 Sneak Attack Cost (Master Effects)

Binding Shot

The target must succeed on a Strength saving throw or become restrained until the start of your next turn.

Silencing Shot

The target must succeed on a Constitution saving throw or be unable to speak above a whisper until the end of its next turn.

Explosive Shot

On a hit, the arrow detonates. The target and each creature within 5 feet must make a Dexterity saving throw, taking half the Sneak Attack dice damage expended on a failure, or half as much on a success.

Level 3: Fletcher’s Expertise

Fletcher’s Expertise

You gain proficiency with woodcarver’s tools if you don’t already have it.

During a long rest, you can craft up to 20 nonmagical arrows.

When you finish a short rest, you recover half of your expended ammunition.

Level 9: Prepared Shots

Rogue Level 9: Prepared Shots

During a long rest, you can prepare a number of specialty arrows equal to your Dexterity modifier (minimum 1).

When you hit a creature with a ranged weapon attack, you can expend one prepared arrow to apply a Trick Arrow effect without expending Sneak Attack dice.

Once used, the arrow loses its special preparation.

Level 9: Quick Nock

Quick Nock

You can draw and stow a Shortbow or Longbow as part of making an attack with it. You can also load ammunition for a Shortbow or Longbow without requiring a free hand.

In addition, you can interact with one additional object as part of the same attack (such as drawing a dagger or retrieving ammunition).

Level 13: Archer’s Discipline

Archer’s Discipline

You gain one of the following features of your choice. You can change your choice whenever you finish a long rest.

Ricochet Shot

Once per turn when you miss with a ranged weapon attack, you can choose another creature within 15 feet of the original target and make a new attack roll against it.

Splitting Shot

When you hit a creature with a Trick Arrow, choose another creature within 10 feet of the target. It takes damage equal to your Dexterity modifier.

Archer’s Instinct

You can make opportunity attacks with ranged weapons against creatures within the normal range of your weapon, provided you have ammunition.

Level 17: Master Trickshot

Master Trickshot

You gain the following features:

Perfect Shot

Once per turn when you miss with a ranged weapon attack, you can treat the attack as a hit instead.

Combined Trick

When you apply a Trick Arrow, you can expend the Sneak Attack cost for a second Trick Arrow and apply both effects to the same attack.

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