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Rogue Class - v1.4.1 Update


The revised Rogue was introduced in 1.4, with some pretty significant changes to how the Rogue plays. The most notable change was the addition of Prevision Dice, rather than using a dialed down Sneak Attack feature. The Rogue class name, especially found in recent Dungeons & Dragons games, comes with certain expectations, which is important to be considerate of, but that characterization doesn't exactly translate into the Elder Scrolls use of the same class. I think this is the biggest hurdle with this customized class. If it was simply named something else, it wouldn't come with the baggage it has – or if this wasn't a D&D 5e Elder Scrolls setting.

The Rogue from the 5e Player's Handbook is far more akin to the idea of a Thief class in Elder Scrolls. Skulking around, nimbly moving from shadow to shadow, picking locks and pockets, while using stealth to land sneak attacks is key to the Thief class in the Elder Scrolls universe. Many of these ideals fit hand-in-hand with the Players Handbook Rogue. If you're looking for this type of play style, the Thief class might be exactly what you're looking for. Even in Dungeon's & Dragons, the Rogue class was known as the Thief at one point in history.

But we're not talking about the Player's Handbook Rogue, or the Elder Scrolls Thief. We're talking about the Elder Scrolls Rogue. Well, we will be taking about the Elder Scrolls Rogue. But first, we're going to talk about other classes.

There still are a lot of similarities between the Rogue and the Thief. I like to think of the two classes in the same way that other classes are similar to each other. For example the Barbarian and the Fighter have a lot of similarities. Both classes are martial classes that often rely on strength to deal brutal amounts of damage. Each are intended to take a beating while focusing on melee combat and protecting their allies. The differences are how they accomplish those goals. Barbarians fight with a brutal rage that increases their output, their chance to critically hit, and the damage that happens when they critically hit. They protect themselves by taking less damage. Fighters, on the other hand, deal smaller amounts of damage from individual hits, but strike more frequently. They use tactics to protect their allies and armor to protect themselves.

The same goes with the Wizard and the Sorcerer. In this instance we'll talk about the Wizard and Sorcerer from D&D – not the Mage and Sorcerer from this conversion. Both of these classes focus on the arcane arts, and both are uniquely powerful in their own way. Wizards spend much of their time studying and learning how magic works, creating a collections of spells in a special book. Through study, they are able to regain spell power and can eventually cast spells without expending magical energy. Sorcerers, on the other hand, are natural spellcasters, born with some innate connection to the magic of the world. They can regain spell power by warping their natural magical energy. Their power comes from the ability to twist their spells to create new effects.

This type of connection between the two classes is exactly what I'm looking to create with the Rogue and the Thief. Two classes that are similar in many ways, but accomplish their skill sets in different ways. A big reason why this is important to me in the relation of the Big Three classes in The Elder Scrolls universe. So much of everything revolves around the Warrior, the Mage, and the Thief, and I want this to reflect in this game. The Warrior sign is represented through both the Warrior and Barbarian classes. The Mage is represented through the Mage and Sorcerer classes. And, if you've been following along, the Thief is represented by the Thief and the Rogue classes.

What were we talking about again? Oh, right! We're supposed to be talking about what a Rogue is in the Elder Scrolls universe. Right, right, right. That might help clear up some design decisions. As I mentioned before, the Rogue and the Thief do carry over some similarities. Both are intended to be focused on using agility and cunning – while both use Agility as their main score, Thieves tend to use Personality to get out of tight spots – usually in social encounters, while Rogues rely on their superior Intelligence. Both utilize speed in their styles – the Thief uses speed through their movements, quickly disengaging and slinking around the battlefield, whereas the Rogue uses speed with their weapons to lay out additional weapon attacks. The Thief uses their cunning to drop sudden savage damage, while the Rogue uses their cunning to make incredibly precise strikes, getting the most out of each flourish of their weapon.

Rogues still rely on stealth, to some degree, and have a talent for some of the more nefarious tools. They might use their skills to pick up thieves tools, or they might use poisons, or disguises, or perhaps and instrument to distract others with their performances. Their stealth toolset is generally broader than a Thief, but it's less focused on their effectiveness.

