Below are the Knacks available to a rogue. If a Knack has a level prerequisite, you can learn it at the same time that you meet the prerequisite. If a Knack would require a creature to make a saving throw or check, your Knack DC equals 8 + your Dexterity modifier + your proficiency bonus. <br> ___ ### 2nd Level Knacks <br> ##### Alchemical Adept *Prerequisite: Proficiency with alchemist supplies, herbalism kit or poisoners kit* When you make a check using a set of [[Gear Appendix#Alchemist Supplies|alchemist supplies]], a [[Gear Appendix#Herbalism Kit|herbalism kit]], or a [[Gear Appendix#Poisoner's Kit|poisoner's kit]], you can make the roll with [[Abilities & Skills#Advantage & Disadvantage|advantage]]. <br><br> ##### All Eyes on Me You emit an aura of distraction, whether through your looks or through your demeanour. The aura extends in a 30ft radius, but not through [[Movement and Position#Total Cover|total cover]]. Creatures of your choice within the aura have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on [[Abilities & Skills#Perception|Perception]] checks to see you, and [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on [[Abilities & Skills#Perception|Perception]] checks to see other creatures. Additionally their [[Abilities & Skills#Passive Checks|passive]] (Wisdom) [[Abilities & Skills#Perception|Perception]] is reduced by an amount equal to your Charisma modifier (minimum of 1). You can activate or end this aura as a bonus action. <br><br> ##### Counter When a creature you can see misses you with a melee attack, you can use your reaction to make a single [[Making an Attack#Melee Attacks|melee weapon attack]] against your attacker. You may perform this Knack a number of times equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]], regaining all expended uses on a [[Survival Needs#Rest|rest]]. <br><br> ##### Cunning Action You may use the [[Actions in Combat#Dash|Dash]], [[Actions in Combat#Disengage|Disengage]], or [[Actions in Combat#Hide|Hide]] actions as bonus actions. <br><br> ##### Deft Movement Your [[Physical Capabilities#Movement Speed|movement speed]] increases by 5ft. In addition, you aren't affected by [[Movement and Position#Difficult Terrain|difficult terrain]] unless you're [[Conditions#Restrained 🛠|restrained]] or your movement is reduced by another source. <br><br> ##### Eloquent Speech Whenever you would make a Charisma check that you can add your proficiency with [[Abilities & Skills#Deception|Deception]], [[Abilities & Skills#Etiquette 🛠|Etiquette]], or [[Abilities & Skills#Persuasion|Persuasion]] to, you can choose to use your Intelligence in place of Charisma for that check. <br><br> ##### Eye for Fortune You have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on checks made to find objects of value, such as currency, jewels, jewellery, and magical items. You also have advantage on [[Abilities & Skills#Commerce 🛠|Commerce]] checks to identify the value of such objects. <br><br> ##### Fast Hands As part of making an attack against a creature, you can choose to [[Actions in Combat#Use an Object|Use an Object]] on the creature (such as [[Gear Appendix#Manacles|Manacles]]) as part of the attack. <br><br> ##### Feint You may use the [[Actions in Combat#Help|Help]] action as a bonus action. <br><br> ##### Intuitive Combatant While wearing light or no [[Armour & Weapons#Armour|armour]] and while not wielding a [[Armour & Weapons#Shields|shield]], your [[Abilities & Skills#Armour Class|AC]] is increased by your Intelligence modifier (minimum of zero). You lose the benefit of this feature when you take damage, and you regain this feature at the start of your turn. You don't gain the benefits of this feature if your [[Abilities & Skills#Armour Class|AC]] is calculated by another feature that uses any other ability score besides Dexterity (such as [[Monk#Unarmoured Defence|Unarmoured Defence]]). <br><br> ##### Invasive Charm In response to seeing a creature within 15ft of you make an attack, you can use your reaction to reduce the enemies' attack roll by an amount equal to your Charisma modifier (minimum of one). You may perform this Knack a number of times equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]], regaining