Terri — Traits & Class Features

Rogue 12  ·  Arcane Trickster  ·  Half-Elf  ·  The Lightbringers  ·  CY 596

Level Progression

Current level highlighted. Links jump to the matching trait below. Red = Tom’s Rules  ·  Blue = Arcane Trickster  ·  Gold = Feat

Level Class Features (PHB) Class Features (Tom’s Rules) Sneak Attack Notes
1st Expertise
Sneak Attack
Thieves’ Cant
1d6
2nd Cunning Action 1d6 Bonus action: Dash, Disengage, or Hide.
3rd Spellcasting
Mage Hand Legerdemain
2d6 Arcane Trickster subclass. 3 cantrips (incl. Mage Hand), 3 spells known.
4th Ability Score Improvement 2d6
5th Uncanny Dodge 3d6 Reaction: halve damage from one seen attacker.
6th Expertise (2nd) 3d6 Choose 2 more skill proficiencies to double.
7th Evasion 4d6 Dex save vs AOE: success = no damage; fail = half damage.
8th Ability Score Improvement 4d6
9th Magical Ambush 5d6 Hidden when casting: target has disadv. on saves vs the spell.
10th Ability Score Improvement 5d6
11th Reliable Talent 6d6 Proficient skill checks: treat any d20 roll below 10 as a 10.
12th Ability Score Improvement 6d6
13th Versatile Trickster 7d6 Mage Hand: designate creature within 5 ft of hand; gain adv. on attacks vs it.
14th Blindsense 7d6 If you can hear, aware of location of any hidden/invisible creature within 10 ft.
15th Slippery Mind 8d6 Gain proficiency in Wisdom saving throws.
16th Ability Score Improvement 8d6
17th Spell Thief 9d6 Reaction: force caster to save; steal spell knowledge for 8 hours.
18th Elusive 9d6 No attack roll has advantage against you while you’re not incapacitated.
19th Ability Score Improvement 10d6
20th Stroke of Luck 10d6 Turn a miss into a hit, or a failed ability check into a 20. 1/short or long rest.

Rogue Class Features — PHB & Tom’s Rules Combined

Every feature from Rogue Class Features — PHB, Arcane Trickster — PHB, Rogue Class Features — Tom’s Rules and Arcane Trickster — Tom’s Rules, collated together in level order. A feature that improves at later levels is listed under the level it is first gained, with its upgrades noted. Blue = Arcane Trickster  ·  Red = Tom’s Rules. The original chapters below are left intact.

HIT POINTS 1st level  ·  Rogue
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

PROFICIENCIES 1st level  ·  Rogue
Armour: Light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Tom’s Rules: add scimitar to weapon proficiencies.

EQUIPMENT 1st level  ·  Rogue

You start with the following equipment, in addition to that granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armour, two daggers, and thieves’ tools

EXPERTISE 1st level  ·  again at 6th

At 1st level, choose two of your skill proficiencies, or one skill proficiency and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check using either of the chosen proficiencies. At 6th level, choose two more proficiencies (skills or thieves’ tools) to gain this benefit.


SNEAK ATTACK 1st level  ·  scales every 2 levels

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon. You don’t need advantage if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage. The extra damage increases as you gain rogue levels.

Tom’s Rules: “Once per turn” becomes “Once per round.” If you make multiple attacks in a round and have multiple sneak attack dice, you may divide the dice among the attacks as you see fit; the decision must be made before rolling damage.
Rogue LevelSneak Attack Rogue LevelSneak Attack
1st1d611th6d6
2nd1d612th6d6
3rd2d613th7d6
4th2d614th7d6
5th3d615th8d6
6th3d616th8d6
7th4d617th9d6
8th4d618th9d6
9th5d619th10d6
10th5d620th10d6

THIEVES’ CANT 1st level  ·  Rogue

You learned thieves’ cant, a secret mix of dialect, jargon, and code that hides messages in normal conversation; only another creature who knows it understands. Conveying such a message takes four times as long as speaking plainly. You also know secret signs and symbols that convey simple messages — danger, guild territory, nearby loot, easy marks, or a safe house.


CUNNING ACTION 2nd level  ·  Rogue

You can take a bonus action on each of your turns in combat, used only to Dash, Disengage, or Hide.


SPELLCASTING 3rd level — Arcane Trickster

You gain the ability to cast wizard spells, focused on enchantment and illusion.

Cantrips. You learn Mage Hand and two other wizard cantrips of your choice; another at 10th level.

Spell Slots & Spells Known. See the table below. You know three 1st-level wizard spells, at least two from enchantment or illusion. Spells learned at higher levels must be enchantment or illusion, except those gained at 8th, 14th, and 20th level, which may be from any school. You can swap one known spell when you gain a rogue level (subject to the same school restriction).

