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  INTRODUCTION 
   
  he RPG is a game that promotes imagination 
  and logical reasoning, developing creativity, 
  interpersonal relationship, and mutual 
  cooperation. As pioneer of this game style, 
  D&D brings an atmosphere of mysticism and 
  fantasy to DM and players, allowing then to  
  create and live epic histories and adventures worthy to 
  be tell on books or even in movies. 
  Several memorable and epic sagas known can be 
  revived and even take a different course in the hands of 
  an experienced DM and dedicated players. However, the 
  game is not about only will and storytelling. There are 
  factors that must not be decided only by the desire of 
  the DM or the players. 
  The game rules are fundamental to keep a level of 
  coherency and logic on game tables. A player may want 
  his character knock a huge iron door to the ground with 
  a kick, but the success or the failure of this action is 
  impacted by the physical strength of the character and 
  a die roll. 
  The D&D 5th edition core books present the basic 
  rules to act in an universe create by a DM or in the 
  official campaign setting, like Forgotten Realms. 
  Whereas the core rulebooks are limited in the 
  diversification of races, classes, items, spells, feats, 
  monsters and so on, I decide to create a pack of 
  supplemental rulebooks to expand the options 
  presented on the basic books. 
  To have better use of the supplemental rulebooks of 
  the AlanVenic’s Redbook line, you need the three D&D 
  5th edition core rulebooks: The Player’s Handbook, 
  Monster Manual and Dungeon Master’s Guide. In 
  certain moments, some features presented here, will 
  refer a given chapter of this books, or just the book 
  itself. When you are consult this supplemental 
  rulebook, you should have access to the determined 
  book to delve into the topic discussed by the given 
  feature. 
  At this specific supplemental rulebook will be 
  approached the rogue class. Here we have a brief 
  discuss of his abilities and powers, focusing on class 
  gameplay. Additionally, are presented here new class 
  options to players that consider the class options 
  presented in the Player’s Handbook doesn’t fit on the 
  concept they pictured to their characters. 
  You could be an adventurer obsessed with wealth 
  capable to perceive the value of a treasure just looking 
  at it. Or you could be a masked assassin from a secret 
  clan that can kill your enemies by fear. Or you could be 
  a strategist specialized in place deadly traps to your 
  enemies. You could even be a duelist so skilled in blade 
  handling that can let then nearly invisible with the fast 
  movements of your hands. 
  At this supplemental rulebook are presented ten new 
  roguish archetypes. Certainly, one of than will fit the 
  concept you imagine for your rogue. Explore all the 
  possibilities and have fun. 
  Long live to the RPG! 
   
  AlanVenic Gonçalves 
  February 2016
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries.  
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.  
   
  All other original material in this work is copyright 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters 
  Guild. 
  
   
  THE ROGUE 
  Sheeted by a dark mantle and hidden by the shadow of 
  the night, a mysterious man walk through the dirty 
  alleys of the city. Its steps are noiseless and the sailors 
  playing cards inside a damp and dark hangar do not 
  notice its presence. Screams and blood split, and is too 
  late to react. The four pirates already fallen with their 
  throats cut, and the cloaked man leaves the hangar 
  with its reward: a mysterious and powerful item that 
  the unlucky sailors even imagine it is a lost artefact. 
  This is the way of the rogue. Grim and fast giving no 
  chance for those between it and its goal to react. 
   
  CLASS FEATURES 
  As a rogue, you are skilled in many fields and an expert 
  in some areas you decide to focus. However, your 
  abilities are not restricted to this you are able to deliver 
  precise strikes when your enemies shows its weak 
  spots.  
   
  EXPERTIZE 
  No other class is able to be so efficient in certain skills 
  than a rogue. You can become a master in the use of 
  tools or any skill you already know how to handle. 
   
  SNEAK ATTACK 
  The monster turns its back to you, and in this very 
  moment, it makes its greater mistake. You stealthily 
  reach the monster and strike its jugular with a precise 
  and fast attack. This sudden strike is sufficient to put 
  down the beast.   
   
  THIEVES’ CANT 
  Rogues commonly has no code of conduct or code of 
  socializing among then. However, they share some 
  practices and gestures they use to communicate each 
  other without people nearby notice. 
   
  CUNNING ACTION 
  The cunning and trick are natural for any rogue. They 
  are capable of acts normally impossible for most 
  characters, like runaway or join a combat in an almost 
  supernatural way. 
   
  ROGUISH ARCHETYPE 
  The roguish archetype determine peculiarities and gives 
  you a set of unique features that only a rogue that 
  follow the same archetype will have. In the Player’s 
  Handbook are presented three roguish archetypes. Here 
  are presented ten new slopes of this class feature, 
  bringing a huge variety for the kind of rogue you want 
  to be. The new roguish archetypes are presented in the 
  final of this brief description of the rogue class features. 
   
   
   
   
  ABILITY SCORE IMPROVEMENT 
  Increase the Dexterity score is surely the first thing to 
  think about when playing a rogue. However, some 
  rogues are benefit by a high Intelligence or Charisma 
  score, since many of its abilities demands intellect and 
  personality to interact with the environment and other 
  beings. Additionally, you can find some feats that can 
  expand your diversity or focus (see chapter 6 on Player’s 
  Handbook). 
   
  UNCANNY DODGE 
  Every rogue seek avoid danger. However, when it is not 
  possible out unscathed from a battle, you still has an 
  ace on the hole to reduce the injuries it takes. 
   
  EVASION 
  Thanks to your agility and quick-wits, you can dive in 
  safety escaping unscathed from effects that could put 
  you down. 
   
  RELIABLE TALENT 
  You hardly fail when making an ordinary deed to you. 
  You mastery at the arts you study are supreme, and you 
  know that you can always count on your talent. 
   
