Alternate Rogue Expanded
Alternate Rogue Expanded
Alternate Rogue Expanded
Expanded
Alternate
Rogue Expanded
In 5e, the Rogue class, while balanced, can lack interesting
decisions both in and out of combat. For some, this is okay, Lunge
but for players that would enjoy a more tactical experience, When you make a melee weapon attack,
the Alternate Rogue looks to capture the fantasy of playing a you can expend an Exploit Die to increase the
Rogue without reducing it to simplistic play loop. Included range of that attack by 5 feet. On hit, you add one roll
here are additional options for the Alternate Rogue class: of your Exploit Die to the damage roll of the attack.
Advanced Devious Exploits. The Exploits included here
may be harder to learn, or require a specific master to teach. Oil Bomb
Advanced Exploits are more fantastical in nature, and are Prerequisites: proficiency with alchemist's supplies
balanced based on spells that are available to casters in 5e. As an action, you can expend an Exploit Die and use your
Roguish Feats. The feats included here allow all player alchemist's supplies to craft an Oil Bomb, which retains
characters to share in the abilities of the Alternate Rogue. its potency until the end of your next long rest.
Additional Roguish Archetypes. Included here are eight A creature can take the Use an Object action to throw this
more Archetypes for Rogues to choose from at 3rd level. Oil Bomb at a point it can see within 60 feet. It explodes on
impact, covering a 10-foot square centered on that point with
Advanced Devious Exploits alchemical oil. Any creatures in that area must succeed on a
Below are additional Exploits available to Alternate Rogues. Dexterity saving throw or fall prone.
If an Exploit has a prerequisite, like a minimum Ability Score The alchemical oil retains its potency on the ground for 1
or level, you can learn it when you meet the prerequisites. minute. Creatures that enter the area or end their turn there
Check with your DM before using the Exploits below. must also succeed on a Dexterity saving throw or fall prone.
Street Smarts
1st-Degree Exploits Prerequisite: Charisma of 11
Exploits of the 1st-degree are minor techniques slightly more Whenever you make a Charisma (Investigation), Charisma
complicated than swinging a weapon. They can be learned by (Persuasion), or Charisma (History) check, you can expend
Rogues with modest training and have no level prerequisite. an Exploit Die and add it to the roll. You can use this Exploit
after you roll, but before you know if you succeed or fail.
Gambler's Ploy
Prerequisites: Charisma of 11 Smoke Bomb
Whenever you make a Charisma (Deception), Charisma Prerequisites: proficiency with alchemist's supplies
(Performance), or any gaming set check, you can expend an As an action, you can expend an Exploit Die and use your
Exploit Die and add it to your roll. You can use this Exploit alchemist's supplies to craft a Smoke Bomb, which retains
after you roll, but before you know if you succeed or fail. its potency until the end of your next long rest.
A creature can take the Use an Object action to throw this
Lightstep Smoke Bomb at a point it can see within 60 feet. It explodes
Prerequisites: Dexterity of 11 on impact, creating a 20-foot-radius sphere of alchemical
Whenever you make a Dexterity (Acrobatics) or Dexterity smoke centered on that point. The alchemical smoke spreads
(Stealth) check, or roll initiative you can expend an Exploit around corners, and its area is heavily obscured. The smoke
Die and add it to your roll. You can use this Exploit after you lasts for 10 minutes or until a wind of moderate or greater
roll, but before you know whether you succeed or fail. speed (at least 10 miles per hour) disperses it.
Steady Aim Underhanded Strike
As a bonus action, you can give yourself advantage on your Prerequisites: 5th level, Dexterity of 13
next attack roll on the current turn. You can use this Exploit When a creature you can see misses you with a melee attack,
only if you haven't moved during this turn, and after you use you can use your reaction to expend an Exploit Die and make
this Exploit, your speed is 0 until the end of the current turn. a single melee weapon attack against your attacker. On hit,
you add your Exploit Die to the damage roll of the attack.
