Rogue Talents: Skill Tricks | Homebrew Directory
Cat Eyes
You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. Additionally, you have advantage on Perception checks that rely on sight.
Costumer
Prerequisite: proficiency in disguise kits
When you use a disguise kit on yourself or another person, creatures have disadvantage on checks made to see through the disguise. Additionally, you can carry a number of disguises on your person equal to your Proficiency Bonus without raising suspicion, and it never takes you more than 1 minute to don a disguise. You can create or apply disguises to others in half the time.
Counterfeiter
Prerequisite: proficiency in forgery kits
You regularly carry forged currency that you create. Whenever you spend gold, you may attempt to use forged currency to reduce some or all of the expense. Choose a percentage between 10% and 100%. Then, make a Charisma (Deception or Forgery) check with DC equal to the percentage chosen (min 10, max 30). If you forge more than 30% of the currency, you make the check with disadvantage. On a success, you replace that percentage of the cost with fake money, effectively reducing the cost. On a failure, your deception is detected and their attitude towards you drops by one step. On a critical failure, it drops by two steps.
Covert Stalking
When you are hidden from a creature and miss it with an attack, making the attack doesn't reveal your position.
Ear for Secrets
When you enter a room or an area outside, you automatically know if there are tricks, traps, secret doors, or other unusual features in the immediate area, but not what or where it is. Additionally, you have advantage on Perception checks that rely on hearing.
Lie Detector
Prerequisite: proficiency in Deception and Insight
When a creature is asked a yes or no question in your presence, you know if the creature believes the answer is yes or no, regardless of their response (if any). A creature lying or concealing the truth can make a Charisma (Deception) check with a DC equal to your passive Insight score. If they succeed, they are immune to this ability for 24 hours.
Locksmith
Prerequisite: proficiency in thieves' tools
You may spend ten minutes using thieves’ tools to improve an unlocked lock. At the end of this time, make a Dexterity (Precision) check with your thieves’ tools against the lock’s DC. On a success, you permanently increase the lock’s DC by 10. Once a lock has been improved in this way, it cannot be affected by this ability or similar effects (like Arcane Lock). Additionally, as part of successfully picking a lock, you can alter the lock so that it opens to a key in your possession in addition to, or instead of, whatever keys previously opened it.
Loot Runner
Your speed increases by 5 feet, and you use your Dexterity to calculate your carrying capacity.
Nose for Trouble
You sense the presence of magic within 30 feet of you. This sense can penetrate most barriers, but is blocked 1 foot of stone, 1 inch of common metal, a thin sheet of lead, 3 feet of wood or dirt, or pungent odors like corpses or sewage. Additionally, you have advantage on Perception checks that rely on scent.
Scout Leader
Prerequisite: proficiency in Stealth
When your party makes a group Stealth check, you may apply your result to yourself and one creature of your choice after seeing the results of all rolls. Additionally, when you are traveling, you and a number of allies equal to your proficiency bonus (or twice your proficiency bonus if you have expertise in Stealth) can move stealthily at a normal pace.
Sure-Footed
You automatically succeed on Dexterity saving throws or ability checks you would make to falling due to slippery or narrow terrain, and your speed cannot be reduced by similar obstacles.
Tools of the Trade
You gain proficiency with your choice of three of the following: disguise kit, forgery kit, poisoner’s kit, and thieves’ tools.
Trap Expert
Creatures have disadvantage on checks made to perceive traps or obstacles you conceal, and you have advantage on checks made to find or disarm traps that were intentionally placed for the purpose of causing harm. Additionally, when you make a saving throw against a trap, you may apply your result to yourself and a creature of your choice within 30 feet of you after seeing the results of all rolls.
Requires 5th Level
All Fours
Prerequisite: 5th level
When you falling , you don't need to use your Reaction to use Controlled Fall, and you never get knocked prone from taking fall damage.
Can't Keep Me Down
Prerequisite: 5th level
Standing up from prone only uses 5 feet of your movement.
Cunning Action: Eye for Detail
Prerequisite: 5th level
You can use a bonus action to take the Search or Study action.
Cunning Action: Fast Hands
Prerequisite: 5th level
You can use a bonus action to make a Dexterity (Precision) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Cunning Action: Smooth Talking
Prerequisite: 5th level
You can use a bonus action to take the Influence action.
Second Story Work
Prerequisite: 5th level
You gain a climbing speed equal to your movement speed. In addition, you use your Dexterity score when determining your jump distance or when taking the Jump action.
Skulker
Prerequisite: 5th level, proficiency in Stealth
You can try to hide when you are lightly obscured from the creature from which you are hiding.
Requires 10th Level
Apothecary
Prerequisite: 10th level, proficiency with poisoner's kits or herbalism kits
Items you craft using your poisoner’s kit or herbalism kit take you a quarter of the normal time, and it costs you half as much of the usual gold.
