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Spy

Whether you were specially trained for such a purpose or your natural talents simply match this path, your mastery of observation and deception makes you a precious asset for any faction. You are able to steal or trade clues and intelligence like no other, for you know that these resources are as valuable as a purse full of gold.

Schemer

When you choose this archetype at 3rd level, you become an expert in subterfuge. You become proficient with the disguise kit, forgery kit, and one gaming set of your choosing. You also gain an additional language. At 9th level, you gain a second language.

You can read the lips of a creature within 60 feet of you with a Wisdom (Perception) check. The DC for this check is 10, or contested by the creature’s Dexterity (Stealth) check if it is on its guard.

You have advantage on ability checks to pass yourself off as someone else.

Keen Eye

Starting at 3rd level, as a bonus action on your turn, you can take the Search action or study a creature that you can see. When you study a creature, make an Intelligence (Investigation) check with a DC of 10 + the target’s Charisma modifier + the target’s proficiency bonus if it is proficient in Deception.

You have disadvantage on the check if the target is not a humanoid or a giant. A successful check means that you have the creature “figured out” until the start of your next turn, allowing you to use your Sneak Attack against it even if you don’t have advantage against it and no enemy creature is within 5 feet of it.

Snitch

Beginning at 9th level, you can communicate decisive advice to your allies in the midst of action. When you deal Sneak Attack damage to a creature, you can forsake any number of Sneak Attack damage dice so that, in exchange, the same number of allies can exploit the weakness you have just exposed. In order to detect your signals, your allies must be able to see you and you must be able to see them (no action required on either part). Until the start of your next turn, designated allies have advantage on attack rolls against the targeted creature.

Verbal Lure

Starting at 13th level, you can apply the effects of the glibness spell to yourself as an action. This is not considered a magical power. Once you use this feature, you can’t use it again until you finish a long rest.

You also become able to use ventriloquism. As a bonus action, you can disguise and throw your voice. If you are within 30 feet of a creature, you express yourself in a language it speaks, and there is no obvious evidence to the contrary, others will consider your words to be the creature’s and will react accordingly. The GM can grant observers a Wisdom (Insight) check contested by your Charisma (Deception) to see through the artifice.

Backbite

At 17th level, you can grant your allies deadly precision by showing them an enemy’s weak spots. When a creature that you can see and that can see you attacks a creature that you have “figured out” with your Keen Eye feature, you can use your reaction to give the attacker a precious hint. If the attack succeeds, the attacker can add half your Sneak Attack dice (rounded down) to its damage.

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Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp