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Epic Rogue Archetype Features


Arcane Trickster: Spellcasting

See Table: Epic Spellcasting for Partial Spellcasters. At 22nd, 24th, 26th, 28th, and 30th level you choose an enchantment or illusion spell from any spell list to add to your spells known.


Arcane Trickster: Expert Handling

At 25th level, the mage hand you create is as able and strong as your real hand. Your mage hand can wield weapons and shields. While your mage hand wields a weapon, you can use an action to make a melee weapon attack with it, dealing your Sneak Attack damage on a hit. While your mage hand wields a shield, you can use your Cunning Action to direct it to defend either you, or a creature or object you can see, granting its bonus to armor class to that target.


Arcane Trickster: Illusory Assault

At 30th level, when you take the Attack action, you can use your Cunning Action to cast an illusion spell with a casting time of 1 action.


Assassin: Death By Poison

At 25th level, you better learn the vagaries of poisons and can use them with incredible alacrity. You gain advantage on checks made with a poisoner’s kit, and your proficiency bonus is doubled for any ability check you make that uses a poisoner’s kit.

  In addition, you can use your Cunning Action to apply poison to two weapons you are wielding or two pieces of ammunition.


Assassin: Agent of Death

At 30th level, once on each of your turns when you hit a creature with a weapon attack that deals poison damage, you can force the creature to make any saving throws against the poison this turn with disadvantage. In addition, any poison damage dealt by the attack ignores damage resistances, and creatures with immunity to poison damage take half damage instead.


Inquisitive: Keen Observer

At 25th level, you’re always keeping a sharp eye on your surroundings. You gain advantage on ability checks that use Insight, Investigation, or Perception. Each of your passive scores with these skills increase by 5.


Inquisitive: Epic Observations

At 30th level, when you make an Intelligence (Investigation), Wisdom (Insight), or Wisdom (Perception) check, you can replace the number you roll with a 15. 


Mastermind: Superb Ally

At 25th level, you are exceptionally helpful to others in a fight. At the start of each of your turns, you can use the Help action without using a bonus action or action to do so.


Mastermind: Incredible Advice

At 30th level, you can use your action to shout a specific course of activity to one creature within 30 feet. That creature can use its reaction to immediately take the action that you describe. Once a creature has benefited from Incredible Advice, it cannot do so again for 24 hours.


Phantom: Morbid Adjacency

At 25th level, your connection to the realm beyond strengthens. When you use a phantom archetype feature to deal psychic damage, the damage die increases by one stop (from d6 to d8).

  In addition, you gain resistance to necrotic and psychic damage.


Phantom: Living Ghost

At 30th level, you have unlimited uses of your ghostly form phantom archetype feature.


Scout: Quick Ranging

At 25th level, every type of wilderness is a cinch for you to traverse. Your walking speed and other speeds you have are increased by 20 feet. 

  In addition, you gain the Natural Explorer ranger class feature. Once each week after you have spent 24 hours in a terrain other than your chosen type, you can change your familiar terrain to that terrain.


Scout: Hunting Mastery

At 30th level, choose a melee weapon, or choose a thrown or ranged weapon.
Your weapon attacks with the chosen melee weapon score a critical hit on a roll of 18–20.
Your ranges with the chosen thrown weapon or ranged weapon double and your weapon attacks with it score a critical hit on a roll of 19–20.


Soulknife: Sharper Mind

At 25th level, you regain the uses of all of your psionic archetype features whenever you finish a short or long rest.

  In addition, when you score a critical hit against a living creature your psionic die increases by 1 step.


Soulknife: Mental Edge

At 30th level, your psionic die is never exhausted and cannot drop beneath 1d4.


Swashbuckler: That Was A Warning

At 25th level, you can flick out with your weapon to correct a mistake, making your assault look far more disciplined than it really is. When you are wielding a Finesse or Light weapon and take the Attack action, you can reroll a failed melee weapon attack roll and do so with advantage.

  You can use this feature a number of times equal to your Charisma modifier (a minimum of once), but no more than once per turn. You regain expended uses when you finish a long rest. 


Swashbuckler: Rakish Strikes

At 30th level, when you deal damage with a finesse or light weapon, you deal an additional weapon die of damage. In addition, while you are wielding a Finesse or Light weapon your armor class increases by 2.


Thief: Ever The Opportunist

At 25th level, you can make every strike really worth something. Once per turn when you take the Attack action and hit a creature with a melee weapon attack, you can make a Dexterity (Sleight of Hand) check with advantage to either stow a Tiny item on the creature or take a Tiny item from it.


Thief: Epic Cheat

At 30th level, you are able to use Supreme Sneak while moving your full speed and your jump distance is doubled. 

  In addition, when you take damage from an attack or spell that deals bludgeoning, piercing, slashing, force, or thunder damage, you may spend your reaction to make a Dexterity (Acrobatics) check, reducing the damage you take by the result. 

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