all expended uses on a [[Survival Needs#Rest|rest]]. <br><br> ##### Mechanical Insight Whenever you make a check using a set of [[Gear Appendix#Crystallography Tools|crystallography tools]], [[Gear Appendix#Thieves' Tools|thieves' tools]] or [[Gear Appendix#Tinker Tools|tinker tools]], you can make the roll with [[Abilities & Skills#Advantage & Disadvantage|advantage]]. <br><br> ##### Modify Device As an action, you can use either [[Gear Appendix#Tinker Tools|tinker tools]] or [[Gear Appendix#Thieves' Tools|thieves' tools]] to make adjustments to one trap or lock that you can touch. The DC of that trap or lock changes to equal your Knack DC, or increases by 5 (your choice). To use this Knack, the trap or lock must be deactivated or unlocked, and you must have access to its inner mechanisms. You cannot use this Knack to modify a trap or lock that can't be reset, or one that has been destroyed beyond repair. You may perform this Knack a number of times equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]], regaining all expended uses on a [[Survival Needs#Rest|rest]]. <br><br> ##### Natural Scrapper Your [[Making an Attack#Unarmed Strikes|unarmed strikes]] now use a d4 for damage dice. You can use Dexterity for your unarmed strikes instead of Strength, if you would choose. You can activate [[Rogue#Sneak Attack|Sneak Attack]] using your unarmed strikes. <br><br> ##### Quick Wits You may add your Wisdom modifier to your [[Order of Combat#Initiative 🛠|Initiative]] roll when determining initiative order. <br><br> ##### Steady Aim As a bonus action, you can give yourself [[Abilities & Skills#Advantage & Disadvantage|advantage]] on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your [[Physical Capabilities#Movement Speed|movement speed]] is 0 until the end of the current turn. <br><br> ##### Streetwise Whenever you are in a settlement and would make a Intelligence check that you can add your proficiency with [[Abilities & Skills#Etiquette 🛠|Etiquette]], [[Abilities & Skills#Investigation|Investigation]], or [[Abilities & Skills#Lore|Lore]] to, you can choose to use your Charisma in place of Intelligence for that check. <br><br> ##### Unseen Stalker You can attempt to [[Actions in Combat#Hide|Hide]] even when you are only [[Exploration & Environment#Lightly Obscured|lightly obscured]]. In addition, when you first attack an unaware creature from hiding you deal additional damage equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]. <br> --- ### 5th Level Knacks <br> ##### Clean Shots *Prerequisite: 5th level Rogue* [[Armour & Weapons#Ranged Weapon Categories|Ranged weapon]] attacks against targets within your first range increment trigger [[Rogue#Sneak Attack|Sneak Attack]] unless your target has any kind of [[Movement and Position#Cover|cover]]. <br><br> ##### Court Subterfuge *Prerequisite: 5th level Rogue* Over the course of 10 minutes, you can hide up to two [[Armour & Weapons#Light|light]] weapons underneath worn clothing or [[Armour & Weapons#Armour|armour]]. These weapons can be pulled as part of an attack, dealing an additional die of [[Rogue#Sneak Attack|Sneak Attack]] damage against [[Order of Combat#Surprise|surprised]] creatures. These weapons are discreet and require a [[Abilities & Skills#Investigation|Investigation]] check against your Knack DC to discover. <br><br> ##### Dirty Opportunist *Prerequisite: 5th level Rogue* You may perform [[Making an Attack#Opportunity Attacks 🛠|opportunity attacks]] when creatures attempt to leave your reach, and you have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on attack rolls against targets when performing them. In addition, when making an opportunity attack you may choose to attempt to knock the target [[Conditions#Prone|prone]]. If the target is [[Movement and Position#Creature Size|one size larger than you or smaller]] they must make a Strength saving throw against your Knack DC or be knocked [[Conditions#Prone|prone]]. <br><br> ##### Get Out of Dodge *Prerequisite: 5th level Rogue* Whenever you take damage your [[Physical Capabilities#Movement Speed|movement speed]] is increased by 10ft until the end of your next turn. <br><br> ##### Just Lucky *Prerequisite: 5th level