If you look at the Rogue classes found in the games, the Rogue was akin to the Thief, even though the Rogue only utilized two stealth skills in Oblivion. In Morrowind, the Rogue used more stealth skills, but still 4 less stealth skills than the Thief. Generally, Rogues in the Elder Scrolls have versatile skill sets, like to get their hands dirty, and are eager to get up into one-on-one combats. In both Morrowind and Oblivion, the Rogue was not skilled in the Sneak skill. I think this is one of the biggest Elder Scrolls ideals that I feel the need to point out. The Rogue is not skilled in Sneaking. One of the most common feedback I received was the lack of stealth benefits of the Rogue. I assume that this idea comes from what the name 'Rogue' brings with it, especially in Dungeons & Dragons.

Now, that being said, the Rogue class in these Basic Rules comes with an Assassin subclass. Surely this class must focus on stealth. That's probably a good idea. This would be a great skill to get expertise in if you're planning on playing an assassin. While they can't jump back into hiding as easily as the Thief (thieves have access to the Cunning Action feature, where rogues do not), Rogues rely on killing their target quickly, through the use of Assassinate and Death Strike. In my mind, an assassin isn't very good at their job if their assassinations require them to hide in the shadows after each attack while their target runs around calling out for help. Their inability to hide as a bonus action doesn't bother me, personally, in the way I would envision an assassin to work, but I do know that that is not at all how the assassin from the Player's Handbook would play. I think it's really important to note that this class will not have the same play style as a Player's Handbook Rogue. I am very open to hearing feedback on whether or not this Rogue's play style feels right with the Assassin subclass.

Well, that was a lot of words, essentially talking about the feel of the class, and the general influence of the design. Maybe it's useful to hear about the mechanical design decisions that were put into place. So from the descriptions that were provided in the Elder Scrolls games, combined with the skills they come with, and how they end up being played in game, I came up with the following main ideas – most of which you've already read about, assuming you read all of this already.

  • Rogues use agility and cunning.

  • Rogues rely on speed in combat.

  • Rogues are versatile.

  • Rogues utilize stealth, while not necessarily being stealthy.

  • Rogues are best suited for one-on-one combat.

  • Rogues trust their luck and cunning to survive.

You can see quite a few of these ideals come through in their base class features, but let's break it down a bit more into each of the design intents.

Rogues use agility and cunning. We can go through almost every aspect of the Rogue to find where this comes out – so buckle up. The Quick Build suggests you to select Agility followed by Intelligence. It also mentions Personality, if you want to focus more on social encounters. The Precise Attacks feature continues this play on using both agility and cunning to land their strikes. Strategic Aid shows how they use their cunning to assist the battlefield. This also plays on their social abilities – giving them a leadership ability, even though they often work alone. Quick Thinking lets their cunning bolster their agility, allowing them to get into battle faster. Advanced Maneuvers lets you add your Intelligence modifier to your damage roll. This is a pretty huge, defining feature, as the only class that can add two modifiers to their roll. And, of course, it highlights their ability to quickly thing on their feet and see the weaknesses in their foes. Mental Agility and Slippery Mind both show how they rely on their awareness to survive.

Rogues rely on speed in combat. While not as prominent as their cunning, speed is an important part to the Rogue. This speed is not translated into movement speed, but rather specifically into their combat abilities. Precise Attacks can somewhat be attributed to their speed, allowing them to pretty much always catch their foes off guard. The gain an Extra Attack on each of their turns because of their quick weapon flourishes. Quick Thinking and Mental Agility showcase their speed in a way that allows them to jump into battle quickly.

Rogues are versatile. The versatility of the Rogue is shown in their proficiencies, being able to choose from a large list of tools, and more skills than most other classes. Their Expertise feature increases their capabilities at these skills, and their increased rate of their Attribute Score Improvement helps boost their general skills or feats.

Rogues utilize stealth, while not necessarily being stealthy. Again, this is mostly captured in their proficiencies. What you choose for your character will vastly change the way your Rogue uses stealth.