  BLINDSENSE 
  Improves your combat powers not only has to do with 
  become more offensive, but with understand everything 
  around you. When you become enough experienced, 
  your senses sharpen in a supernatural way. 
   
  SLIPPERY MIND 
  Is hard to hit your body doing to your agility and speed, 
  but are uncountable forms to defeat someone and strike 
  its mind is one of them. Therefore, you train a manner 
  to make your mind nearly impervious.  
   
  ELUSIVE 
  Nearly the apex of your abilities, you become very hard 
  to be caught at disadvantage. The only way to obtain 
  advantage against you is taking you unable to move. 
   
  STROKE OF LUCK 
  Ability is not always the main tool for success. Luck can 
  be a factor so important them skill. Thanks to this luck, 
  you can make awesome feats or hit improbable attacks 
  in most decisive moments. 
   
  ROGUISH ARCHETYPES 
  At this supplemental rulebook are presented ten new 
  roguish archetypes you can choose instead of the 
  roguish archetypes presented in the Player’s Handbook.  
  The Ghost Face, the Invisible Blade, the Little Bravo, 
  the Mimetic, the Mountebank, the Shadow Dancer, the 
  Soul Stealer, the Streetfighter, the Tactical Trapsmith, 
  and the Treasure Hunter. 
  
   
  GHOST FACE 
  You join the secluded clan of masked assassins known 
  as Ghost Face. This secret clan arise when its founder 
  made a bargain with dark creatures to achieve 
  vengeance against its enemies. Since then, the founder 
  recruit an army of elite assassins specialized in kill 
  their enemies using fear. When enter this clan, you 
  start to wear a dread mask that let you enter the mind 
  of your enemies, reaching their deeper fears and awake 
  their torpid nightmares. 
   
  DAUNTING PRESENCE 
  Starting at 3rd level, your mere presence is already 
  incommodious to other creatures. You gain proficiency 
  with Intimidation, if you are not yet. Additionally, you 
  have advantage on Charisma (Intimidation) checks, 
  however, you suffer disadvantage on Charisma 
  (Persuasion) checks. When you successfully intimidate 
  a creature, it will become frightened to you until the 
  start of your next turn. 
   
  HORRIFYING ATTACK 
  Also at 3rd level, when you attack a surprised creature, 
  you can freeze its heart. If you are wearing your dread 
  mask and hit a creature that can’t see you with a melee 
  attack, in addition to cause normal damage, you can let 
  the target frightened. You appear in front of the target 
  and, if it can see you, it must be successful in a Wisdom 
  saving throw (DC 8 + your proficiency bonus + your 
  Charisma modifier) or be frightened of you for 1 minute. 
  The target can make a new saving throw at the end of 
  its turn, ending the effect with a success. 
  If the creature succeeds on its saving throw, you can’t 
  use this feature on that creature again for 24 hours. 
   
  STEALTHY NIGHTMARE 
  At 9th level, you can disappear from the mind of a 
  creature that are frightened to you, scaring it through 
  ghost noises or frozen breaths. While a creature is 
  frightened to you, you can use a bonus action to make a 
  DC 15 Dexterity (Stealth) check to become invisible to 
  that creature. The creature suffer disadvantage in 
  ability checks and attack roll even it can’t see you, but it 
  can willing move closer to you, since it can’t see you. 
  You appear for the creature if attack it or cast a spell 
  on it.  
   
  FEAR REVERSAL 
  At 13th level, you become a nightmare creature. You 
  have advantage on saving throw to avoid being 
  frightened. Additionally, when a creature you can see 
  cast a spell or use an ability that can let you frightened 
  and you are successful on the saving throw against the 
  effect, you can use your reaction to fright this creature. 
  The creature must be successful on a Wisdom saving 
  throw (DC 8 + your proficiency bonus + your Charisma 
  modifier) or be frightened of you for 1 minute. The 
  target can make a new saving throw at the end of its 
  turn, ending the effect with a success. 
   
  DREAD TORMENTOR 
  When you reach the 17th level, when you fright a 
  creature, the target can literally die from fright doing to 
  nightmares that riot its mind. Whenever a creature end 
  its turns frightened of you for any reason, you can use 
  your reaction to cause 4d10 psychic damage to the 
  creature. 
  From now on, your fear effects are so powerful that 
  your fear features can frighten even creatures immune 
  to the frightened condition. Those creature gain 
  advantage on any saving throw to avoid being 
  frightened. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  INVISIBLE BLADE 
  You focus your training on combat techniques using 
  knives, daggers and similar weapons. Armed with your 
  daggers, you are more lethal than most of the 
  combatants. You use fast moves with your hands while 
  wield your daggers to fool the senses of your foes, let 
  then dazed as you make a sequence of precise strikes. 
  Besides gain matchless mastery in light blade use, you 
  learn to fool the eyes of your enemies while dance 
  through the battlefield.   
   
  INVISIBLE HAND 
  Starting at 3rd level, you develops a technique that let 
  you make an attack so fast that the target even realize 
  that was hit. As an action, you make a single attack 
  with a piercing weapon against a surprised creature. If 
  you hit, roll damage as normal, however, the target 
  doesn’t know that suffer this damage until the end of 
  your next turn. If you attack the target while hidden, 
  this attack will not reveal your position. Additionally, 
  you gain advantage on Dexterity (Prestidigitation) 
  checks you make using piercing blades. 
   
  FAST BLADE 
  Also at 3rd level, you can make a sudden attack using a 
  hidden weapon. As a bonus action, you can draw a 
  hidden piercing light weapon and make an attack with 
  it. You gain advantage on this attack roll and, if you hit, 
  it will be a sneak attack even if you already make a 
  sneak attack this turn. If you use a thrown weapon, you 
  can throw it with this attack. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. At 13th level, you can 
  use this feature twice between a rest, but only once on 
  the same turn. 
   