Spellcasting Ability: Intelligence.

Spell save DC: 8 + proficiency bonus + Intelligence modifier
Spell attack modifier: proficiency bonus + Intelligence modifier
Tom’s Rules: an Arcane Trickster may also choose to memorise Wrathful Smite, Branding Smite, or Blinding Smite.
Rogue LevelCantrips KnownSpells Known 1st2nd3rd
3rd332
4th343
5th343
6th343
7th3542
8th3642
9th3642
10th4743
11th4843
12th4843
13th49432
14th410432
15th410432
16th411433
17th411433
18th411433
19th412433
20th413433

MAGE HAND LEGERDEMAIN 3rd level — Arcane Trickster

When you cast Mage Hand, you can make the spectral hand invisible and perform these additional tasks with it:

  • Stow one object the hand is holding in a container worn or carried by another creature.
  • Retrieve an object in a container worn or carried by another creature.
  • Use thieves’ tools to pick locks and disarm traps at range.

You can do one of these unnoticed by succeeding on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. You can use the bonus action from Cunning Action to control the hand.


ABILITY SCORE IMPROVEMENT 4th / 8th / 10th / 12th / 16th / 19th level

Increase one ability score by 2, or two ability scores by 1 each (or take a feat). You can’t raise a score above 20 with this feature. Rogues gain an extra ASI at 10th level beyond the standard schedule.


UNCANNY DODGE 5th level  ·  improved at 14th

When an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Tom’s Rules — Improved Uncanny Dodge (14th level): when using Uncanny Dodge against a melee attack you can cause the attacker to overbalance, forcing a Dexterity save (DC = 8 + proficiency bonus + Dexterity modifier) or fall prone. Once per short rest.

EVASION 7th level  ·  Rogue

When you are subjected to an effect allowing a Dexterity saving throw for half damage, you take no damage on a success and half on a failure.

Tom’s Rules: instead, you take one quarter damage on a success and half damage on a failure.

TRICKS OF THE TRADE (Tom’s Rules) 7th level  ·  2/SR at 11th  ·  saves/attacks at 13th

From your broad knowledge you remember a few tricks of the trade. When attempting an ability check in which you do not have expertise, you may add a d4 to the result. You may elect to use the trick after rolling the d20 but before you know the result. Usable once per short rest.

At 11th level you may use them twice per short rest. At 13th level you may also use the tricks on attack rolls and saving throws.


MAGICAL AMBUSH 9th level — Arcane Trickster

If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.


STREET SMARTS (Tom’s Rules) 9th level

Gain proficiency in a knowledge skill of your choice.


AIM (Tom’s Rules) 10th level  ·  2/SR

If you take no movement on your turn, you may take a bonus action to gain advantage on a single missile attack made that turn. Usable twice per short rest.


RELIABLE TALENT 11th level  ·  Rogue

Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Tom’s Rules — Tricks of the Trade now usable twice per short rest at this level.

VERSATILE TRICKSTER 13th level — Arcane Trickster

As a bonus action, you can designate a creature within 5 feet of the spectral hand created by your Mage Hand, gaining advantage on attack rolls against that creature until the end of the turn.

Tom’s Rules — Tricks of the Trade may now also be used on attack rolls and saving throws at this level.

BLINDSENSE 14th level  ·  Rogue

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.


IMPROVED UNCANNY DODGE (Tom’s Rules) 14th level  ·  1/SR

When using Uncanny Dodge against a melee attack you can cause the attacker to overbalance. They must make a Dexterity saving throw against a DC of 8 + proficiency bonus + Dexterity modifier or fall prone. You may not use this ability again until you finish a short rest.


SLIPPERY MIND 15th level  ·  Rogue

You gain proficiency in Wisdom saving throws.


BAIT AND SWITCH (Tom’s Rules) 16th level  ·  1/SR

You can use your reaction to cause a ranged or melee attack targeting you to instead target a creature adjacent to you that is within range of the attack. You must nominate the new target before the attack roll is made. You may not use this ability again until you finish a short rest.


SPELL THIEF 17th level — Arcane Trickster

Immediately after a creature casts a spell that targets you or includes you in its area, you can use your reaction to force it to make a saving throw with its spellcasting ability modifier (DC = your spell save DC). On a failure, you negate the spell’s effect against you and, if it is at least 1st level and of a level you can cast, you steal knowledge of it for 8 hours (it need not be a wizard spell). The creature can’t cast that spell until the 8 hours pass. Once used, recharge on a long rest.


ELUSIVE 18th level  ·  Rogue

No attack roll has advantage against you while you aren’t incapacitated.