Rogues are best suited for one-on-one combat. This doesn't really shine until 18th level with their Solo Artist feature. Their lack of survivability features kind of highlights this – and their new survivability feature, Tactical Avoidance, somewhat highlights this, as it requires the use of their reaction, meaning that it's best to avoid being surrounded by a mob.

Rogues trust their luck and cunning to survive. This is another design choice that shows up later in the character development. Mental Agility, Slippery Mind, and Stroke of Luck are the main features for this. The new Tactical Avoidance also brings a lot of this into play.

Mechanical Design

That covers quite a big part of the design intent, but there's a few more points I want to touch on. These are more mechanical ideas than anything else. When I rewrote the Rogue, I was really into rolling dice. I'm playing another system that includes LOTS of dice rolls. Their combat system is vastly different, in which you roll one roll and compare that to the targets armor. The damage you deal is equal to the difference, assuming you roll higher than their armor. This obviously had a huge influence on the Precise Attacks feature.

It also just so happened, that around the same week I was thinking about how to distance the Rogue from Sneak Attack, Mike Mearls was playing around with a new Fighter subclass called the Weapon Master. This subclass used exploit dice, adding them to their attack rolls, and carrying over any points in excess to their attack – to a total of 6d6. He eventually scrapped this idea in later renditions of the Weapon Master.

As you can see, the Precise Attacks feature was strongly influenced by these two ideas. There will be more to talk about Precise Attacks further below.

So as it stands, we have a class that has a lot of dice rolling, paired with a fair amount of table downtime; counting lots of dice, possibly subtracting from AC, subtracting from damage rolls. Because of this, I really wanted to keep the rest of the class relatively simple. The subclasses are generally simple, with lots of opportunity for role playing to create complicated characters. The Assassin subclass is the most complicated class with their choice of poisons.

Common Feedback

Below are a few responses to the common feedback received. Some responses provide clarity, describe changes, defend the design, or all of those things.

Precision Dice breaks D&D's expected Bounded Accuracy design philosophy.

Yes. It does. Similar to how the Fighter breaks the expected action economy with their Action Surge, and the Barbarian breaks the expected damage taken with their Rage.

The damage output of this Rogue is dependent on turning their attack rolls into damage rolls. It's also important to note that the Rogue can only use their Precision Dice once per round – they are unable to use it on their second attack when they gain the Extra Attack feature or if they use a bonus action to make a two-weapon fighting attack.

The limited uses of Precision Dice severely limits the Rogue's damage output.

Yes it does. The original intention was to limit the uses, but have it similar to the expected amount of times a Player's Handbook Rogue would use Sneak Attack. Three uses at 1st level is very limiting and might equate to only a single combat each rest. This would work for some tables that have only 1 or 2 combat's each day, but for those that follow the expected Adventuring Day would suffer.

The damage output of the rogue was balanced around using Precision Dice on each attack. For this reason, the limitation on Precision Dice has been removed.

The Rogue has little to no survivability features.

Yes, but no longer. As a class that is expected to often be in thick of things, they have nothing to protect themselves. As mentioned, the Rogue is intended to be a duelist, fighting one-on-one. They're also intended to use their cunning to survive. With this in mind, and with the idea of this is a class that rolls a lot of dice, I've added a new 3rd level ability, that improves at 11th level. Using your reaction, you can reduce the damage of certain attacks by an amount equal to your Precision Dice. You can see the Tactical Avoidance feature for more.

Where is the xxxx Rogue feature? The Rogue is useless without the xxxx Rogue feature.

There are only three features that this Rogue gets that matches the Player's Handbook Rogue. This class is significantly different from the Player's Handbook Rogue and can't be compared to that Rogue. As discussed in depth above, you can see why this Rogue is different and how the playstyle is expected to be different. If the Rogue from the Player's Handbook is your preferred class, then please feel free to play that class. If you're looking for something a little different, check out the Thief. If you're looking for something kinda the same, but mostly different, give this one another look.

Rogues use Cunning Action to hide in combat and are expected to have advantage each round.

This is a similar feedback to the one above. As already mentioned, this Rogue is not that Rogue, so I won't repeat it. If you are playing a Player's Handbook Rogue and are getting advantage each and every round from using the Hide action, I'm guessing your DM is being exceptionally generous to you, either building terrains specifically for you to gain that advantage, or changing some rules to let you shine. You should keep playing with that DM.