  EXTRA ATTACK 
  Beginning at 9th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn. 
   
  VANISH ON THE CROWD 
  At 13th level, you can vanish in the middle of combat 
  when you provoke a distraction. If you use your 
  movement to pass behind a friendly creature to you or a 
  barrier larger than you, you can use a bonus action to 
  be target of the invisibility spell for 1 minute. Unlike 
  normal effects of invisibility, only hostile creatures that 
  was behind the barrier when you used this features will 
  cannot see you. You appear to those creatures if you 
  attack, cast a spell or make any noise like talking or 
  break a glass. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
   
   
   
   
   
   
  STEALTHY BLADE TECHNIQUE 
  When you reach the 17th level, you develops a combat 
  technique that uses a fast swap hand to fool your foes. 
  During a combat, you can use a bonus action to activate 
  the stealthy blade technique for 1 minute. When a 
  creature make a melee attack roll against you at 5 feet 
  of you, you can use your reaction to make a Dexterity 
  (Prestidigitation) check. Your AC against the attack of 
  the target is the result of your Dexterity 
  (Prestidigitation) check or your normal AC, whichever 
  is higher. If the creature miss the attack, you can make 
  a melee attack using a piercing light weapon you are 
  wielding against it. You gain advantage on this attack 
  and, if you hit, is will be a sneak attack. This attack 
  doesn’t count on the number of sneak attacks you can 
  make in a turn. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  LITTLE BRAVO 
  Audacious, daring, and dauntless are some adjectives 
  you gain doing to your bravery when you face opponents 
  larger then you. As a halfling, you takes advantage of 
  your size to move between your enemies, and attacking 
  them from unlikely and unexpected spots. For you, as 
  larger is the foe, greater is the fall. 
   
  RESTRICTION: HALFLINGS ONLY 
  Only halflings can choose the roguish archetype of little 
  bravo. This class reflects the inherent courage and 
  daring of the halflings when facing creatures larger 
  than their without hesitate. 
  Your DM can fit this racial restriction to other kind of 
  small races as gnomes, goblins, and kobolds, if it allow 
  those races as option to player characters in its 
  campaign. This restriction should reflects a kind of 
  creatures of Small size that are bold, never a craven 
  race that exists in the campaign setting of your DM. 
   
  DARING BATTLE 
  Starting at 3rd level, you can move through the 
  battlefield without fear. Your walking speed increase by 
  10 feet and you cannot be frightened by a nonmagical 
  effect. 
  Starting of 10th level, you also cannot be frightened 
  by magical effects. 
   
  BACKSTAB 
  Also at 3rd level, your daring in combat let you jump 
  below your enemies without fear, and strike them from 
  behind. As an action, you can make a Dexterity 
  (Acrobatics) check contested by a Dexterity (Acrobatics) 
  check of a hostile creature of Large or larger size at 
  your choice. If you are successful in the contest, you can 
  move through the space of your target. You should 
  finish your movement in an unoccupied space within 5 
  feet of the target to make a melee attack using a finesse 
  weapon against this creature. If you hit, this attack 
  counts as a sneak attack. Additionally, the extra 
  damage dice of your sneak attack at this attack are d8s 
  instead of d6s. 
  Move this way cause opportunity attacks and the 
  target of the maneuver can use its reaction to make a 
  melee attack against you. 
   
  SIZE ADVANTAGE 
  At 9th level, you know how use your size to fool your 
  foes. You can use your Dexterity modifier, if greater, in 
  Athletics checks. Additionally, you gain advantage on 
  Dexterity (Acrobatics), and Athletics checks. 
  Creature larger then you suffer disadvantage on 
  Wisdom (Perception) checks to notice you sneaking or 
  hidden. 
   
   
   
   
   
  CLIMB THE BIG FOLK 
  Starting at 13th level, your daring become so great that 
  you can grab the leg of a huge creature and climb it to 
  take advantage. As an action, you can make a Strength 
  (Athletics) check or a Dexterity (Acrobatics) check 
  contested by a Dexterity (Acrobatics) check of a Large or 
  larger creature within 5 feet of you. If you are successful 
  in the contest, you move you the space of the creature 
  and climb its body. While in the space of the target, you 
  move with the target and have advantage on attack 
  rolls against it. 
  You can move through the creature’s space as difficult 
  terrain. The ability of the creature to attack you 
  depends on your location and is left to DM discretion. 
  You target can dislodge you as an action – knocking you 
  off, scraping you against a wall, or grabbing and 
  throwing you – by making a Strength (Athletics) check 
  contested by yours Strength (Athletics) check or a 
  Dexterity (Acrobatics) check, your choice.  
   
  CLIMB ONTO A BIGGER CREATURE 
  If your DM use the optional action option for combat Climb onto 
  a Bigger Creature presented on chapter 9 of the Dungeon 
  Master’s Guide, your DM should considerer give you some extra 
  benefits, since your feature Climb the Big Folk simulate this 
  optional rule. 
  Your DM could use the following extra rules for this feature: 
   You can use a bonus action to make a Strength (Athletics) 
  contested by a creature’s Strength (Athletics) check to move 
  the creature you are climbing to an unoccupied space within 
  10 feet of you, at your choice. 
   The creature you are climbing has disadvantage on attack rolls 
  against you, if it can attack you. 
   
