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Jugglers take their name from entertainers who juggle multiple objects, perform slight of hand, and perform other tricks of dexterity. The juggler rogue, though, has talents beyond a common street performer. Jugglers move with dizzying speed and uncanny accuracy, throwing weapons with deadly accuracy.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your rogue level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.


Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, or take the Use an Object action. You can throw clubs as though they had the thrown property and a normal range of 20 feet with a long range of 60 feet. When you would normally be able to ready or draw one weapon, you can ready one in each hand.

Juggling Pool

Starting at 3rd level, you have a juggling pool of 2 points. You regain these points after finishing a long rest. Your pool increases to 3 points at 9th level, 4 at 13th level, and 5 at 17th level. By spending a point from your pool, you can do one of the following:

Dexterous Move

You can spend 1 point of your juggling pool when you make an Acrobatics or Sleight of Hand check to roll a d6 and add the result to your check.

Flying Daggers

By spending 1 point, you can use a bonus action to ready and throw two thrown weapons.

Return Missile

When you catch a missile with Deflect Missiles, you can spend 1 point of your juggling pool to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the has a normal range of 20 feet and a long range of 60 feet. You treat the weapon as though it had the thrown and finesse properties.

Fighting Style

At 9th level, you gain the Two-Weapon Fighting Style, as a fighter. When you engage in twoweapon fighting, you can add your ability modifier to the damage of the second attack.

Distracting Throw

Starting at 13th level, when you hit a target with a thrown weapon, you can use a bonus action to Help, even if the target isn’t within 5 feet of you.

Impromptu Throw

At 17th level, you can make an attack with a thrown weapon with advantage. You must finish a long or short rest before using this feature again.

You add your proficiency bonus when you attack with a thrown improvised weapon.

Section 15: Copyright Notice

Roguish Archetypes Copyright 2020 by RJ Grady. Published by Tripod Machine.