The Rogue and Thief shouldn't be separated and the differences should be handled through subclasses.

Similar to the answers above, a lot of this topic has been discussed in the previous paragraphs discussing the class intent.

Precision dice should be used for more things than just damage.

I like this idea a lot. With the uses being removed, it makes it more difficult to bring this into play. The class is intended to be relatively simple to play and understand, and this would add some extra levels of complexity. I think this would fit really well into a Tactician subclass style. I think it would be nice to find a way to make this feel different from the Battle Master fighter, as that style has been over used quite a bit in this game already.

Assassin: You can apply all of the poison to arrows at the start of the day and deal a lot of damage.

The intention was to apply poison as a bonus action, with the idea that you shouldn't get more than one poison out in a single turn. Poisons have been revised to last only 1 minute after being applied. This allows Rogues that have been able to sneak up on a target to get some advantage by preparing before the imminent attack.

Assassin: Assassin's should use stealth, but without Cunning Action, they less effective.

This was somewhat laid out earlier. An assassin that needs to hides while their wounded target runs around screaming for help isn't likely to win any assassin awards. Jokes aside, I think that's fair feedback, but, as also mentioned above, the Rogue is intended to focus more on combat than on stealth.

Inquisitor: Insightful Fighting becomes useless at higher levels.

That sucks. The feature has been updated.

Change List

Precision Dice. This feature no longer has limited uses. The ability to use this feature only once per turn remains. Language has been added to provide clarity on how to handle critical strikes with Precision Strikes.

Tactical Avoidance. This new 3rd level feature has been added to provide additional survivability. At 11th level, the feature improves.

Assassin

Poison Master. You can no longer change a poison you already know as you learn new poisons. Poisons now last only 1 minute after it is applied. It has been clarified that you can't coat one item with multiple poisons.

Delayed Poison

The damage from this poison has been reduced.

Death Strike. This can now only be used on your first attack you make during a surprise round.

Inquisitor

Insightful Fighting. Since Precision Dice no longer has any uses this feature has been revised. Your Precision Strikes against your selected target are rolled with a form of advantage. You roll double the amount of Precision Dice, discarding the lower rolls.

The changes to the Rogue are highlighter below:

ROGUE

QUICK BUILD

You can make a rogue quickly by following these suggestions. First, Agility should be your highest attribute score, followed by Intelligence. Personality should be your next highest if you plan to emphasize deception and social interaction. Second, choose the charlatan background.

CLASS FEATURES

As a Rogue, you gain the following class features.

HIT POINTS

Hit Dice: 1d8 per rogue level

Hit Points at 1st Level: 8 + your Endurance modifier

Hit Points At higher levels: 1d8 (or 5) + your Endurance modifier

PROFICIENCIES

Armor: Light armor

Weapons: Axe, Hand-to-Hand, Marksman, Short Blade

Tools: Pick 2 from poisoner's kit, forgery kit, disguise kit, thieves' tools, one gaming set of your choice, and one musical instrument of your choice.

Saving Throws: Agility, Intelligence

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

EQUIPMENT

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

  • (a) a rapier or (b) a shortsword

  • (a) a short bow and a 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 armor, two daggers, and thieves' tools.

EXPERTISE

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

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

PRECISE ATTACKS

Beginning at 1st level, you know how to use your superior agility to outwit and devastate your enemies with tactical precision.

You gain the ability to make Precise Attacks. Once per turn, when you make a weapon attack using a ranged or finesse weapon, you can choose to use a Precise Attack to add your Precision Dice, a d4, to the attack roll. If the attack hits, you apply any of the unused Precision Dice roll to your weapon damage roll. On a critical hit, your Precision Dice are considered damage dice and are rolled twice.

Your Precision Dice increases as you gain levels, as shown in the Precision Dice column of the Rogue table.

