Sword Coast Adventurer 's Guide

(Jeff_L) #1
Som e rogues have learned it is easier to pi ck some-
one's pocket w he n you have a royal writ, which is to say
ma ny rogues a re diplomats, courtiers, influe nce-ped-
dle rs, a nd in formati on-b rokers, in addition to the bet-
ter-known thieves and assassins. S uch rogues ble nd
more easily into civilized society, more often acting as
grease in t he wheels tha n a wrench in the works.

Roguish Archetypes

Rogues in the Forgotten Realms have the following
Rogui s h Archetype options, in addition to those in the
Player's Handbook.

MASTERMIND
Your focus is on people and on the influence and secrets
they have. Many spies, courtier s, a nd sche mers follow
this archetype, leading lives of intr igue. Words are your
weapons as often as knives or poison, a nd secrets and
favor s ar e some of your favorite treasu res.

MASTER OF INTRIGUE
Whe n you choose this archetype at 3rd level, you gain
proficiency w ith the disguise kit, the forgery kit, and one
gaming set of your choice. You a lso learn two la ngua ges
of your choice.
Additionally, you can unerringly mimic the speech
patte rns and accent of a creature tha t you hear s peak
for a t least 1 minute, allowing you to pass yourself off as
a native speaker of a pa rticular la nd, provided that you
know the la nguage.

MASTER OF TACTICS
S ta rting at 3rd level, you can use the Help action as a
bonus action. Additionally, w hen you use the Help acti on
to aid a n ally in a ttacking a creatu re, th e ta rget of that
attack can be within 30 feet of you, rather tha n 5 feet of
you, if the target can see or hear you.

INSIGHTFUL MANIPULATOR
S ta r tin g at 9th level, i f you s pend a t least 1 minute
observin g or inte racting with a nother creature outs id e
combat, you can learn cer tain information about its
capabilities compa red to your own. The DM tells you if
th e creature is your e qua l, s uperior, or infe rior in regard
to two of the followin g characte ri stics of your choice:


  • Intelli gence score
    Wisdom score
    Cha risma score
    Class levels (if a ny)
    At th e DM's option, you might also realize you know
    a piece of the creature's his tory or one of its persona lity
    traits, if it has a ny.


MISDIRECTION
Beginning at 13th level, you can some times cause a n-
other creature to suffer a n attack meant for you. Whe n
you a re ta rgete d by an attack while a creature within 5
feet of you is gra nting you cove r agains t th at attack, y ou
can use your reaction to have the attack target that crea-
ture in stead of you.


SOUL OF DECEIT
S ta rting at 17 th level, your thoughts can't be read by
te lepathy or other means, unless you allow it. You can
present false thoughts by m a king a Charism a (Decep-
ti on) check contested by the mind reader 's Wis dom (In-
s ight) check.
Additionally, no m atte r what you say, m agic that would
determine if you a re telling the truth indicates you a r e
being truthful, if you so choose, a nd you can't be com-
pelled to tell the truth by m agic.

SWASHBUCKLER
You focus your tra ining on the ar t of the blade, relying
on speed, e legance, a nd charm in equa l parts. While
some warriors are brutes clad in heavy armor, you r
method of fighting looks almost like a performa nce. Du-
el ists a nd pirates typically belong to this archetype.
A Swashbuckle r excels in s in gle com bat, a nd can
fight with two weapons while safely da rting away fr om
a n opponent.

FANCY FOOTWORK
Whe n you choose this archetype at 3rd level, you learn
how to la nd a str ike and then s lip away w ithout reprisal.
During your turn, if you ma ke a melee attack again st a
creature, th at creature can't make oppor tu ni ty attacks
agains t you for the rest of you r tu rn.

CHAPTER 4 I CLASSES
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