2nd-Degree Exploits
Exploits of this degree represent the absolute peak of roguish 3rd-Degree Exploits
skill that is achievable without dedicated training. 2nd-degree These Exploits are masterful acts of subterfuge and skill, and
Exploits can be learned by any Rogue of 5th level or higher. can only be learned by Rogues of 9th level or higher. Each of
these Exploits can only be used once per short or long rest.
Blunt Strike
Prerequisites: 5th level Bewildering Blow
When you hit a creature with a melee weapon attack, you can Prerequisites: 9th level, Strength or Dexterity of 15
expend an Exploit Die and force it to make a Wisdom saving When you hit a creature with a melee weapon attack, you can
throw. On a failure, it subtracts 1d4 from all ability checks, expend an Exploit Die and strike in such a way as to send its
attack rolls, and saving throws it makes for the next minute. mind reeling. The creature takes additional damage equal to
A creature can repeat this saving throw at the end of each twice your Exploit Die, and for the next minute, the creature
of its turns, ending the effect on a successful save. cannot take reactions and must roll a d10 at the start of each
of its turns to determine its behavior for that turn.
Flaming Shot d10 Behavior
Prerequisites: 5th level
When you make a ranged weapon attack, you can expend an It uses all its movement to move in a random
Exploit Die to light the ammunition aflame. On hit, the target 1
direction. To determine the direction, roll a d8
takes additional fire damage equal to your Exploit Die. and assign a direction to each die face. It does
If your target is a flammable object that is not being worn not take an action this turn.
or carried, you can ignite it in place of dealing damage. 2-5 It does not move or take actions this turn.
Flash Bomb It uses its action to make a melee attack
Prerequisites: 5th level, proficiency with alchemist's supplies 6-7
against a randomly determined creature
As an action, you can expend an Exploit Die and use your within its reach. If there is no creature within
alchemist's supplies to craft a Flash Bomb, which retains its reach, the creature does nothing this turn.
its potency until the end of your next long rest. 8-9 It can act and move normally.
A creature can take the Use an Object action to throw this It lays prone on the ground and takes no
Smoke Bomb at a point it can see within 60 feet. It explodes 10
further actions or movement this turn.
on impact, and any creature within 20 feet that can see must
succeed on a Constitution saving throw or be blinded for 1 At the end of its turns, the creature can make a Wisdom
minute. A blinded creature can repeat this saving throw at saving throw. If it succeeds, this effect immediately ends.
the start of each of its turns, ending the effect on a success.
Creatures with the sunlight sensitivity trait make their Incite Violence
initial saving throw against this Exploit with disadvantage. Prerequisites: 9th level, Intelligence or Charisma of 15
As an action, you can expend an Exploit Die and whisper
Martial Focus words that incite violence in a creature that can understand
Prerequisites: 5th level you within 5 feet. It must succeed on a Wisdom saving throw
When you make a weapon attack, you can expend an Exploit or take psychic damage equal to two rolls of your Exploit Die,
Die as part of the attack to grant yourself advantage on your and instantly use its reaction to make a melee attack against
attack roll. You can use this Exploit after you roll, but before a creature of your choice within its reach. If no other creature
you know whether your attack hits or misses your target. is within its reach, the target has disadvantage on the next
attack roll it makes before the start of your next turn.
Redirect
Prerequisites: 5th level Inflame Greed
As a reaction when a creature you can see misses you with a Prerequisites: 9th level, Intelligence or Charisma of 15
melee attack, you can expend an Exploit Die and force it to As an action, you can expend an Exploit Die and present a
repeat its attack against a target of your choice within reach. gem worth at least 50 gp, forcing creatures of your choice
On hit, it deals additional damage equal to your Exploit Die. within 30 feet that can see you to make a Wisdom saving
throw. On a failure, creatures are charmed for one minute,
Take Cover until you or your allies harm it, or it cannot see the gem.
Prerequisites: 5th level While charmed, creatures can do nothing on their turn but
As a reaction when a creature you can see targets you with a approach you in a calm manner. While within 5 feet of you
ranged attack or forces you to make a Dexterity saving throw, they cannot move, and can only stare greedily at the gem.
you can expend an Exploit Die to immediately fall prone and At the end of each of its turns, charmed creatures can
gain temporary hit points equal to your Exploit Die. repeat their saving throw, ending this effect on a success.