Rogue* You gain 1 Luck point as per the [[Feats#Lucky|Lucky]] feat. <br><br> ##### Motivate *Prerequisite: 5th level Rogue* As a bonus action, you can motivate an allied creature within 60ft of you to succeed. The motivated creature gains a bonus to their next check or attack roll equal to your Charisma modifier (minimum of one). Once you target a creature with this ability you cannot target them again until you finish a [[Survival Needs#Rest|rest]]. <br><br> ##### Parkour *Prerequisite: 5th level Rogue* When you fall, you can use a reaction to control your fall. You reduce any [[Movement and Position#Falling|falling damage]] that you would take by an amount equal to five times your Rogue level. <br><br> ##### Pilfer Their Pockets *Prerequisite: 5th level Rogue* Whenever you deal [[Rogue#Sneak Attack|Sneak Attack]] damage to a creature with a [[Armour & Weapons#Melee Weapon Categories|melee weapon]] you can attempt to steal something from the target. As part of the attack, attempt a Dexterity ([[Abilities & Skills#Sleight of Hand|Sleight of Hand]]) check against their [[Abilities & Skills#Passive Checks|passive]] (Wisdom) [[Abilities & Skills#Perception|Perception]]. If you succeed, you take one thing off of their person (that isn't being worn or wielded) without being noticed. A creature cannot be targeted by this feature again until they aren't aware of your presence. <br><br> ##### Return Fire *Prerequisite: 5th level Rogue* In response to being damaged by a [[Making an Attack#Ranged Attacks|ranged attack]], you can use your reaction to make a [[Armour & Weapons#Ranged Weapon Categories|ranged weapon]] attack against the attacker provided they're within range. You may perform this Knack a number of times equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]], regaining all expended uses on a [[Survival Needs#Rest|rest]]. <br><br> ##### Survey Dungeon *Prerequisite: 5th level Rogue* You can spend 10 minutes carefully examining a room you currently occupy. At the end of the 10 minutes, you gain knowledge about one of the following as they relate to the area: - Traps in the area. This includes any mechanical or natural effect that was intended to harm an intruder. - Active spells in the area that were cast at a level equal to your Intelligence modifier or lower. - Secret compartments, doors, or passageways. You may perform this Knack a number of times equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]], regaining all expended uses on a [[Survival Needs#Rest|rest]]. <br><br> ##### Trick Shot *Prerequisite: 5th level Rogue* As a bonus action, you can make a special [[Making an Attack#Ranged Attacks|ranged attack]]. This attack ignores the benefits of [[Movement and Position#Cover|cover]], so long as it can ricochet off one surface and hit a target in range. The attack deals damage as normal, and you may apply your [[Rogue#Sneak Attack|Sneak Attack]]. <br> ___ ### 9th Level Knacks <br> ##### Hard to Kill *Prerequisite: 9th level Rogue* If you would be reduced to 0 hit points you can choose to drop to 1 hit point instead. In doing so, you gain a level of [[Conditions#exhaustion|exhaustion]] and you cannot do so again until you finish a [[Survival Needs#Rest|rest]]. <br><br> ##### If Looks Could Kill *Prerequisite: 9th level Rogue* You emit an aura of swagger and awe. Hostile creatures within 5ft of you take additional damage dealt by your allies equal to your Charisma modifier (minimum of 1). <br><br> ##### Incite Violence *Prerequisite: 9th level Rogue* As an action, you can whisper violent words to a creature that can understand you within 5 feet. The creature must succeed on Wisdom saving throw against your Knack DC or take psychic damage equal to your [[Rogue#Sneak Attack|Sneak Attack]] and instantly use its reaction to make a melee attack against a creature of your choice within its reach. If no other creature is within its reach, the target has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on the next attack roll it makes before the start of your next turn. <br><br> ##### Lick Your Wounds *Prerequisite: 9th level Rogue* As an action, you can expend a Rogue hit die to regain hit points as normal. You also gain temporary hit points equal