STRATEGIC AID

Starting at 2nd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

ROGUISH ARCHETYPE

At 3rd level you are able to choose one of 3 archetypes that you emulate in the exercise on your rogue abilities: Agent, Assassin, or Inquisitor, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

TACTICAL AVOIDANCE

Also at 3rd level, when an attacker that you can see hits you with an attack, you can use your reaction to try to avoid the attack. The attacks damage is reduced by an amount equal to your Precision Dice roll.

When you reach 11th level, you can use your reaction to add you Precision Dice roll to any Agility saving throw. If you succeed the saving throw, you reduce the damage taken by an amount equal to the unused Precision Dice roll.

ATTRIBUTE SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

EXTRA ATTACK

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

QUICK THINKING

At 7th level, your quick thinking in the heat of action allows you to also add your Intelligence modifier to your initiative roll.

ADVANCED MANEUVERS

Beginning at 11th level, your nimble mind allows you to better place your attacks for maximum devastation. When you make a weapon attack with a weapon you are proficient with, you can add your Intelligence modifier to your damage roll (minimum 0).

MENTAL AGILITY

Starting at 14th level, you are always aware of your surrounding and are no longer able to be surprised.

SLIPPERY MIND

When you reach 15th level, you acquire greater mental strength and gain proficiency on Willpower saving throws.

SOLO ARTIST

Starting at 18th level, when no allies are within 30 feet of you, you gain advantage on all attack rolls.

STROKE OF LUCK

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.

ROGUISH ARCHETYPE

Rouges have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice or archetype is a reflection of your focus – not necessarily an indication of your chosen profession, but a description of your preferred techniques.

AGENT

Agents are operatives and spies that are effectively skilled in deception and disguise, but have trained in the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or work for nobles, guild-masters, sovereigns, and anyone else who can afford them.

MASTER OF DISGUISE

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, and one gaming set of your choice. You also learn two languages of your choice. If you are already proficient with the disguise kit, choose a different tool from those listed in the rogue's proficiencies.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.

AMBUSH

At 3rd level, your Precise Attacks are more effective. When you use a Precise Attack, you roll 1 additional Precision Die of the same dice type.

When you reach 9th level in this class, you roll 2 additional Precision dice, and you roll 3 additional Precision dice at 15th level.

INFILTRATION EXPERT

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 100 septims to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Other characters believe you to be that person until given an obvious reason not to.

IMPOSTOR

At 13th level, you gain the ability to unerringly mimic another person's speech, writing and behavior. You must spend at least 3 hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Personality (Deception) check you make to avoid detection.

ETERNAL DECEIT

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Personality (Deception) check contested by the mind reader's Willpower (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.

MASTER STRATEGIST

Also at 17th level, you can use a bonus action to direct one of your willing companions to strike. Choose a friendly creature that is within 60 feet of you that can see or hear you. That creature can make a melee or ranged attack with its reaction

ASSASSIN

Trained in the art of death, assassins rely on stealth, poison, and speed to eliminate their foes with deadly efficiency. Diverse in their practice, assassins include ruthless murderers, hired killers, bounty hunters, principled agents of noble causes, and even priests trained to exterminate the enemies of their deity.

POISON MASTER

When you choose this archetype at 3rd level, you learn how to make unique poisons designed to coat your weapon of choice.

You gain proficiency with the poisoner's kit and learn two assassin's poisons of your choice. Your poison options are detailed at the end of the Assassin's description. You learn one additional assassin's poison of your choice at 9th level, and again at 13th, and 17th level.

Poisons. Once each day, when you spend 1 hour gathering materials and creating poison, you create a series of vials with the various assassin's poisons you know. You can use any combination of these poisons an amount of times equal to your Intelligence modifier.

On your turn, you can use a bonus action to apply the poison to a weapon, a piece of ammunition, trap components, or other objects that deal piercing or slashing damage. The object remains potent for the next minute, until the poison is delivered through a wound, a new poison is applied, or the poison is washed off. The potency of all unused poisons is lost after 24 hours.

Saving Throws. Your poisons require your target to make an Endurance saving throw to resist the poisons effects. On a failed save, the target is effected by the poison as noted in its description. On a successful save, the target takes half the amount of damage and suffers no other effects. An affected creature can make another saving throw at the start of each of their turns. The saving throw DC is calculated as follows:

Assassin's Poison save DC = 8 + your proficiency bonus

+ your Intelligence modifier

NIMBLE ATTACKS

Starting at 9th level, whenever you roll initiative, roll an additional 1d8 and add the result to the total.

