Use Magic Device

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Activate magic items regardless of class, race, or level requirements, broadening access to magical tools.

Rogue 10th

Improved Cunning Strike

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

You may apply two effects from Cunning Strike to a single attack. Effects still cost Sneak Attack dice as normal.

Rogue 11th

Devious Strikes

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

Gain advanced Cunning Strike options: Daze (2d6), Knock Out (6d6), or Obscure (3d6). These effects impose debilitating conditions like unconsciousness or blindness.

Rogue 14th

Thief's Reflexes

  • casting timeAction
  • rangeSelf

  • components
  • durationOnce Per Combat

Take two turns during the first round of combat. Your second turn occurs at your initiative minus 10.

Rogue 14th

Slippery Mind

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Gain proficiency in both Wisdom and Charisma saving throws, reinforcing your resilience against mental and magical effects.

Rogue 15th

Epic Boon

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Choose an Epic Boon, such as Boon of the Night Spirit, granting resistance to all damage except psychic and radiant in darkness, and invisibility as a bonus action.

Rogue 19th

Thieves' Cant

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Learn Thieves' Cant, a secret language used by rogues. Gain an additional language proficiency, reflecting your dealings in the underworld.

Rogue 1st

Weapon Mastery

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

At 1st level, choose two weapons to gain mastery properties. These can be changed after a long rest, allowing rogues to adapt their fighting style. For example, Daggers gain the "Nick" mastery, enabling an additional attack without using a bonus action.

Rogue 1st

Stroke of Luck

  • casting timeReaction
  • rangeSelf

  • components
  • durationOnce Per Long Rest

Transform a failed d20 roll into a natural 20, affecting attack rolls, saving throws, or ability checks. Attack rolls become critical hits.

Rogue 20th
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Fast Hands

  • casting timeBonus Action
  • rangeSelf

  • components
  • durationWhile Acting

Use your bonus action to disarm traps, open locks, or Use an Object. Expanded versatility reflects the Thief's nimbleness.

Rogue 3rd

Second-Story Work

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Climbing does not cost extra movement. Additionally, you can jump further based on your Dexterity modifier.

Rogue 3rd

Steady Aim

  • casting timeBonus Action
  • rangeSelf

  • components
  • durationUntil End of Turn

Use your bonus action to gain advantage on your next attack roll. Your speed is reduced to 0 for the turn, ensuring focus on a single precise strike.

Rogue 3rd

Cunning Strike - Poison

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking


To use this effect, you must have a Poisoner's Kit on your person.

Rogue 5th

Cunning Strike - Withdraw

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

Rogue 5th

Cunning Strike - Trip

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

Rogue 5th

Cunning Strike

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

Trade Sneak Attack damage dice for effects like poisoning (1d6), tripping (1d6), or withdrawing without provoking opportunity attacks (1d6). Effects require saving throws based on your Dexterity score.

Rogue 5th

Supreme Sneak

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Gain advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn.

Rogue 6th

Reliable Talent

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Roll a minimum of 10 for any ability check that adds your proficiency bonus. Moved from level 11 to level 7, providing earlier skill reliability.

Rogue 7th
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