- All 123 official subclasses (2014 books and the 2024 Player's Handbook), each with its book and features up to level 20; one file per class - The builder has a subclass step after the class: pick one, let a die suggest one, or decide later; its gifts arrive at the class's choice level - 2024 updates (Wild Heart, Warrior of the Elements) offer a one-click switch - The Road Ahead: a level 1-20 timeline on every sheet and in the builder - 33 new species (2024 Aasimar and Goliath, Monsters of the Multiverse) with chosen +2/+1 or +1/+1/+1 bonuses; species roll is now a d8 by family - The Artificer: class, half-caster slots from level 1, features, Flash of Genius - Class tables and counters run to level 20; a fifth Boon, Resolve Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
152 lines
9.4 KiB
JavaScript
152 lines
9.4 KiB
JavaScript
// Rogue subclasses: the roguish archetypes. The shape is described in index.js.
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const ROGUE = [
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{
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key: 'THIEF',
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name: 'Thief',
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source: 'Player’s Handbook',
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edition: '2014',
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summary: 'Quick fingers, rooftops and anything that can be used.',
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features: {
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3: [
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{ name: 'Fast Hands', text: 'Bonus action: Sleight of Hand, pick a lock, disarm a trap or Use an Object.' },
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{ name: 'Second-Story Work', text: 'Climbing costs no extra movement; running jumps + Dexterity modifier feet.' },
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],
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9: [{ name: 'Supreme Sneak', text: 'Advantage on Stealth if you move no more than half your speed.' }],
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13: [{ name: 'Use Magic Device', text: 'Ignore class, species and level requirements on magic items.' }],
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17: [{ name: 'Thief’s Reflexes', text: 'In the first round of a fight you take two turns: one at your initiative, one at your initiative − 10.' }],
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},
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},
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{
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key: 'ASSASSIN',
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name: 'Assassin',
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source: 'Player’s Handbook',
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edition: '2014',
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summary: 'Strikes first, and the first strike is the worst.',
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features: {
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3: [
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{ name: 'Assassinate', text: 'Assassin. Advantage on attacks against any creature that has not yet taken a turn in this fight, and any hit on a surprised creature is a critical hit.' },
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{ name: 'Tools of the Trade', text: 'You are practised with disguises and poisons: advantage on checks to make or use them.' },
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],
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9: [{ name: 'Infiltration Expertise', text: 'With a week and 25 gold you build a false identity with papers and a history; nobody doubts it without an obvious reason.' }],
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13: [{ name: 'Impostor', text: 'After three hours of study, mimic a person’s speech, writing and manner perfectly; advantage on checks to avoid being found out.' }],
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17: [{ name: 'Death Strike', text: 'When you hit a surprised creature, it makes a Constitution save or takes double damage.' }],
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},
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},
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{
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key: 'SWASHBUCKLER',
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name: 'Swashbuckler',
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source: 'Xanathar’s Guide to Everything',
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edition: '2014',
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summary: 'A duellist: in, strike, out, and a smile.',
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features: {
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3: [
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{ name: 'Fancy Footwork', text: 'Swashbuckler. A creature you made a melee attack against this turn cannot make opportunity attacks against you until the turn ends.' },
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{ name: 'Rakish Audacity', text: 'Add your Charisma modifier to initiative (ask your DM to count it). You can Sneak Attack a creature with nobody else next to you or it, without needing advantage.' },
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],
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9: [{ name: 'Panache', text: 'Action: Persuasion against a creature’s Insight. A hostile one has disadvantage on attacks against anyone but you for 1 minute; any other is charmed by you for 1 minute.' }],
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13: [{ name: 'Elegant Maneuver', text: 'Bonus action: advantage on your next Acrobatics or Athletics check this turn.' }],
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17: [{ name: 'Master Duelist', text: 'Once per short rest, reroll a missed attack with advantage.' }],
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},
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},
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{
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key: 'ARCANE_TRICKSTER',
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name: 'Arcane Trickster',
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source: 'Player’s Handbook',
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edition: '2014',
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summary: 'A thief with wizard tricks and an invisible hand.',
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features: {
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3: [
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{ name: 'Spellcasting', text: 'Arcane Trickster. You cast wizard spells (mostly enchantment and illusion) with Intelligence, as a third caster: the DM grants spells within the unlock schedule.' },
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{ name: 'Mage Hand Legerdemain', text: 'Your Mage Hand is invisible, and can pick locks, disarm traps and pick pockets (bonus action to control it).' },
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],
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9: [{ name: 'Magical Ambush', text: 'When you cast a spell while hidden, the target has disadvantage on its save.' }],
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13: [{ name: 'Versatile Trickster', text: 'Bonus action: your Mage Hand distracts a creature within 5 ft of it, giving you advantage on attacks against it this turn.' }],
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17: [{ name: 'Spell Thief', text: 'Once per long rest, reaction when a spell targets you: the caster makes a save; on a failure the spell fails and you can cast it for 8 hours.' }],
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},
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},
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{
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key: 'INQUISITIVE',
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name: 'Inquisitive',
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source: 'Xanathar’s Guide to Everything',
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edition: '2014',
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summary: 'A detective who reads lies and finds the weak spot.',
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features: {
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3: [
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{ name: 'Ear for Deceit', text: 'Inquisitive. Treat an Insight roll of 7 or lower as an 8 when sensing lies.' },