4th-Degree Exploits 5th-Degree Exploits
Exploits of this degree are masterful skills that can only be Exploits of the 5th-degree are devious feats that can only be
learned by Rogues of 13th level or higher, and each of these learned by Rogues of 17th level or higher, and each Exploit of
Exploits can only be used once per short or long rest. this level can only be used once per short or long rest.
Clandestine Source Contingency Plan
Prerequisites: 13th level, Intelligence or Charisma of 17 Prerequisites: 17th level, Intelligence of 19
While you are in a settlement of significant size, you can At the end of a long rest, you can expend one of your Exploit
expend an Exploit Die and spend 1 hour using the Thieves' Dice to put an undisclosed contingency plan into place. Until
Cant found in the settlement to track down a knowledgeable you activate this Exploit again you cannot regain this Exploit
figure of the criminal underworld to ask questions of. Die. You can only have one contingency plan at a time.
Should the DM decide that such a figure exists within the As an action, you can reveal your previously undisclosed
settlement, you must approach them alone and must make a plan (which you make up at the time of its reveal) and make a
DC 15 Intelligence or Charisma saving throw (your choice) to DC 20 Intelligence check. You may add a skill the DM deems
convince them to grant you an audience. On a failed save, you appropriate to your plan. On a success, your secret plans and
are reduced to 0 hit points, and your body is left unconscious preparations take effect perfectly as you described them.
in an alleyway or gutter somewhere in that settlement. For example, you may reveal that you secretly purchased
On a success, you have 1 minute to ask the figure up to five the perfect spell scroll last time you were in a town, or that
questions. The DM answers each question with one word, you paid a mercenary band or airship to come to your rescue
such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" at this exact time. The nature and scope of your plans are up
(if the figure does not know the answer to the question). If a to you and the DM and should fit the tone of your game.
one-word answer would be misleading, the DM might instead
offer a short phrase as an answer. Roguish Feats
Once you use this Exploit in a settlement (successfully or The feats here allow others to share the abilities of the
unsuccessfully), you cannot use it there again for 7 full days. Alternate Rogue. If your game uses Feats, these can be
Quick Draw selected in place of an Ability Score Improvement.
Prerequisites: 13th level, Dexterity of 17 Alternate Dungeon Delver
As a bonus action, you can expend an Exploit Die and enter Updated Dungeon Delver Feat
into a heightened state of focus which you must concentrate You are as skilled as one can be at exploring dungeons and
on as if concentrating on a spell. For the next disarming deadly traps. You gain the benefits listed below:
minute, or until you lose concentration,
you can use a bonus action to make You gain proficiency in your choice of either Perception,
two ranged weapon attacks if Investigation, or thieves' tools. Moreover, when you make
you have the ammunition. an ability check using any of these proficiencies, you can
The effects of this treat a roll of 7 or lower on the d20 as an 8.
Exploit do not stack You have advantage on saving throws to avoid or resist
with the effects of traps and are resistant to the damage dealt by traps.
swift quiver. Travelling at a fast pace does not
impose the usual -5 penalty on
your passive Investigation or
Perception scores.
Alternate Skulker
Updated Skulker Feat Additional
Prerequisites: Dexterity 13 or higher Roguish Archetypes
You are an expert at slinking through shadows and remaining The following Roguish Archetypes can be made available to
hidden when you need to. You gain the following benefits: the Alternate Rogue in addition to those in the base class:
When you are lightly obscured, you can take the Hide Bloodknife, Daredevil, Gambler, Justicar, Ruffian, Saboteur,
action as a bonus action on your turn. Skinchanger, and Surgeon.
When you are hidden from a creature and miss it with Bloodknife
a ranged weapon attack you don't reveal your position.
