Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus not necessarily an indication of your chosen profession, but a description of your preferred techniques.

The Butcher

These slashers cripple and mutilate those in their wake with unstoppable precision and force. Raw power bolstered by stealthful tactics help you chop through the toughest of animal hides and shatter the densest of a your victis skulls.

Bonus Proficiencies

When you choose this archetype at 3rd level, gain your choice of 2 proficiencies in the Athletics skill, the Intimidation skill, or Cook’s utensils.

Crude Mutilation

Starting at 3rd level, your increased savagery lets you wield large weapons with the same finesse and devastation. Gain proficiency and the ability to Sneak Attack with weapons that have the Versatile property.

Looming Dread

Beginning at 9th level, your devastating attacks batter the moral of the your upcoming victims. When you kill an enemy with a Sneak Attack, choose an enemy within 10 feet of you that can see them. That enemy must make a Wisdom saving throw (DC equal to 14 at 9th level, 16 at 16th level, and 20 at 20th level) or be Frightened of you until your next turn.

Instruments of Agony

Reaching 13th level makes any way you use a weapon more deadly or defensive. When you wield a Versatile weapon

  • One Handed: Sneak Attacks give you plus 2 AC until the beginning of your next turn.
  • Two Handed: not using any movement for a turn gives you advantage on your next attack.

No Escape for the Damned

After becoming 17th level, you know your prey is always unaware of the injuries they have sustained, and if they begin to run they will surely feel the effects of your ruin. The first attack you take on your turn causes an enemy to becomes your fixation. You can only have one fixation at a time, and can change by Sneak Attacking someone else.

When a Fixation is more than 30 feet away from you, have them gain disadvantage on attacking you and take 5d6 damage at the beginning of their turn.

Unofficial Content

The Butcher is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Credit: SteveSketches