  DEADLY RETRIBUTION 
  At 17th level, you can make a fast retaliation attack 
  against an enemy that attacks you. When a creature 
  larger then you within 5 feet of you make a melee 
  attack against you, you can use your reaction to make a 
  melee attack using a finesse weapon against the target. 
  You gain advantage on this attack roll.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  MIMETIC 
  A rogue that follows the Mimetic archetype don’t rob or 
  steal goods, it copy abilities possessed by other 
  creatures. With a comprehension beyond normal about 
  training and study, a mimetic can understand the way a 
  creature access and gain certain abilities just watching 
  it. With its supernatural power, the mimetic simulate 
  with perfection an action it just saw and can even 
  deprive a creature from using its power for a moment 
  when reach a higher comprehension level. 
   
  BONUS PROFICIENCIES  
  At 3rd level, when you choose this archetype, you gain 
  proficiency with Deception and with the disguise kit, if 
  you don’t have yet. 
   
  DUPLICATE ABILITY 
  Also at 3rd level, you gain the ability to simulate an 
  ability you see in action. When you see a creature of 
  challenge rating equal or lower half your rogue level 
  using a feature or trait, you can make a DC 10 Wisdom 
  (Intuition) check to copy the ability you just saw. If you 
  are successful, you copy the ability and can use it for 1 
  hour. You can’t copy traits of unlimited use (that has 
  daily uses or that are rechargeable) with this feature. 
  This feature can copy only features that require an 
  action, bonus action or reaction. Furthermore, you can’t 
  copy speed kinds like fly or climb, or passive traits like 
  darkvision, immunities or resistances. 
  Starting at 11th level, you can copy passive traits like 
  immunities, senses or any other trait that doesn’t 
  require an action to work. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
   
  ADVANCED SIMULATION 
  At 9th level, you can simulate more exclusive features 
  of other creatures. When you see a creature of challenge 
  rating equal or lower half your rogue level using a 
  feature or trait of limited use, you can make a DC 15 
  Wisdom (Intuition) check to understand how the ability 
  you just saw works. If you are successful, you can 
  activate the copied ability once any time in 1 hour. You 
  can’t simulate the Spellcasting trait through this 
  feature. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
   
  SIMULATE SPELLCASTING 
  At 13th level, when you watch carefully a creature 
  casting a spell, you can understand the gesture and 
  verbalization of the spell. When you see a creature 
  casting a spell of a level equal or lower your rogue level 
  divided by four, you can make a Wisdom (Intuition) 
  check with a DC equal to 15 + the level of the spell, to 
  understand how the spell you just saw is casted. If you 
  are successful, you can cast the copied spell once any 
  time in 1 hour. You need to have the material 
  components for the spell, if it have. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
   
  STEAL FEATURE 
  When you reach the 17th level, you can deprive a 
  creature from one of its features when you simulate it. 
  When you see a creature using an ability you can copy 
  with your mimetic features, you can make a Wisdom 
  (Intuition) check with the appropriated DC. If you are 
  successful, the target must make a Charisma saving 
  throw (DC 8 + your proficiency bonus + your Charisma 
  modifier). If the target fail the save, it can’t use the 
  feature you just copy for 1 hour. Copy a spell prevents 
  the target to cast the specific spell for 1 hour. 
  You can use this feature twice. You regain expended 
  uses when you finish a short or long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  MOUNTEBANK 
  You join a traveling circus and learn the art of the 
  mountebanks. Those acrobats are capable to make 
  impressive feats of movement and possess a persona 
  that lives in its minds. They can move from one spot to 
  another in a blink, and can leave a room as a person, 
  emerging in another room as a completely different one. 
  The abilities of a mountebank allow it to entertain the 
  public at same time he infiltrate and interact with other 
  people that have no idea how he really are. 
   
  PEERLESS ACROBAT 
  Starting in the moment you choose this archetype, at 
  the 3rd level, you gain proficiency with Acrobatics, if 
  you don’t have yet. Additionally, you gain advantage on 
  Dexterity (Acrobatics) checks. 
   
  ALTER EGO 
  Also at 3rd level, you create an alternate identity for 
  you. This alter ego has its own physical features, 
  mannerisms, clothing style, and so on. You can cast the 
  alter self spell at will and without duration limit, but 
  you can assume only your alter ego form. Your identity 
  can be a creature of humanoid type of any race you 
  already have interacting. 
  When you reach the 10th level, you gain a third 
  identity and you can use the alter self spell to transform 
  on this identity too. You gain a forth identity at 17th 
  level. 
   
  DIMENSIONAL JAUNT 
  At 9th level, you are able to make short dimensional 
  jumps. As a bonus action, you can magically teleport 
  yourself to an unoccupied space you can see within 30 
  feet of you. If you are tied, chained or stuck for other 
  kind of mundane object, you can leave this object 
  behind, freeing up when you teleport, if you wish. 
  You can use this feature a number of times equal to 
  you Dexterity modifier (a minimum of once). You regain 
  all expended uses when you finish a long rest. 
   
  CROWDED MIND 
  At 13th level, the several personalities that lives in your 
  head make you nearly impossible to be probed or 
  controlled. If you are charmed or frightened, you can 
  use your action to assume a different identity, ending 
  the charming or frightening effect until you assume the 
  affected identity. Additionally, you gain advantage on 
  saving throws against spells that can probe your mind 
  like detect thoughts, locate creature, and scrying. 
   
  REACTIVE ESCAPE 
  When you reach the 17th level, you can instinctively 
  move when you are in danger. When a creature you can 
  see make a melee attack against you, you can use your 
  reaction to expend a use of your Dimensional Jaunt and 
  teleport to an allowed location. The attack targeting you 
  automatically miss. 
   
   
   
  SHADOW DANCER 
  You embarked in a shadow and supernatural way, 
  gaining powers right from the Shadowfell. When you 
  become a shadow dancer, you learn to manipulate dark 
  energy with unparalleled mastery. You can vanish in 
  darkness, and even use the Plane of Shadow to surprise 
  your enemies. 
   