ASSASSINATE

Starting at 13th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

DEATH STRIKE

Starting at 17th level, you become a master of instant death. The first time on your turn when you attack and hit a creature that is surprised, it must make an Endurance saving throw (DC 8 + your Agility modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

ASSASSIN'S POISONS

If an assassin's poison has prerequisites, you must meet them to learn it. You can learn the poison at the same time that you meet its prerequisites. A level prerequisite refers to your level in the class.

Basic Poison

A creature hit by an item with Basic Poison applied to it takes an additional 1d6 poison damage and is poisoned for 1 minute.

This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).

Blinding Poison

A creature hit by an item with Blinding Poison applied to it takes an additional 1d4 poison damage and is blinded for 1 minute.

This poison's damage increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).

Crippling Poison

Prerequisite: 9th level

A creature hit by an item with Crippling Poison applied to it takes an additional 1d6 poison damage and has disadvantage on all saving throws for 1 minute.

This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).

Defiling Poison

A creature hit by an item with Defiling Poison applied to it takes an additional 1d6 poison damage and any healing the creature receives is nullified for 1 minute.

This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).

Delayed Poison

Prerequisite: 13th level

A creature hit by an item with Delayed Poison applied to it takes 5d6 poison damage at the start of your next turn on a failed save, or half as much on a successful save.

This poison's damage increases by 3d6 when you reach 17th level (8d6).

Hallucinating Poison

Prerequisite: 9th level

A creature hit by an item with Hallucinating Poison applied to it takes an additional 1d6 poison damage and the creature hallucinates wildly for 1 minute.

The affected creature attacks the nearest creature to it, but has disadvantage on all of it's attacks. Any attacks made against the affected creature has advantage.

This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).

Hindering Poison A creature hit by an item with Hindering Poison applied to it takes an additional 1d4 poison damage and their movement speed is reduced to 5 for 1 minute.

This poison's damage increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).

Luminescent Poison

A creature hit by an item with Luminescent Poison applied to it takes an additional 1d4 poison damage and emits a dim light in a 10-foot radius for the next minute.

Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible.

This poison's damage increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).

Magicka Draining Poison

A creature hit by an item with Magicka Draining Poison applied to it takes an additional 1d4 poison damage and their magicka is reduced by 1d4.

This poison's damage and magicka reduction increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).

Mind-clouding Poison

Prerequisite: 9th level

A creature hit by an item with Mind-clouding Poison applied to it takes an additional 1d6 poison damage and has disadvantage on concentration saves for 1 minute.

This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).

Silencing Poison

Prerequisite: 13th level

A creature hit by an item with Silencing Poison applied to it takes an additional 2d4 poison damage and are unable to speak or cast spells that require verbal components.

This poison's damage increases by 1d4 when you reach 17th level (3d4).

Vulnerability Poison

Prerequisite: 13th level

A creature hit by an item with Vulnerability Poison applied to it takes an additional 2d4 poison damage and the creature is vulnerable to the next attack made against it.

This poison's damage increases by 1d4 when you reach 17th level (3d4).

INQUISITOR Inquisitors excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for details, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.

EAR FOR DECEIT

When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Willpower (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

EYE FOR DETAIL

Starting at 3rd level, you can use a bonus action to make a Willpower (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover and decipher clues.

INSIGHTFUL FIGHTING

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Willpower (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Personality (Deception) check. If you succeed, when you use Precision Dice to attack a creature, you roll twice the normal amount of Precision Dice, taking the highest rolls, as though you had advantage. For example, if your Precision Dice is 2d8, you instead roll 4d8, taking the highest two rolls.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

STEADY EYE

At 9th level, you gain advantage on any Willpower (Perception) or Intelligence (Investigation) check if you do move no more than half your speed on the same turn.

UNERRING EYE

At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but gain no insight into what is hidden or its true nature.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

EYE FOR WEAKNESS

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, you double your Precision Dice roll on attacks against that creature.

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