Rogue Talents: Skill Tricks
Boobytrapper
Prerequisite: proficiency in thieves' tools
Creatures have disadvantage on checks made to perceive traps or obstacles you conceal, and you have advantage on checks made to find traps that were intentionally placed for the purpose of causing harm.
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.
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.
Covert Stalking
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Delay Trap
When you trigger a mechanical trap on your turn, your alert senses warn you of danger before you complete the action. You may immediately end your turn in order to delay the trap’s effects until the start of your next turn.
Keen Eye
Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Lie Detector
Prerequisite: proficiency in Deception
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 check with your thieves’ tools against the lock’s DC. On a success, you permanently increase the lock’s DC by your proficiency bonus with thieves’ tools. Alternatively, you may spend 10 minutes using thieves’ tools to probe an unlocked lock. At the end of this time, make a thieves’ tools check against the lock’s DC. On a success, you make a key for the lock. A lock may only be affected with each of these abilities once.
Loot Runner
Your speed increases by 5 feet, and you can carry 2 extra bulky items.
Scout Leader
Prerequisite: proficiency in Stealth
When your party makes a group Stealth check, you may apply your result to yourself and one ally 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.
Sense for Secrets
You can spend a minute observing an area. If there are tricks, traps, secret doors, or other unusual features of a nonmagical nature within 30 feet of you on an unobscured surface you can see, you know something nearby is worth investigating, but not what or where it is. You can’t use Sense for Secrets twice in the same area.
Skeleton Key
Prerequisite: proficiency in thieves' tools
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.
Sure-Footed
When using the Dash action, you ignore difficult terrain and don’t fall on slippery surfaces.
Tools of the Trade
You gain proficiency in one of the following: disguise kit, forgery kit, poisoner’s kit, thieves’ tools. You may choose this trick more than once.
Requires 5th Level
All Fours
Prerequisite: 5th level
When you take falling damage, you can use your reaction to make an Acrobatics (Dexterity) check and reduce the distance you fell by the result.
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 (Sleight of Hand) 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 9th Level
Apothecary
Prerequisite: 9th level, proficiency with poisoner's kits or herbalism kits
If you craft poisons or consumables using your poisoner’s kit or herbalism kit, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Requires 13th Level
Smell Magic
Prerequisite: 13th level
You can tell if any traps you find have magical elements. Additionally, you can spend 10 minutes to tell whether an object or creature you can see bears magic. This feature is nonmagical.