  SHADOW CLOAK 
  Starting at 3rd level, you learn to use the darkness as 
  camouflage. You gain advantage on Dexterity (Stealth) 
  checks while you are in darkness or dim light areas. 
  Additionally, any creature that attacks you while you 
  are in darkness or dim light areas suffer disadvantage 
  on attack rolls, even if it can see in darkness.  
   
  DARK SIGHT 
  Also at 3td level, your vision adapts to darkness, your 
  favored environment. You can see in dim light within 60 
  feet of you as if it were bright light, and in darkness as 
  if it were dim light. 
   
  SHADOW PROJECTION 
  No 9° nível, você desenvolve uma técnica letal quando 
  surpreende um inimigo com um ataque vindo das 
  trevas. Usando sua ação, enquanto estiver escondido em 
  uma área de escuridão ou penumbra, você pode fazer 
  com que sua mão entre na sombra que você ocupa e 
  apareça em outra, que você possa ver, a até 15 metros 
  de você. Você pode realizar um ataque corpo-a-corpo 
  como parte dessa ação e isso não denunciará sua 
  localização.  
   
  SHADOWFELL TRAVEL 
  At 13th level, you can travel to the Plane of Shadows. 
  As an action, you can enter the Shadowfell and can 
  leave it in the start of your next turn. In the Plane of 
  Shadows, you can move up to double your walking 
  speed and you can move through creatures and objects 
  in Material Plane as it was difficult terrain, but you 
  can’t end your turn in a space occupied by a creature in 
  the Material Plane. While you are in Shadowfell, you 
  cannot attack or be attacked by a creature in the 
  Material Plane, but creatures that can access the 
  Shadow Plane can. 
   You can use this feature twice. You regain expended 
  uses when you finish a short or long rest. 
   
  SHADOW FORM 
  When you reach the 17th level, you can blend to shadow 
  in a way that is impossible discern you from the 
  darkness. As an action, you can assume a shadow form 
  for 1 minute that has the following features: 
   You gain resistance to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks. 
   You can use your Shadowfell Travel once per round 
  while in this form. 
   You gain advantage on attack rolls while you and 
  your target are in a darkness or dim light area. 
   While in bright light, you suffer disadvantage on 
  attack rolls and saving throws. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
  
   
  SOUL STEALER 
  Sometimes, rogues ally themselves to necromancers and 
  other death manipulators, even to undead when they 
  see advantage on this. Some of those rogues deepen in 
  those alliances, becoming a Soul Stealer. Those rogues 
  learn to drain vital energy from creatures and 
  manipulate this energy in its own benefit. When you 
  become a soul stealer, you are not interested in 
  mundane frivolities any more. Your only concern is take 
  hold the life of others. 
   
  LIFE STEAL 
  Starting at 3rd level, you become able to drain the vital 
  energy from creatures. When you hit a living creature 
  with a melee attack that’s qualifies to a sneak attack, 
  you can decide to don’t cause the extra damage from the 
  sneak attack. Instead of suffer the extra damage, your 
  target must be successful in a Constitution saving 
  throw (DC 8 + your proficiency bonus + you Charisma 
  modifier) or suffer necrotic damage equal to the extra 
  damage of your sneak attack. Additionally, the hit point 
  maximum of the target is reduced in a number equal of 
  the necrotic damage take, and you recover a number of 
  hit points equal to the necrotic damage you deal. If the 
  target is successful in the save, the necrotic damage is 
  halved and the target suffer no reduction on its hit 
  point maximum. You don’t recover hit points if the 
  target is successful in the saving throw. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
   
  LIFE DEPENDENCE 
  Also at 3rd level, you fell no need to feed or rest as other 
  living creatures. You don’t need to eat, drink, or sleep. 
  You still need to rest (but don’t need to sleep) to recover 
  hit points or class features that require a long rest. 
  Once per day, you need to drain the vital energy from 
  a humanoid creature that are unconscious, but alive, 
  using your Life Steal. If you don’t do this, you suffer 
  disadvantage on your attack rolls and ability checks 
  until you drain the energy from a creature this way. 
   
  LIFE SENSE  
  At 9th level, you can fell the presence of living creatures 
  and can determine its physical status. As an action, you 
  can make a DC 15 Wisdom (Perception) check to 
  discover how many living creatures exist within 60 feet 
  of you. If you concentrate in a specific creature at range 
  at your subsequent turn, you will know if the creature 
  has more or less of half its hit point maximum. 
   
  DRAIN MYSTICAL ENERGY 
  At 13th level, you improves your ability to drain vital 
  energy from living beings and can drain its mystical 
  energy too. When you hit a living creature with a melee 
  attack that’s qualifies to a sneak attack, you can decide 
  to don’t cause the extra damage from the sneak attack. 
  Instead of suffer the extra damage, your target must be 
  successful in a Charisma saving throw (DC 8 + your 
  proficiency bonus + you Charisma modifier) or lose a 
  spell slot of the highest level it has, until the maximum 
  of 5th level. You store the drained energy in the weapon 
  you hit the target. During 1 minute, your attacks with 
  this weapon counts as magical for the purpose of 
  overcoming resistance and immunity to nonmagical 
  attacks and damage. Additionally, you gain a bonus on 
  damage rolls with this weapon equal to the spell slot 
  level drained. 
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
   
  USURP SOUL 
  Starting at 17th level, you are capable to drain the soul 
  of creatures with a faint life stark. When you hit a 
  living creature with less than 40 hit points with a melee 
  sneak attack, you can drain the soul of the creature, 
  getting stronger in the process. The target must be 
  successful in a Constitution saving throw (DC 8 + your 
  proficiency bonus + you Charisma modifier) or die 
  instantaneously. If the target are successful in the save, 
  it still suffer the sneak attack damage as normal. After 
  kill a creature this way, you gain advantage on saving 
  throws and ability checks until the end of your next 
  turn.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  STREETFIGHTER 
  You spent your life in the streets and learn to live 
  together and survive the hardest way. Among thieves, 
  assassins, dealers, thugs and the entire scourge that 
  lives in the dirty alleys of the cities and towns, you 
  learn the tricks and ruses needed to survive by your 
  own. Your combat techniques are based in use unfair 
  knacks to gain maximum advantage from your 
  opponents, making them give up to face you when they 
  realize that a fair fight is impossible.  
   