STROKE OF LUCK 20th level  ·  Rogue

If your attack misses a target within range, you can turn the miss into a hit; or if you fail an ability check, you can treat the d20 as a 20. Once used, recharge on a short or long rest.


Feats

Half-Elf Racial Traits

HALF-ELF TRAITS Racial

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

  • Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
  • Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
  • Alignment. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
  • Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Skill Versatility. You gain proficiency in two skills of your choice.
  • Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Rogue Class Features — PHB

HIT POINTS 1st level
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

PROFICIENCIES 1st level
Armour: Light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

EQUIPMENT 1st level

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armour, two daggers, and thieves’ tools

EXPERTISE 1st & 6th level

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.


SNEAK ATTACK 1st level, scales every 2 levels

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Rogue LevelSneak Attack Rogue LevelSneak Attack
1st1d611th6d6
2nd1d612th6d6
3rd2d613th7d6
4th2d614th7d6
5th3d615th8d6
6th3d616th8d6
7th4d617th9d6
8th4d618th9d6
9th5d619th10d6
10th5d620th10d6

THIEVES’ CANT 1st level

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


CUNNING ACTION 2nd level

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.


UNCANNY DODGE 5th level

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


EVASION 7th level

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


RELIABLE TALENT 11th level

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.


BLINDSENSE 14th level

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.


SLIPPERY MIND 15th level

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.


ELUSIVE 18th level

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.


STROKE OF LUCK 20th level

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can’t use it again until you finish a short or long rest.


Arcane Trickster — PHB

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

SPELLCASTING 3rd level — Arcane Trickster

When you reach 3rd level, you gain the ability to cast spells.

Cantrips. You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC: 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier: your proficiency bonus + your Intelligence modifier
Rogue LevelCantrips KnownSpells Known 1st2nd3rd
3rd332
4th343
5th343
6th343
7th3542
8th3642
9th3642
10th4743
11th4843
12th4843
13th49432
14th410432
15th410432
16th411433
17th411433
18th411433
19th412433
20th413433

MAGE HAND LEGERDEMAIN 3rd level — Arcane Trickster

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.


MAGICAL AMBUSH 9th level — Arcane Trickster

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.


VERSATILE TRICKSTER 13th level — Arcane Trickster

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.


SPELL THIEF 17th level — Arcane Trickster

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

Once you use this feature, you can’t use it again until you finish a long rest.


Rogue Class Features — Tom’s Rules

House rules that modify or supplement the PHB entries above.

PROFICIENCIES (Tom’s Rules) 1st level  ·  Tom’s Rules

Add scimitar to weapon proficiencies.


SNEAK ATTACK (Tom’s Rules) 1st level  ·  Tom’s Rules

In the second sentence, “Once per turn” is now “Once per round”.

In addition: if the Rogue makes multiple attacks in a round and has multiple sneak attack dice, they may divide the sneak attack dice up amongst the attacks as they see fit. The decision must be made before rolling damage.


EVASION (Tom’s Rules) 7th level  ·  Tom’s Rules

If you make your saving throw you take one quarter damage. If you fail you take half damage.


TRICKS OF THE TRADE 7th level  ·  Tom’s Rules

From your broad knowledge you remember a few tricks of the trade. When attempting an ability check in which you do not have expertise, you may add a d4 to your skill check result. You may elect to use the trick after rolling the d20 but before you know the result. You may use these tricks once per short rest. Once you reach 11th level you may use them twice per short rest. Once you reach 13th level you may also use the tricks on attack rolls and saving throws.


STREET SMARTS 9th level  ·  Tom’s Rules

Gain proficiency in a knowledge skill of your choice.


AIM 10th level  ·  Tom’s Rules

If you take no movement on your turn, you may take a bonus action to gain advantage on a single missile attack made on that turn. You may use this ability twice per short rest.


IMPROVED UNCANNY DODGE 14th level  ·  Tom’s Rules

When using Uncanny Dodge against a melee attack you can cause the attacker to overbalance. They must make a Dexterity saving throw against a DC of 8 + proficiency bonus + Dexterity modifier or fall prone. You may not use this ability again until you have finished a short rest.


BAIT AND SWITCH 16th level  ·  Tom’s Rules

You can use your reaction to cause a ranged or melee attack targeting you to instead target a creature adjacent to you that is within range of the attack. You must nominate the new target before the attack roll is made. You may not use this ability again until you have finished a short rest.


Arcane Trickster — Tom’s Rules

House rules that modify or supplement the PHB entries above.

SPELLS (Tom’s Rules) 3rd level  ·  Tom’s Rules

An Arcane Trickster may also choose to memorise any of the following spells:

  • Wrathful Smite
  • Branding Smite
  • Blinding Smite