Dim light doesn't impose disadvantage on any of your The Infernal Legions have many soldiers, but none are more
ability checks that rely on your sense of sight. deadly than those known as Bloodknives. The elite warriors
of Hell's armies, Bloodknives enhance their significant skills
Devious Training with infernal blood magic. By sacrificing their own vitality,
You have studied combat techniques that allow you to they gain access to sinister abilities beyond the skill of other
perform Devious Exploits. You gain the following benefits: mortal warriors. Experts at sowing chaos and death among,
You learn two 1st-degree Devious Exploits of your choice their foes, Bloodknives are dispatched by the Lords of Hell
from those available to the Alternate Rogue. If an Exploit only when an especially powerful foe needs to be dealt with.
you use requires the target to make a saving throw to Bloodknife Exploits
resist the effects, the DC is equal to 8 + your proficiency 3rd-level Bloodknife feature
bonus + your Strength or Dexterity modifier (your choice). You learn certain Exploits at the Rogue levels noted in the
Each time you gain a level, you can replace one Exploit table below. These don't count against your total number of
with another 1st-degree Devious Exploit of your choice. Exploits Known and can't be switched upon gaining a level.
You gain two d4 Exploit Dice to fuel your Exploits. An
Exploit Die is expended when you use it. You regain all Rogue Level Exploit
of your Exploit Dice when you finish a short or long rest. 3rd operative's cunning, precision strike
If you already have Exploit Dice from another source, you
only gain one Exploit Die equal to your other Exploit Dice. 5th underhanded strike, suppressing strike
9th bewildering blow
Roguish Initiate
You have spent time honing skills and talents associated with Dread Strike
the criminal underworld. You gain the following benefits:
3rd-level Bloodknife feature
You increase your Dexterity, Intelligence, or Charisma You can sacrifice your own vitality to empower your attacks
score by 1, to a maximum of 20. with infernal magic. When you hit a creature with a melee
You learn to speak, read, write, and decode Thieves' Cant. weapon attack, you can expend one of your Hit Dice to
Choose one of the following actions: Dash, Disengage, empower the attack with the following benefits:
Hide or Use an Object. You can use the chosen action The attack automatically qualifies for your Sneak Attack.
as a bonus action on each of your turns. The damage from your Sneak Attack becomes necrotic.
You can choose this Feat multiple times. Each time you do If the attack reduces the target to 0 hit points, you regain
you must pick a different action from the list above, and you the Hit Die you expended to use this feature, and you gain
learn to speak, read, and write a language of your choice. temporary hit points equal to your Rogue level.
Forked Tongue Death From Above
3rd-level Bloodknife feature 3rd-level Daredevil feature
You learn to speak, read, and write either Abyssal or Infernal Your airborne body is a weapon. If you move at least 10 feet
and depending on your choice, you gain the benefits below: through the air and land within 5 feet of a Large or smaller
Abyssal. You gain proficiency in Intimidation. Whenever creature, you can use your action to force the target to make
you make a Charisma (Intimidation) check while speaking a Strength saving throw against your Exploit Save DC. On a
Abyssal, you treat a roll of 7 or lower on the d20 as an 8. failure, it falls prone and takes 2d6 bludgeoning damage.
Infernal. You gain proficiency in Persuasion. When you This special attack can apply your Sneak Attack damage,
make a Charisma (Persuasion) check to convince a creature even if it doesn't meet the requirements for Sneak Attack.
to agree to bargain, contract, or an agreement of any kind,
you can treat a roll of 7 or lower on the d20 as an 8. Slow Fall
7th-level Daredevil feature
Sinister Vitality Your experience falling from great heights has made you an
7th-level Bloodknife feature expert at landing without hurting yourself. You can use aerial
You are able to draw life from the pain you inflict. Whenever maneuver at-will, without expending and Exploit Die.
you score a critical hit with a weapon attack, you can use your If you manage to land on something soft that breaks your
reaction to regain one of your expended Hit Dice. fall, like a wagon full of hay, you take no damage from the fall.