  STREETWISE 
  Starting at 3rd level, you know where you can walk and 
  go to obtain something in a town. You gain proficiency 
  in Persuasion, if you don’t have yet. Additionally, you 
  gain advantage on Charisma (Persuasion) checks when 
  dealing with people in urban environments. 
   
  DIRTY FIGHT 
  Also at 3rd level, you use cunning and tricks to gain 
  advantage on combat. You can use a bonus action to 
  take one of the following maneuvers during a combat. 
  Sand on the Eyes. You picks a fistful of sand or 
  debris and throw in the eyes of a creature within 10 feet 
  of you. The target must be successful on a Dexterity 
  saving throw (DC 8 + your proficiency bonus + your 
  Dexterity modifier) or suffer disadvantage on Wisdom 
  (Perception) checks that rely on sight and on attack 
  rolls until the start of your next turn. 
  Create Distraction. You try to draw attention for a 
  moment of a creature within 20 feet of you. The target 
  must be successful on a Dexterity saving throw (DC 8 + 
  your proficiency bonus + your Dexterity modifier) or 
  become distracted until the start of your next turn. 
  While distracted, the target lose you from sight and you 
  gain advantage on the next attack roll you make 
  against it until the end of your turn. 
  Disarm. You attack an object wielded by another 
  creature, making the target drop the object on the floor. 
  Make a melee weapon attack against the target. If you 
  hit, instead of cause damage, make a Dexterity 
  (Prestidigitation) check contested by the target’s 
  Strength (Athletics) check. If you succeed on the 
  contest, the target drop an item it is holding, at your 
  choice. 
  Fake Weakness. You pretend to be hurt and nearly 
  of defeat to a creature within 20 feet of you. The target 
  must be successful on a Wisdom saving throw (DC 8 + 
  your proficiency bonus + your Dexterity modifier) or will 
  be deluded. A deluded target will get closer to you to 
  make a melee attack against you. When the target 
  attacks you, you can use your reaction to make a melee 
  attack against him and you gain advantage on this 
  attack roll. 
   
   
   
   
   
   
  Blinding Blade. You use a blade or other reflective 
  surface to reflect a bright light on the eyes of a creature 
  within 20 feet of you. The target must be successful on a 
  Constitution saving throw (DC 8 + your proficiency 
  bonus + your Dexterity modifier) or become blind until 
  the start of your next turn. 
  Trip. You try to knock down a creature using your 
  agility. Make a melee weapon attack against the target.  
  If you hit, instead of cause damage, make a Dexterity 
  (Acrobatics) check contested by the target’s Strength 
  (Athletics) check. If you succeed on the contest, the 
  target is knocked prone. 
  When you use one of those maneuvers against a 
  creature, the creature become immune to the same 
  maneuver for the next 24 hours. 
   
  ALWAYS READY 
  At 9th level, you are always ready for the combat, and 
  knows your way around on the streets and alleys of a 
  town. You add your proficiency bonus on your initiative 
  rolls. Additionally, you can act normally in a round you 
  should be surprised. 
   
  RETALIATE AGGRESSION 
  At 13th level, you don’t let a aggression you take go 
  unchallenged. When a creature you can see within 20 
  feet of you hit you with an attack or cast a harmful spell 
  on you, you can use your reaction to make an attack 
  with a light thrown weapon against this creature. You 
  gain advantage on this attack roll.  
  You can use this feature twice. You regain expended 
  uses when you finish a short or long rest. 
   
  NUMERICAL ADVANTAGE 
  Starting at 17th level, you greatly benefits when 
  attacking an opponent that are in numerical 
  disadvantage. While you and at least another friendly 
  creature to you are within 5 feet of a hostile creature 
  that has no friendly creature to it within 10 feet of it, 
  you and your allies gain advantage on attack rolls 
  against this creature. Additionally, the creature suffer 
  disadvantage on saving throws and ability checks to 
  resist the effects of maneuver of your Dirty Fight while 
  is in this conditions. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  TACTICAL TRAPSMITH 
  You dedicate your training to learn everything about 
  traps. As a trapsmith, you use your cunning to disarm 
  and prepare traps capable to take down your foes 
  without give them even a chance to see you. Even 
  during combat, you can use tricks to put traps subtly on 
  the battlefield causing different harmful effects on the 
  unlucky enough to trigger it. An experienced trapsmith 
  can even lure its enemies to its deadly traps.   
   
  TRAP EXPERTISE 
  Starting at 3rd level, you become a master in the 
  operation of complex mechanisms. You gain proficiency 
  with thieves’ tools, if you don’t have yet, and you gain 
  advantage on ability checks using thieves’ tools to 
  disarm traps. When you are successful disarming a 
  trap, you gain a use of the traps kit (see below). 
   
