5e SRD >Class Options >

Svartálfar Agent

Spies and assassins, they are the only dark elves allowed to venture into the world above, and their assignments often take them beyond Norrøngard into the wider world. Sometimes, this exposure to the upper world changes an agent, and they leave the Underhand, becoming rogue operatives looking to explore their newfound freedom. Of course, other supposedly former agents may be playing a long game, feigning friendship with the surface dwellers while chasing down defectors or securing powerful magical items for their cruel masters beneath the mountains.

Prerequisite(s): Svartálfar

You can choose this rogue archetype only if you are a Svartálfar elf.

Undercover Expert

When you choose this archetype at 3rd level, you gain proficiency with the Disguise Kit and the Poisoner’s Kit. You also learn two languages of your choice.

Tricks Of The Trade

When you choose this archetype at 3rd level, you learn tricks of the trade that are fueled by a special reserve of cunning called ruse.

  • Tricks. You learn three tricks of your choice (see “Tricks” below). You can only use one trick per attack. You learn one additional trick of your choice at 9th, 13th, and 17th levels. Each time you learn a new trick, you can replace one trick you know with a different one.
  • Ruse. You gain a number of ruse points equal to your Dexterity modifier (minimum of one). You gain one additional ruse point at 9th, 13th, and 17th levels. You can spend ruse once per turn. You regain all spent ruse when you finish a short or long rest.

Hard To Pin Down

Starting at 9th level, you have advantage on initiative checks. Additionally, if you are surprised, you can take the Hide action on your first turn, provided you are not alone and at least one other non-hostile creature is within 30 feet of you.

Melee Master

Starting at 13 level, once on each of your turns, when you miss a Sneak Attack using a melee weapon with the light property, you may choose to reroll that attack.

Dance Of Daggers

Starting at 17 level, provided you are welding a melee weapon with the light property, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Tricks

The tricks are presented in alphabetical order.

  • Expert Climber. Your training has included extensive practice scaling difficult surfaces while under duress. As part of a move during combat, you can spend a ruse point to climb faster than normal; for one turn, climbing no longer costs you extra movement.
  • Expert Jumper. Your training included techniques to maximize your leaping ability in stressful situations. As part of a move during combat, you can spend a ruse point to jump farther. When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
  • Fantastic Feints. You know how to weave your weapons to coax holes in your opponent’s defenses. Immediately after you take the Attack action on your turn, you can spend two ruse points to make another weapon attack.
  • Fleet of Foot. Your training has taught you to draw on hidden resources in a pinch. As a bonus action during combat, you can spend a ruse point to increase your walking speed by 10 feet until the beginning of your next turn. If you have a climbing or swimming speed, this increase applies to that speed as well.
  • Heightened Senses. Your training taught you how to push your senses to the limits of their abilities. As a bonus action, you can spend two ruse points to gain blindsight up to 60 feet for one turn.
  • Hidden Blade. Your training taught you that you can never have too many knives. As a bonus action, you can spend a ruse point to gain advantage on any Sleight of Hand checks to conceal a dagger on your person.
  • Hidden Tools. Your training taught you the value of hidden lockpicks. As a bonus action, you can spend a ruse point to produce a set of Thieves’ Tools, declaring that you had previously secreted them somewhere on your person, even after you have been searched or disarmed.
  • Slice and Snatch. Your training taught you how to lift items off a hostile target. If you hit with a melee attack, you can spend a ruse point to attempt a Dexterity (Sleight of Hand) check to steal something from the target as a bonus action. The object cannot be in their grasp but must be worn or carried on their person, and you must be able to see it (such as a coin purse on a belt, a necklace, etc.). The target makes a Wisdom (Perception) check versus your Dexterity (Sleight of Hand) check to notice the theft.
  • Slip Away. Your training taught you how to leap away faster than an enemy can react. You can spend a ruse point to use your reaction to move up to half your speed when an enemy approaches to within 5 feet of you. This move doesn’t trigger opportunity attacks.
  • Superior Hiding. Your training has taught you the advantages of remaining unseen. As a bonus action, you can spend a ruse point to take the Hide action while you’re in dim light or darkness, even if you’re being observed. You have advantage on the Dexterity (Stealth) check to become hidden.
  • Tumble Trick. Your training included acrobatic maneuvers you can use in combat. When you use an action or bonus action to tumble through a hostile creature’s space, you can spend a ruse point to automatically succeed on the opposed Dexterity (Acrobatics) check. In addition, you also gain advantage on your next attack against that foe before the beginning of your next turn.
  • Twist the Knife. Your training focused on targeting weak points in your opponent’s biology with vicious maneuvers. As part of a successful melee hit that deals piercing or slashing damage, you can spend a ruse point to add an additional 1d4 damage of the type dealt by your weapon.
Section 15: Copyright Notice
Thrones & Bones: Norrøngard Player's Guide Copyright 2021 Lazy Wolf Studios Authors: Lou Anders, Jeff Lee, Sarah Madsen, Ben McFarland, and Brian Suskind.