to your Rogue level until you finish a [[Survival Needs#Rest|rest]]. Once you use this feature you cannot do so again until you finish a [[Survival Needs#Long Rest|long rest]]. <br><br> ##### Mithridatism *Prerequisite: 9th level Rogue* You gain [[Damage and Healing#Resistance|resistance]] to poison damage and [[Damage and Healing#Immunity|immunity]] to the [[Conditions#Poisoned|Poisoned]] condition. <br><br> ##### Pure Grit *Prerequisite: 9th level Rogue* Whenever you take damage from an attack, you can reduce the damage by an amount equal to half your [[Levels & Proficiency Bonus|proficiency bonus]] (rounded down). When you activate [[Rogue#Uncanny Dodge|Uncanny Dodge]], you may instead reduce the damage by your full proficiency bonus, before the triggering damage is halved. You may perform this Knack a number of times equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]], regaining all expended uses on a [[Survival Needs#Rest|rest]]. <br><br> ##### Reliable Skill *Prerequisite: 9th level Rogue* Whenever you make a check using a [[Abilities & Skills#Skills|skill]] or [[Adventuring Gear#Hobby Kits|hobby kit]] that you are proficient in and roll a 7 or lower on the d20, you can treat the d20 roll as an 8. You may perform this Knack a number of times equal to your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]], regaining all expended uses on a [[Survival Needs#Rest|rest]]. <br><br> ##### Survey Settlement *Prerequisite: 9th level Rogue* As part of a [[Survival Needs#Rest|rest]], you can spend 1-hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area: - Any active factions and faction outposts within the area. - Prominent buildings, gathering places, and cultural sites. - Powerful (CR 1 or higher) politicians or military leaders. - Loyalties, beliefs, rumors, and fears of the local populace. - Secret alleyways, doors, hideouts, or storefronts. Once you use this Knack to survey a settlement you must finish a [[Survival Needs#Long Rest|long rest]] before you can use it again. <br><br> ##### Thrive in Chaos *Prerequisite: 9th level Rogue* Whenever there are 3 or more enemies within 10ft of you, your [[Physical Capabilities#Movement Speed|movement speed]] increases by 10 feet, and you may use your [[Rogue#Sneak Attack|Sneak Attack]] without meeting any of it's usual requirements. <br> --- ### 13th Level Knacks <br> ##### Hand of Many Talents *Prerequisite: 13th level Rogue* Choose one of your [[Abilities & Skills#Skills|skill]] proficiencies. You gain [[Levels & Proficiency Bonus#Expertise|expertise]] with the chosen proficiency. <br><br> ##### Honed Blades *Prerequisite: 13th level Rogue* Your attacks with [[Armour & Weapons#Light|light]] weapons have an increased [[Damage and Healing#Critical Hits 🛠|critical hit]] threshold of 1; this means if you would normally critically strike on a roll of 20, you instead critically strike on a roll of 19-20. This feature can be combined with other features that increase your critical hit threshold. <br><br> ##### Fluid Movements *Prerequisite: 13th level Rogue* As a bonus action, you can enter a heightened state of movement which you must [[Abilities & Skills#Concentration|concentrate]] on. For 1 minute, or until you lose concentration, you gain the following benefits: - Your [[Physical Capabilities#Movement Speed|movement speed]] is unaffected by difficult terrain. - You can use a bonus action on your turn to gain the benefits of both the [[Actions in Combat#Dash|Dash]] and [[Actions in Combat#Disengage|Disengage]] action. - Spells and other magical effects can neither reduce your [[Physical Capabilities#Movement Speed|movement speed]] nor cause you to be [[Conditions#Restrained 🛠|restrained]]. - You gain [[Abilities & Skills#Advantage & Disadvantage|advantage]] on [[Actions in Combat#Escape 🛠|Escape]] checks. - [[Physical Capabilities#Swimming|Swimming]] or being underwater imposes no [[Movement and Position#Underwater Combat|penalties on your movements or your melee attack rolls]]. Once you've used this feature, you aren't able to use it again until you finish a [[Survival Needs#Rest|rest]]. <br><br> ##### Mental Shroud *Prerequisite: 13th level Rogue* You gain [[Damage and Healing#Resistance|resistance]] to psychic damage. In addition, you become aware when someone is attempting to read your thoughts or speak to you telepathically through magic or other means. You can choose to block these attempts, automatically succeeding on saving throws related to telepathy or thought reading. <br><br> ##### Quick Draw *Prerequisite: 13th level Rogue* As a bonus action, you can enter a heightened state of focus which you must [[Abilities & Skills#Concentration|concentrate]] on. For 1 minute, or until you lose concentration, you may ignore the [[Armour & Weapons#Loading|loading]] property of [[Armour & Weapons#Ranged Weapon Categories|ranged weapons]]. Additionally, once per turn you may perform a [[Armour & Weapons#Reload|reload]] for weapons that require it using a free [[Order of Combat#Other Activity on Your Turn|object interaction]] instead of the usual time it takes. Once you've used this feature, you aren't able to use it again until you finish a [[Survival Needs#Rest|rest]]. <br><br> ##### Sow Fear *Prerequisite: 13th level Rogue* Whenever you perform a [[Damage and Healing#Critical Hits 🛠|critical hit]] or reduce a creature to 0 hit points, enemy creatures within 10ft of you who can see you must make a Wisdom saving throw. On a failure they become [[Conditions#Frightened|frightened]] of you until the end of their next turn. You may use [[Rogue#Sneak Attack|Sneak Attack]] against creatures who are frightened of you in this way. Once a creature succeeds on a saving throw they cannot be affected again by this feature again until you roll [[Order of Combat#Initiative 🛠|initiative]] again or you complete a [[Survival Needs#Rest|rest]]. <br> ___ ### 17th Level Knacks <br> ##### Contingency Plan *Prerequisite: 17th level Rogue* At the end of a [[Survival Needs#Long Rest|long rest]], you can put an undisclosed contingency plan into place. You can only have one contingency plan at a time. As an action, you can reveal your previously undisclosed plan (which you make up at the time of its reveal) and make a DC 20 Intelligence check. You may add a [[Abilities & Skills#Skills|skill]] or [[Adventuring Gear#Hobby Kits|hobby kit]] proficiency if the DM deems appropriate for your plan. The DM might also adjust the DC, depending on what your plan hopes to accomplish. On a success, your secret plans and preparations take effect perfectly as you described them. The cost to execute your plan cannot exceed an equivalent cost of 50 ![[credit.png]], and the effects cannot exceed a 7th level spell. For example, you may reveal that you secretly purchased the perfect [[Magic Items#Scrolls 🛠|spell scroll]] last time you were in a town, or that you paid a mercenary band or airship to come to your rescue. <br><br> ##### Elusive *Prerequisite: 17th level Rogue* Attack rolls against you cannot have [[Abilities & Skills#Advantage & Disadvantage|advantage]] as long as you are aware of the attacker and you aren't [[Conditions#Stunned 🛠|stunned]], [[Conditions#Unconscious|unconscious]] or [[Conditions#Dying 🛠|dying]]. <br><br> ##### Inconceivable Dodge *Prerequisite: 17th level Rogue* When you take damage, you can use your reaction to move with supernatural agility and speed to an unoccupied space within 10 feet, avoiding the triggering damage as if it never affected you at all. Any other effects that the attack might impose still apply, including effects that might limit your [[Physical Capabilities#Movement Speed|movement speed]]. You may perform this Knack a number of times equal to half your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] (rounded down), regaining all expended uses on a [[Survival Needs#Long Rest|long rest]]. <br><br> #### Trickster's Blessing *Prerequisite: 17th level Rogue* When you take the [[Actions in Combat#Hide|Hide]] action, you are able to hide with inconceivable and supernatural skill. You always have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on the [[Abilities & Skills#Stealth|Stealth]] checks, and if you remain stationary for 1 minute, you cannot be found by any creature, regardless what [[Physical Capabilities#Senses|senses]] or magic they might have. This benefit lasts for as long as you are conscious or until you are no longer stationary.