  TACTICAL TRAP 
  Also at 3rd level, you gain proficiency with a new kind 
  of tool: the traps kit. You can use a traps kit to arm 
  small traps with anticipation to use it during combat. 
  Building a Trap. To build a combat trap, you need 
  be successful in a DC 10 Intelligence check using a 
  traps kit, and expend an use of your traps kit in a 
  process that takes 10 minutes. Each trap prepared 
  weighs 2 pounds and you can have a maximum of five 
  traps prepared at same time. 
  You can prepare any trap described in combat trap 
  below. 
  Set a Trap. As a bonus action, you can set a trap in a 
  space of 5 feet within 10 feet of you, at your choice. A 
  combat trap trigger when a creature enter its space for 
  the first time. The creature’s movement ends when the 
  trap is trigged. The creature still can use its actions, but 
  otherwise can’t move until its next turn. 
  A creature that can see you set a trap can make a 
  Wisdom (Perception) check contested by yours Dexterity 
  (Prestidigitation) check to realize it is a trap. Find a 
  combat trap without seeing you set it demands an 
  Intelligence (Investigation) check, and disarm your 
  traps demands a Dexterity check using thieves’ tools. 
  The DC for both checks is equal to 8 + proficiency bonus 
  + your Dexterity modifier. 
  Trap Attack. Your traps attacks automatically when 
  trigger. The attack roll or DC to resist the effects of 
  your traps are based on Intelligence. 
   
  Trap save DC = 8 + your proficiency bonus +  
  your Intelligence modifier 
   
  Trap attack modifier = your proficiency bonus +  
  your Intelligence modifier 
   
  COMBAT TRAPS 
  You can build any of the following combat traps. 
  Entangler. A creature that enter the space occupied 
  by this trap must be successful on a Dexterity saving 
  throw or fall prone and are restrained until freeing from 
  the trap. A creature can release the trap with a 
  successful DC 12 Strength or Dexterity check. 
  Foot Spikes. A creature that enter the space 
  occupied by this trap must be successful on a 
  Constitution saving throw or take 2d4 piercing damage 
  and has its walking speed halved for 1 minute. The 
  target can repeat the save at the end of its turn, ending 
  the reduction on its speed with a successful save. 
  Grease. A creature that enter the space occupied by 
  this trap must be successful on a Dexterity saving 
  throw or fall prone and is unbalanced for 1 minute. An 
  unbalanced creature suffer disadvantage on Dexterity 
  (Acrobatics) checks and Dexterity saving throws. The 
  creature can use its action to remove its shoes or make 
  a DC 12 Dexterity check to remove the grease, ending 
  the effect of unbalance with a successful check. 
  Hunter’s Trap. A creature that enter the space 
  occupied by this trap must be successful on a Dexterity 
  saving throw or take 2d4 piercing damage and has its 
  walking speed halved until freeing from the trap. A 
  creature can release the trap with a successful DC 12 
  Strength check. 
  Ink Bomb. When a creature trigger this trap, an ink 
  explosion coat the creature. The creature becomes 
  visible if it was invisible and must be successful on a 
  Dexterity saving throw or be blind for 1 minute. The 
  creature can use its action to remove the ink using 
  water or other solvent, or being successful on a DC 12 
  Dexterity check. 
  Smoke Bomb. When a creature trigger this trap, a 
  thick smoke fog appears in a 10-foot-radius sphere 
  centered on the trap, and remains for 3 rounds. The 
  trap’s area is heavily obscured and a creature that ends 
  its turn within the area must be successful on a 
  Constitution saving throw or take 1d8 poison damage. 
   
  TRAPS KIT 
  This box contains tools, utensils, and mechanisms used to build 
  traps. A saw, spearheads, caltrops, hammer, nails, wires and 
  ropes are part of this kit. 
  A new traps kit has enough pieces to build 10 traps. When you 
  prepare a combat trap or set a field trap, you need to expend 
  some uses of a traps kit.  
   
  Cost. 50 gp 
  Weight. 8 lb. 
   
  EXPERIENCED TRAPSMITH 
  At 9th level, you can use a traps kit to set a field trap. 
  Build a field trap demands a successful DC 15 
  Intelligence check using a traps kit, and expend two 
  uses of your traps kit in a process that takes 1 hour. 
  A trap set by you will have one of the following 
  triggers, chosen by you in the moment you finish to set 
  the trap: 
  Contact Trigger. The trap triggers when a Small or 
  larger creature touching the ground enters the space 
  occupied by the trap for the first time. 
  Manual Trigger. You can use your reaction to 
  trigger the trap when one or more creature that you can 
  see enter the space occupied by the trap. 
  Find a field trap set by you require an Intelligence 
  (Investigation) check, and disarm it demands a 
  Dexterity check using thieves’ tools. The DC for both 
  
   
  checks is equal to 8 + proficiency bonus + your Dexterity 
  modifier. 
   
