A tricky tactician that devises alternative ways to win their fights
Can hold up to 3 Pokémon without penalty
All status moves used by a pokemon owned by the trickster gain a +50% to any status attack roll they have made (e.g. Ued paralyze, roll d20 to hit, roll 10, +50% making roll a 15)
Hit dice: 1d8 per Trainer level
HP: 10 + Constitution modifier
HP at higher levels: 1d8 + Con mod per level after 1st
Armor: Light armor
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics,
Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of
Hand, and Stealth
You start with the following equipment, in addition to
the equipment granted by your background:
a) 5 pokéballs b) 2 greatballs
• (a) a rapier or (b) a shortsword
• (a) a shortbow and quiver of 20 arrows or (b)
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or © an
• Leather armor, two daggers, and thieves’ tools
Beginning at 1st level, you know how to strike subtly
and exploit a foe’s distraction. Once per turn, you can
deal an extra 1d6 damage to one creature you hit with
an attack if you have advantage on the attack roll. The
attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the
The amount of the extra damage increases as you
gain levels in this class, as shown in the Sneak Attack
column of the Rogue table.
During your rogue training you learned thieves’ cant, a
secret mix of dialect, jargon, and code that allows you to
hide messages in seemingly normal conversation. Only
another creature that knows thieves’ cant understands
such messages. It takes four times longer to convey such
a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and
symbols used to convey short, simple messages, such
as whether an area is dangerous or the territory of a
thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or will provide a safe
house for thieves on the run.
Starting at 2nd level, your quick thinking and agility
allow you to move and act quickly. You can take a
bonus action on each of your turns in combat. This
action can be used only to take the Dash, Disengage, or
Starting at 3rd level, you gain the ability to put faith in your well trained pokemon.
Once per day you can command your pokemon to leave your side and entrust it to
perform a task (1d8 for difficulty based on complexity of task)
At 4th level, you choose an archetype that you emulate
in the exercise of your rogue abilities. The Thief
archetype is detailed here; see the Player’s Handbook
for other archetypes. Your choice grants you features at
3rd level and then again at 9th, 13th, and 17th level.
Also, one of your pokemon can gain a status affecting move of your choice, regardless of their movepool.