You can use this reaction a number of times equal to your
Charisma modifier (minimum of once), and you regain all Defy Death
expended uses when you finish a long rest. 13th-level Daredevil feature
You add your proficiency bonus to death saving throws. If you
Hellish Curse make a death saving throw and you roll a 20 or greater, it
11th-level Bloodknife feature has the same effect as if you'd rolled a 20 on the d20.
You are able to curse your foes with dark magic. When you
hit a creature with a Dread Strike, you can use suppressing
strike without expending an Exploit Die. When used in this
way, the target automatically fails its saving throw.
Touch of Death
17th-level Bloodknife feature
Youwield infernal magic comparable to the most powerful
servants of the Lords of Hell. You can use Dread Strike at
will, without expending your Hit Dice to fuel the ability.
Moreover, when you use Dread Strike, you can expend a
Hit Die and force the target to make a Constitution saving
throw against your Exploit Save DC. On a failed save, the
target suffers one level of exhaustion.
Daredevil
Daredevils are acrobatic Rogues who seek danger out, living
for the adrenaline rush of near-death experiences. Daredevils
would rather leap across rooftops than walk the streets, and
in turn, they develop a knack for avoiding certain death.
Daredevil Exploits
3rd-level Daredevil feature
You learn certain Exploits at the Rogue levels noted in the
table below. These don't count against your total number of
Exploits Known and can't be switched upon gaining a level.
Rogue Level Exploit
3rd aerial maneuver, street smarts
5th improvised skill, trick shot
9th survey settlement
Aerialist
3rd-level Daredevil feature
You gain a climbing speed equal to your movement speed.
In addition, you use your reflexes and acrobatic skill to
propel yourself through the air. When you make a running or
standing long or high jump, you use your Dexterity score, in
place of Strength, to calculate the distance of your jump.
Airborne Strikes Pick a Card
17th-level Daredevil feature 3rd-level Gambler feature
You can maneuver yourself while airborne to strike at your Decks of cards count as improvised weapons for you. When
enemies in unexpected ways. You have advantage on attack you use them as a weapon, playing cards have the finesse and
rolls you make while you are airborne and at least 5 feet off thrown (30/60) properties, and on hit, your playing cards deal
the ground. You also have advantage on any Dexterity ability slashing damage equal to 1d4 + your Dexterity modifier.
checks and saving throws you make while you are airborne. Once per turn, when you make a playing card attack the
number rolled on the d4 grants your attack a bonus effect:
Gambler Roll Bonus Effect
While all Rogues enjoy risky behavior, the life of a Gambler
revolves around this risk. They enjoy nothing more than high- The creatures's movement speed is
stakes situations where they can put everything on the line. 1 reduced by a number of feet equal
to five times your proficiency bonus.
Often found in taverns and casinos, these Rogues cannot help
but gamble away any wealth they acquire in their adventures. You can apply your Sneak Attack bonus
2 to this attack even if it doesn't meet the
Gambler Exploits normal requirements for Sneak Attack
3rd-level Gambler feature You gain temporary hit points equal
You learn certain Exploits at the Rogue levels noted in the 3
the damage dealt by this attack.
table below. These don't count against your total number of
Exploits Known and can't be switched upon gaining a level. You can choose to switch places in
4 initiative order with the target, starting
Rogue Level Exploit at the top of the next initiative round.
3rd gambler's ploy, quick quip
Variant Rule: Pick a Card
5th soothing speech, underhanded strike In place of using the d4 roll to determine the effect of Pick a
9th inflame greed Card, you can use a standard deck of playing cards, drawing a
card on hit. Clubs (1), Diamonds (2), Hearts (3), Spades (4).
Gambler's Know-how
3rd-level Gambler feature Lucky Streak
In life's games, sometimes you win, and sometimes you need 7th-level Gambler feature
to improvise. You gain proficiency with improvised weapons, Your attacks have been blessed with an entertaining, yet
playing cards, and one more gaming set of your choice. When strange, luck. Your weapon attack rolls score a critical hit
you make an ability check that uses one of these gaming sets on a roll of 7 or 20 on the d20, but rolls of 13 or 1 on the
you can add double your proficiency bonus to your roll. d20 are both considered critical failures. Good luck!