  FIELD TRAPS 
  You can set any of the following field traps. 
  Spiked Barrier. A 10 feet high and 3 feet long wall 
  rise and hit the targets occupying two adjacent spaces 
  on the area chosen by you. The targets on trap’s space 
  must be successful on a Strength saving throw or take 
  4d8 piercing damage and are knocked prone. A target 
  successful on the save take half damage and are not 
  knocked prone. 
  Dart Shutter. Darts are fired in the creatures in a 
  10-foot-square. Make a trap attack roll against each 
  target on the area. If you hit, the target takes 6d4 
  piercing damage. The darts can be poisoned using four 
  doses of poison. 
  Lance Shutter. A lance are thrown in a creature in a 
  5-foot-square. Make a trap attack roll against each 
  target on the area. If you hit, the target takes 4d10 
  piercing damage. The lance can be poisoned using a 
  dose of poison. 
  Crossbar Pit. A 10 feet square pit with 10 feet deep 
  opens and the creatures above it fall. The creatures in 
  the area must be successful in a Dexterity saving throw 
  or fall in the pit. The pit closes after a creature fall 
  inside it. Is required a successful DC 20 Strength check 
  or DC 15 Dexterity check using thieves’ tool to escape 
  the pit.  
  Spiked Pit. A 10 feet square pit with 10 feet deep 
  opens and the creatures above it fall. The creatures in 
  the area must be successful in a Dexterity saving throw 
  or fall in the pit and take 2d10 piercing damage. Leaves 
  the pit require a successful DC 10 Strength (Athletics) 
  check. The spikes can be poisoned using four doses of 
  poison. 
  Shifting Mud. The floor on 10 feet square is muddy. 
  A creature that enters the area must be successful in a 
  Strength saving throw or is restrained. A creature 
  restrained by the mud can use its action to make a DC 
  15 Strength check. If the creature is successful, it leaves 
  the muddy area. 
   Hanging Blade. An axe blade hanging in 10 feet 
  high is released and attack a creature in a square above 
  it. Make a trap attack roll against the target on the 
  area. If you hit, the target takes 3d12 slashing damage. 
  The axe can be poisoned using a dose of poison. 
  Oil and Fire. Oil is spilled and a spark ignite the 
  creatures in 10 feet square. The creatures in the area 
  must be successful in a Dexterity saving throw or take 
  4d6 fire damage and are aflame. A creature aflame 
  takes 1d6 fire damage at the start of each of its turns. A 
  creature can put out the flames using its action to make 
  a successful DC 10 Dexterity check. 
  Falling Net. A net fall from at least 10 feet high and 
  ensnares the creatures in a 10 feet square above it. A 
  creature in the area must make a Dexterity saving 
  throw or is restrained while is ensnared. A creature can 
  break free using its action to make a successful DC 15 
  Strength or Dexterity check, or causing 5 slashing 
  damage to the net (AC 10). The net has 20 hit points. 
  Rope Suspension. A rope warps the foot of a 
  creature in a 5 feet square occupied by it, lifting the 
  creature in the air to at least 10 feet high. The creature 
  must be successful on a Dexterity saving throw to avoid 
  the rope. If fail the save, the creature is lifted in the air 
  and is restrained while is lifted. The creature can try to 
  break free with a successful DC 15 Strength or 
  Dexterity check, or causing 5 slashing damage to the 
  rope (AC 10). 
  Swinging Trunk. A trunk is release from 10 feet hit 
  and hit the creatures occupying two adjacent square on 
  the area. The targets on the trap’s space must be 
  successful on a Strength saving throw or take 4d8 
  bludgeoning damage and are pushed 10 feet away. A 
  creature successful on the save takes half damage and 
  are not pushed. 
   
  LETHAL TRAPS 
  At 13th level, you can add your Intelligence modifier (a 
  minimum of +1) to the damage caused by the traps set 
  by you. 
   
  LURE THE QUARRY 
  When you reach the 17th level, you can use noises and 
  gestures to lure enemies to your traps. As a bonus 
  action, choose a creature you can see within 60 feet of 
  you. The target must be successful in a Wisdom saving 
  throw (DC 8 + your proficiency bonus + your 
  Intelligence modifier) or is lured by you. A lured 
  creature must use its movement to move to a space 
  chosen by you in the start of its next turn. The target 
  will not move to a spot perceptibly danger like a visible 
  pit, a cliff, lava, or even a turbulent river. 
  If a creature succeed on the saving throw, you can’t 
  use this feature on that creature again for 24 hours. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  TREASURE HUNTER 
  You are specialized in invade and plunder dangerous 
  locations. Many adventurers seeking ancient treasures 
  follow this archetype and that want avoid dwellers and 
  existent danger in most of the hostile subterranean and 
  wild environments. As you advance, you develops 
  techniques that allow you to take easiest and safe paths 
  to the great awards in dungeons and lairs of powerful 
  creatures that dwell the world.  
   
  PROFESSIONAL INVADER 
  Starting at 3rd level, you improves your skill in open 
  locks and disarm traps on dungeons. You gain 
  advantage on Intelligence (Investigation) checks to find 
  traps and ability checks using thieves’ tools to open 
  locks and disarm traps. 
   
  TRAPSENSE 
  Also at 3rd level, you become skilled in avoid the most 
  common dangers elaborated by dwellers of dungeons 
  against invaders. You gain resistance to trap damage 
  and you have advantage on saving throws against 
  traps. 
   
  AVOID DANGER 
  At 9th level, you can pass unseen by areas full of 
  enemies that have notice your presence, climbing 
  silently the walls and even the ceiling. You gain climb 
  speed of 20 feet and you can climb nonmagical surfaces 
  and even walk upside down with no need of a Strength 
  (Athletics) check to climb. You gain advantage on 
  Dexterity (Stealth) checks if you use your move or the 
  Dash action and end your turn behind a barrier that 
  can cover you. Additionally, is impossible track you by 
  nonmagical means. 
   
  FIND TREASURE 
  At 13th level, you know exactly where to search for 
  value items when you explore, and you everything is 
  noticed by your greedy eyes hungry for wealth. You gain 
  +5 bonus on your passive Wisdom (Perception) and 
  passive Intelligence (Investigation) scores to find 
  treasures, and you know if an object is magical when 
  you touch it. Additionally, whenever you pass within 20 
  feet of a magic item, work of art, gem or value item 
  hidden, you know that exists something valuable 
  hidden nearby, and can make an Intelligence 
  (Investigation) check with advantage to find the 
  treasure. 
   
  UNCANNY ESCAPE 
  When you reach the 17th level, even in the rare 
  moments you are discovered by your enemies, you can 
  create an unexpected escape route. As an action, you 
  can magically cross a nonmagical barrier of 5 feet thick, 
  emerging in the closest unoccupied space on the other 
  side of the barrier. If the barrier has more than 5 feet 
  tick, you fail to cross it and stay in your current space. 
  Additionally, you gain advantage in ability checks and 
  saving throws against effects that impose the grappled, 
  paralyzed, or restrained condition. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Alan Venic/Alan Venics Redbook - Tome of the Rogue.pdf