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{ name: 'Eye for Detail', text: 'Bonus action: Perception to spot a hidden creature or object, or Investigation to uncover clues.' },
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{ name: 'Insightful Fighting', text: 'Bonus action: Insight against a creature’s Deception; on a success you can Sneak Attack it without advantage for a minute.' },
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],
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9: [{ name: 'Steady Eye', text: 'Advantage on Perception and Investigation if you move no more than half your speed.' }],
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13: [{ name: 'Unerring Eye', text: 'A few times per long rest (Wisdom modifier), action: sense illusions, shapechangers and other magical deceptions within 30 ft.' }],
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17: [{ name: 'Eye for Weakness', text: 'Sneak Attack deals +3d6 against a creature you have read with Insightful Fighting.' }],
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},
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},
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{
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key: 'MASTERMIND',
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name: 'Mastermind',
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source: 'Xanathar’s Guide to Everything',
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edition: '2014',
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summary: 'A schemer who helps from afar and reads everyone.',
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features: {
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3: [
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{ name: 'Master of Intrigue', text: 'Mastermind. Proficient with disguise and forgery kits and one gaming set; two extra languages; mimic accents perfectly.' },
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{ name: 'Master of Tactics', text: 'Help as a bonus action, and at a range of 30 ft.' },
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],
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9: [{ name: 'Insightful Manipulator', text: 'After a minute of watching or talking, learn how a creature compares to you in two of: Intelligence, Wisdom, Charisma, class levels.' }],
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13: [{ name: 'Misdirection', text: 'Reaction: when you are attacked while a creature gives you cover, the attack targets that creature instead.' }],
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17: [{ name: 'Soul of Deceit', text: 'Your thoughts can’t be read unless you allow it, you can show false thoughts, and magic can’t compel you to tell the truth.' }],
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},
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},
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{
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key: 'PHANTOM',
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name: 'Phantom',
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source: 'Tasha’s Cauldron of Everything',
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edition: '2014',
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summary: 'Walks with the dead and borrows their skills.',
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features: {
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3: [
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{ name: 'Whispers of the Dead', text: 'Phantom. After a rest, gain proficiency in one skill or tool of your choice until your next rest.' },
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{ name: 'Wails from the Grave', text: 'A few times per long rest (proficiency bonus), right after Sneak Attack: a second creature within 30 ft takes half your Sneak Attack dice as necrotic.' },
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],
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9: [{ name: 'Tokens of the Departed', text: 'Reaction when a creature dies within 30 ft: make a soul trinket. While you carry one you have advantage on death and Constitution saves, and can spend it on a free Wails from the Grave.' }],
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13: [{ name: 'Ghost Walk', text: 'Bonus action: become spectral for 10 minutes: fly 10 ft, pass through objects, and attacks against you have disadvantage.' }],
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17: [{ name: 'Death’s Friend', text: 'Wails from the Grave hits both creatures with necrotic damage, and you always have a soul trinket after a long rest.' }],
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},
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},
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{
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key: 'SCOUT',
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name: 'Scout',
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source: 'Xanathar’s Guide to Everything',
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edition: '2014',
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summary: 'A skirmisher of the wilds, always first to move.',
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features: {
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3: [
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{ name: 'Skirmisher', text: 'Scout. Reaction when an enemy ends its turn within 5 ft: move half your speed without provoking.' },
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{ name: 'Survivalist', text: 'Treat Nature and Survival as proficient, with double your proficiency bonus (add by hand).' },
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],
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9: [{ name: 'Superior Mobility', text: '+10 ft to your walking speed (and climb or swim speeds).' }],
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13: [{ name: 'Ambush Master', text: 'Advantage on initiative; in the first round, the first creature you hit is easier for everyone to hit until your next turn.' }],
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17: [{ name: 'Sudden Strike', text: 'After the Attack action, make one more attack as a bonus action; it can Sneak Attack even if you already have, against a different target.' }],
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},
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},
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{
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key: 'SOULKNIFE',
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name: 'Soulknife',
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source: 'Tasha’s Cauldron of Everything',
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edition: '2014',
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summary: 'Psychic blades conjured from the mind, and telepathy to match.',
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features: {
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3: [
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{ name: 'Psionic Power', text: 'Soulknife. Psionic dice (twice your proficiency bonus, d6, growing to d12), back on a long rest. Psi-Bolstered Knack: add a die to a failed proficient check. Psychic Whispers: link minds with allies for hours.' },
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{ name: 'Psychic Blades', text: 'Manifest blades: 1d6 psychic (finesse, thrown 60 ft), and a second blade as a bonus action for 1d4.' },
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],
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9: [{ name: 'Soul Blades', text: 'Homing Strikes: add a psionic die to a missed blade attack. Psychic Teleportation: bonus action, throw a blade and teleport up to 10 × the die’s roll in feet.' }],
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13: [{ name: 'Psychic Veil', text: 'Once per long rest (or by spending a psionic die), action: invisible for an hour, until you damage or force a save.' }],
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17: [{ name: 'Rend Mind', text: 'Once per long rest (or by spending three psionic dice), when your blade Sneak Attacks: the target makes a Wisdom save or is stunned for a minute.' }],
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},
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},
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];
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module.exports = ROGUE;
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