Finally, if you spend at least 1 minute observing or Quickdraw
playing a game you aren't familiar with, you can add 13th-level Gambler feature
your proficiency bonus to any ability checks related You have advantage on initiative rolls, and the first
to the game. However, only one game or gaming set attack you make with playing cards after you roll
can benefit from this feature at a time and using it initiative gains a Pick a Card effect
to learn a new game causes you to of your choice.
lose this benefit for other games.
Jackpot
17th-level Gambler feature
Your good fortune is another's bad luck. When you roll a 6 on
a d6 for one of your Sneak Attack damage rolls, you can roll
one additional d6, adding the result to your damage roll.
In addition, the damage dealt by your playing card attacks
increases by 1d4, and you can choose which d4 result you use
to determine the attack's Pick a Card effect.
Justicar
Most adventurers who serve the gods do so openly as priests,
Clerics, and Paladins. However, some dark and ruthless gods
bestow divine power upon Justicars. These zealous servants
work tirelessly to impose the will of their god and resort to
whatever means they deem necessary. Operating in the
shadows, and driven only by faith, they answer to no mortal.
Justicar Exploits
3rd-level Justicar feature
You learn certain Exploits at the Rogue levels noted in the
table below. These don't count against your total number of
Exploits Known and can't be switched upon gaining a level.
Rogue Level Exploit
3rd scholar's insight, smoke bomb
5th blunt strike, martial focus
9th forgotten knowledge
Anointed Magic
3rd-level Justicar feature
Your blind loyalty to the god you serve has granted you the
ability to cast divine spells, much like a Paladin does.
Spell Slots. The Anointed Magic table shows how many Anointed Magic
spell slots you have, and the level of those spell slots. All of Rogue Level Spells Known Spell Slots Slot Level
your spell slots from this feature are the same level. To cast
one of your Justicar spells of 1st-level or higher, you must 3rd 2 1 1st
expend one of these spell slots. You regain all of your 4th 2 2 1st
expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 2nd- 5th 3 2 1st
level Anointed Magic spell slots. To cast the 1st-level spell 6th 3 2 1st
guiding bolt, you must spend one of these Anointed Magic 7th 4 2 2nd
slots, and you cast guiding bolt as a 2nd-level spell.
Spells Known of 1st-Level and Higher. You learn two 8th 4 2 2nd
1st-level spells of your choice from the Justicar spell list on 9th 5 2 2nd
the following page. The Spells Known column of the
Anointed Magic table shows when you learn more Justicar 10th 5 2 2nd
spells of 1st-level or higher. Your spells must be of a level 11th 5 2 2nd
equal to the Slot Level on the Anointed Magic table, or lower.
When you gain a level, you can choose a Justicar spell you 12th 5 2 2nd
know and replace it with another spell from the Justicar spell 13th 6 2 3rd
list, which must be of a level for which you have spell slots. 14th 6 2 3rd
Spellcasting Ability. Charisma is your spellcasting ability
for your Justicar spells, so you use your Charisma whenever 15th 6 2 3rd
a spell refers to your spellcasting ability, when you set a spell 16th 6 2 3rd
saving throw DC, or when you make a spell attack roll.
17th 7 2 3rd
Spell save DC = 8 + your proficiency bonus
+ your Charisma modifier 18th 7 2 3rd
Artist Credits:
Covers - Mila Pesic - Shardless Agent
Page 1 - Deruchenko Alexander - Whisper Agent
Page 3 - Forrest Imel - Dockside Extortionist
Page 4 - Mike Bierek - Infernal Scarring
Page 5 - algenpfleger - Duskmantle Prowler
Page 6 - Pauline Vob - Tavern Swindler
Page 7 - Khurrum - Spare Dagger
Page 8 - Chris Rahn - Abzan Battle Priest
Page 9 - Greg Staples - Instigator Gang
Page 10 - Joseph Meehan - Madcap Experiment
Page 11 - Rudy Siswanto - Squirrel Mob
Page 12 - Karla Ortiz - Stitcher Geralf